WH40k 4th - Quick Reference Sheet.pdf

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QUICK REFERENCE SHEET
THE MOVEMENT PHASE
SEQUENCE OF PLAY
1. Choose a unit to move.
2. Move any or all of the models in the unit up
to their maximum move distance.
3. Repeat the above until movement is complete.
THE SHOOTING PHASE
SEQUENCE OF PLAY
1. Choose a unit to shoot with.
2. Resolve the shooting process
(see below) for the chosen unit.
3. Repeat the above until shooting is complete.
THE ASSAULT PHASE
RESOLVE CHARGES
1. Pick a unit.
2. Declare charge with it.
3. Move the charging unit.
4. Repeat the above until all charging units have
moved.
EMBARKING AND DISEMBARKING
Passengers may disembark before the vehicle
moves. Both disembarked passengers and vehicle
can then make a full normal move.
SHOOTING PROCESS
1. Choose closest target (or take Ld test).
2. Check line of sight and range.
3. Roll to hit.
4. Roll to wound.
5. Make Saving Throws.
6. Remove casualties.
RESOLVE COMBATS
1. Pick a combat.
2. Fight Close Combat.
3. Determine Assault Results.
4. Loser Checks Morale.
5. Breaking-off and Consolidation.
6. Pile in.
7. Repeat until all combats have been resolved.
Passengers may disembark after the vehicle moves
(no more than 12"). Neither disembarked passengers
nor the vehicle may make further moves.
Firer’s BS
1
2
3
4
5+
All of a unit must be embarked or disembarked.
Score to hit
6+ 5+ 4+ 3+
2+
DIFFICULT TERRAIN – EFFECTS ON MOVEMENT
Unit
ATTACK MODIFIERS
+1 Charge Bonus
+1 Two Weapons
Slowed by
Dangerous Terrain
Type
difficult terrain?
test required?
SWEEPING ADVANCE
The falling back unit and the winning unit compare
their Initiative characteristic plus the roll of a D6.
Infantry
Yes
No *
Bikes
No
Yes
Jetbikes
No
No if passing over. Yes if passing through
Monstrous creatures
Yes
No *
A) If the falling back unit’s total is higher, they break
off from the combat successfully. Make a Fall Back
move for the losing unit. The winners can now
consolidate 3".
Jump Infantry
No
Yes if move ends in the terrain
Artillery
Yes
No for crew *. Yes for gun models.
Beasts & Cavalry
Yes
No *
Vehicles – Walkers
Yes
No *
Vehicles – Skimmers
No
No, always pass over it.
B) If the winner’s total is equal or greater they
catch the fleeing enemy with a sweeping advance.
The falling back unit is scattered and destroyed. The
winners can now consolidate D6".
Vehicles – Other
No
Yes
* unless terrain is categorised as dangerous
NON-VEHICLE WEAPON TYPE SUMMARY
Weapon Type
Pistol
Moving and Firing
Can move and fire once, or
remain stationary and fire twice.
Firing and Charging
May fire once in the Shooting phase and then
charge the same enemy unit in the Assault
phase. Counts as an additional weapon in close
combat.
Unit may not move in the Assault phase if the
weapon was fired in the Shooting phase (unless
allowed to by a special rule).
May fire in the Shooting phase and then charge
the same enemy unit in the Assault phase.
Unit may not move in the Assault phase if the
weapon was fired in the Shooting phase (unless
allowed to by a special rule).
Rapid Fire
Fire twice at up to 12", or remain
stationary and fire once up to
maximum weapon range.
Can move and fire normally.
Assault
Heavy
Cannot move and fire.
VEHICLES MOVING & SHOOTING SUMMARY
Type
Any vehicle that
is neither Fast
nor a Walker
Stationary
All main and defensive weapons
OR 1 ordnance weapon
OR 1 ordnance barrage weapon
Up to 6"
1 main weapon and all
defensive weapons
OR 1 ordnance weapon
Up to 12"
More than 12"
No weapons
Not applicable
Fast Vehicle
All main and
defensive weapons
All main and
defensive weapons
1 main weapon and all
defensive weapons
No weapons
Walker
All main and defensive weapons OR 1 ordnance
weapon OR 1 ordnance barrage weapon
2 main or defensive weapons
OR 1 ordnance weapon
Not applicable
Not applicable
© Copyright Games Workshop Ltd 2004. Games Workshop, the Games Workshop logo, White Dwarf, 40k, the Warhammer 40,000 device, Warhammer and all associated marks, logos, names, races and race insignia, vehicles, locations, units, characters,
illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2004, variably registered in the UK and other countries around the world. All Rights Reserved.
