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10th_quick_start_guide

Easy start quide for warhammer 40k
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0% found this document useful (0 votes)
45 views

10th_quick_start_guide

Easy start quide for warhammer 40k
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Quick Start Guide

This guide will help you get started with games of Warhammer 40,000. For more information, see the Core Rules .
Warhammer 40,000 battles are played in a series of battle rounds. In each of these, both players have a turn,
broken into different phases that must be completed in order.

1. COMMAND PHASE

2. MOVEMENT PHASE

3. SHOOTING PHASE

4. CHARGE PHASE

5. FIGHT PHASE

1. COMMAND PHASE

Command: First, both players gain 1 Command point (these can be spent on Stratagems at different points in the battle round).
Then resolve any rules you have that are used in your Command phase.

Battle-shock: For every unit in your army that has lost more than half of its models (or more than half of its wounds for single-
model units), roll 2D6. If the result is lower than the LD (Leadership) shown on the unit’s datasheet, the unit is Battle-shocked until
the start of your next Command phase. Battle-shocked units have an OC (Objective Control) of 0, and cannot be affected by friendly
Stratagems.
2. MOVEMENT PHASE

Units that are not within 1" of enemy models (Engagement Range) can either stay still (Remain Stationary), make a Normal move or
make an Advance move:
Normal moves: Move the unit a distance in inches up to its MV (Move) characteristic, without ending within Engagement
Range of enemy models.
Advance moves: As above, but roll one D6 and add the result to the unit’s Move. Units that Advance cannot shoot this
turn (except with Assault weapons) and cannot charge this turn.

Units that are within Engagement Range of enemy models can only Remain Stationary or Fall Back:
Fall Back moves: Like a Normal move, but units that Fall Back cannot shoot or charge this turn.

3. SHOOTING PHASE

One unit at a time, your models can fire their ranged weapons at enemy units that are within range and visible. Models with more
than one ranged weapon can shoot each one at a different target, but you must declare all targets at the same time.

Weapons are presented as follows:

RANGE A BS S AP D
Bolt pistol [ PISTOL ]
12" 1 3+ 4 0 1
RANGE A WS S AP D
Astartes chainsword
Melee 4 3+ 4 -1 1

Range: How far a weapon can shoot. If an enemy unit is within this range and visible to your model, it can be targeted.

A (Attacks): The amount of shots or strikes your weapon gets, represented by the number of D6 you roll for your attack.

BS (Ballistic Skill): How accurate your attacks are. If a Hit roll equals or beats this number, the attack hits!

S (Strength): Any attack that hits then needs to be strong enough to wound its target.

AP (Armour Penetration): This represents how effective the attack is against armour.

D (Damage): If the enemy unit fails its saving throw, the attack inflicts this much damage.

MAKING ATTACKS
Use the following sequence to make attacks one at a time:

1
HIT ROLL
Roll one D6 per attack, aiming to equal or beat the BS. An unmodified Hit roll of 6 is called a Critical Hit and is always successful.

2
2
WOUND ROLL
Compare the attack’s Strength with the target’s Toughness, as shown below. An unmodified Wound roll of 6 is called a Critical Wound
and is always successful.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S D6 RESULT
TOUGHNESS REQUIRED
Strength is TWICE (or more than twice) the
Toughness. +

Strength is GREATER than the Toughness.


+

Strength is EQUAL to the Toughness.


+

Strength is LESS than the Toughness.


+

Strength is HALF (or less than half) the


Toughness. +

3
ALLOCATE ATTACK
Your opponent chooses which model in their unit the attack might wound (if any of those models are already wounded, the attack
must be allocated to them).

4
SAVING THROW
Your opponent rolls one D6, subtracting the attacking weapon’s AP. If the result equals or beats their model’s SV, the attack fails.
Otherwise, damage is inflicted.

5
INFLICT DAMAGE
Inflict damage – a model loses a number of wounds equal to the attack’s Damage characteristic.

4. CHARGE PHASE

Your units can now charge in to assault the enemy in melee.


One at a time, select any units you wish to charge with and follow the sequence below. Units that Advanced or Fell Back
this turn cannot charge, nor can any that are within Engagement Range of the enemy.
Select one or more enemy units for your unit to charge at.
Roll 2D6. The result is the total distance in inches your unit can charge – if this is enough to move within 1" of every
enemy unit you selected, the charge is successful – move each model towards one of those enemy units, ending in
base-to-base contact if possible.
5. FIGHT PHASE

Every unit in each player’s army that is within Engagement Range of any enemy units now fights. Units that charged this turn fight
before all others. Then, starting with the player not currently taking their turn, players alternate fighting with their units.

1
PILE IN
First, you can move each model in the fighting unit up to 3" towards the closest enemy model.

2
MAKE ATTACKS
Each model that is within Engagement Range of the enemy (or in base-to-base contact with a friendly model that is) fights with one
melee weapon of your choice from those it is equipped with. To do so, follow the same Making Attacks sequence used for ranged
attacks (except that melee weapons have a WS – Weapon Skill – rather than a BS).

3
CONSOLIDATE
After all of the fighting unit’s models have fought, you can move each model that is not in base-to-base contact with an enemy
model up to 3" closer to the closest enemy model.

Listed below are a selection of abilities common to many units and weapons. For a full explanation of how these and other
universal abilities work, see the Core Rules.

DEADLY DEMISE
Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.

DEEP STRIKE

Unit can be set up in Reserves instead of on the battlefield.


Unit can be set up in your Movement phase, more than 9" horizontally away from all enemy models.

FEEL NO PAIN
Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not
lost.

FIGHTS FIRST
Units with this ability that are eligible to fight do so in the Fights First step of the Fight phase.

INFILTRATORS
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

LEADER
Some C HARACTER units have ‘Leader’ listed on their datasheets. Such C HARACTER units are known as Leaders, and the units
they can lead – known as their Bodyguard units – are listed on their datasheet.
Before the battle, C HARACTER units with the Leader ability can be attached to one of their Bodyguard units to form
an Attached unit.
Attached units can only contain one Leader.
Attacks cannot be allocated to C HARACTER models in Attached units.
LONE OPERATIVE
Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

SCOUTS

Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
If embarked in a D EDICATED T RANSPORT , that D EDICATED T RANSPORT can make this move instead.
Must end this move more than 9" horizontally away from all enemy models.

ANTI
[ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.

ASSAULT
Can be shot even if the bearer’s unit Advanced.

BLAST
Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its
own).

DEVASTATING WOUNDS
Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).

HEAVY
Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

IGNORES COVER
Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

INDIRECT FIRE
Can target and make attacks against units that are not visible to the attacking unit.
If no models are visible in a target unit when it is selected, then when making an attack against that target with an
Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that
attack.

LETHAL HITS
Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

PISTOL
Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those
enemy units.
Cannot be shot alongside any other non-Pistol weapon (except by a M ONSTER or V EHICLE ).

RAPID FIRE X
Increase the Attacks by ‘x’ when targeting units within half range.

SUSTAINED HITS X
Each Critical Hit scores ‘x’ additional hits on the target.

TORRENT
Each time an attack is made with such a weapon, that attack automatically hits the target.

TWIN-LINKED
Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
CORE STRATAGEMS
Command points can be spent during the battle to use Stratagems. All players can use the Core Stratagems
presented here. Additional Stratagems can be found in Codexes and other publications.

COMMAND RE-ROLL
CORE – B ATTLE TACTIC STRATAGE M

1CP A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a
unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine
the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this
Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving
throws to re-roll.

COUNTER-OFFENSIVE
CORE – STRATE GIC P LOY STRATAGE M

2CP In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already
been selected to fight this phase.
EFFECT: Your unit fights next.

EPIC CHALLENGE
CORE – E P IC D E E D STRATAGE M

1CP The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a C HARACTER unit from your army that is within Engagement Range of one or more Attached
units is selected to fight.

TARGET: One C HARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

INSANE BRAVERY
CORE – E P IC D E E D STRATAGE M

1CP Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
GRENADE
CORE – W ARGE AR STRATAGE M

1CP Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One G RENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is
not within Engagement Range of one or more enemy units.

EFFECT: Select one G RENADES model in your unit and one enemy unit that is not within Engagement Range of any
units from your army and is within 8" of and visible to your G RENADES model. Roll six D6: for each 4+, that enemy unit
suffers 1 mortal wound.

TANK SHOCK
CORE – STRATE GIC P LOY STRATAGE M

1CP Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a V EHICLE unit from your army ends a Charge move.

TARGET: That V EHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one V EHICLE model in your unit that
is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected
V EHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

RAPID INGRESS
CORE – STRATE GIC P LOY STRATAGE M

1CP Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may
hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every
model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though
it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would
not normally be able to do so in.
FIRE OVERWATCH
CORE – STRATE GIC P LOY STRATAGE M

A hail of wildfire can drive back advancing foes.


WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or
ends a Normal, Advance, Fall Back or Charge move.
1CP
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your
Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a T ITANIC unit with this Stratagem. Until the end of the phase, each time a model in
your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking
weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.

GO TO GROUND
CORE – B ATTLE TACTIC STRATAGE M

1CP Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One I NFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s
attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

SMOKESCREEN
CORE – W ARGE AR STRATAGE M

1CP Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One S MOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.

HEROIC INTERVENTION
CORE – STRATE GIC P LOY STRATAGE M

1CP Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against
that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your
Charge phase.

RESTRICTIONS: You can only select a V EHICLE unit from your army if it is a W ALKER . Note that even if this charge is
successful, your unit does not receive any Charge bonus this turn.

Stratagems Key
EITHER PLAYER’S TURN
YOUR TURN
OPPONENT’S TURN
© Vyacheslav Maltsev 2013-2024

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