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FIRING TEMPLATE WEAPONS
1. Place the Template.
2. Determine how many models are
hit.
3. Roll to wound, make Armour
Saves and remove casualties or
roll armour penetration and
resolve glancing/penetrating hits
against vehicles.
SCATTER DISTANCE
Roll 1D6 normally, 2D6 if firing
ordnance from a moving vehicle, 2D6 if
firing a barrage indirectly. Take the
highest score.
MORALE CHECKS
A unit takes a Morale check:
A) If it takes 25% or more casualties from shooting in the turn – test at
the end of the Shooting phase.
B) If it is defeated in close combat in the Assault phase – test once
combat results are established.
C) If an enemy unit performs a Tank Shock attack on them – test once
the vehicle has moved.
Leadership modifiers
-1 If the unit is below 50% of its starting strength.
-1 If the losing side is outnumbered by its opponents.*
-2 If the losing side is outnumbered 2:1 or more.*
-3 If the losing side is outnumbered 3:1 or more.*
-4 If the losing side is outnumbered 4:1 or more.*
* These modifiers only apply to units defeated in close combat. Use
only the highest of these modifiers.
ARMOUR PENETRATION
If the total of the weapon strength +
D6 is equal to vehicle armour value
this is a glancing hit (unless the
weapon firing is AP1 , in which case it
is a penetrating hit).
FIRING ORDNANCE
OR BARRAGE WEAPONS
1. Place Blast Marker so that the
blast marker’s hole is centered on
an enemy model.
2. Check range and line of sight.
3. Roll Scatter.
4. Determine how many models are
hit.
5. Roll to wound, make Armour
Saves and remove casualties or
roll armour penetration and
resolve glancing/penetrating hits
against vehicles.
If the total of weapon strength + D6 is
greater than the vehicle armour then
this is a penetrating hit (unless the
weapon firing is AP- , in which case it
is a glancing hit).
VEHICLE DAMAGE RESULTS
GLANCING HIT
D6 Result
1-2 Crew shaken
3
COVER SUMMARY
Cover
Cover
Terrain
Type
Save
Height range
Bushes, High Grass
Crops, Fences, Railings.
Crew stunned
6+
Size 1/2
FIRING BLAST WEAPONS
1 . Roll to hit. If a hit occurs place
the blast marker so that the blast
marker’s hole is centered on an
enemy model, within range and
line of sight.
2. Determine how many models are
hit.
3. Roll to wound, make Armour
Saves and remove casualties or
roll armour penetration and
resolve glancing/penetrating hits
against vehicles.
4
Armament destroyed
Crates, barrels, pipes, logs, jungles,
partial cover from hill crests, woods.
5
Immobilised
5+
Size 1/2/3
6
Vehicle destroyed!
Wrecks, vehicles, wreckage, rubble,
rocks, emplacements, trenches, ruins,
4+
Size 2/3
PENETRATING HIT
D6 Result
1
gun pits, craters, walls, buildings.
Bunkers, fortified buildings.
3+
Size 2/3
Crew stunned
2
Armament destroyed
& Crew stunned
ASSAULT – TO HIT CHART
Opponent’s Weapon Skill
1234567890
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+
10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+
3
Immobilised & Crew stunned
4
Vehicle destroyed!
5
Vehicle destroyed!
6
Vehicle explodes!
WHO IS HIT?
Models entirely covered by a blast
marker or template, or partially covered
by a template, are automatically hit.
ORDNANCE PENETRATING HIT
D6 Result
1
Crew stunned
2
Armament destroyed
& Crew stunned
Models partially covered by a blast
marker or large blast marker are hit on
a D6 score of 4+.
3
Immobilised & Crew stunned
4
Vehicle destroyed!
5
Vehicle explodes!
6
Vehicle annihilated!
DAMAGE CHART
Toughness
1234567890
1 ++++NNNNNN
2 +++++NNNNN
3 2+ 3+ 4+ 5+ 6+ 6+ N N N N
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N N
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Product Code: 60440199033
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