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1p40k - Rules v2.0

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Page 1: 1p40k - Rules v2.0

One Page 40k Rules v2.0 by OnePageAnon (http://onepagerules.wordpress.com/)

General Principles

The Most Important Rule: Whenever a rule is unclear or does not seem quite right, use common sense and personal preference. Units: Each unit consists of one or more models acting as a single entity, and is defined by its quality, model count (in brackets), equipment and special rules. You can find unit profiles for each faction in their respective army supplement. Quality Tests: Whenever you must take a Quality test roll one six-sided die trying to score the unit’s Quality value or higher, which counts as a success. Divisions: Whenever making a division you round down. If you are dividing a single unit, roll one die and on 4+ you round up, else you round down. Line of Sight: If you can draw a straight line from the attacker to the target without passing through any solid obstacle, then he has line of sight.

Before we begin... Preparation: The game is played on a flat 6’x4’ surface, with at least 10 pieces of terrain on it. The players roll-off, and the winner chooses on what side to deploy and places his army first within 12” of his table edge, then the opponent does the same. Mission: After 4 rounds the game ends, and both players sum the point value of all enemy units they completely destroyed or that are pinned. The player with the most points wins.

Playing the Game The game is played in rounds, in which players alternate in activating a single unit each until all units have been activated. The player that won deployment goes first on the first round, and in each new round the player that finished activating first in the previous round goes first.

Activation The player declares which unit he wishes to activate, and it may do one of the following:

Action Move Notes Hold 0” May shoot. Walk 6” May shoot after moving. Run 12” May not shoot. Assault 12” Move into melee.

Moving

Units may move and turn in any direction regardless of the models facing, and they may only move within 1” of other units if assaulting. All members of a unit must remain within 1” of at least one other member and within 12” of all other members at all times. If any member of the unit is further than 1”/12” you must use a Walk, Run or Assault action to get it back into coherency.

Shooting All models in a unit that are in range and have line of sight of an enemy unit may fire one weapon at it. The attacker takes one Quality test per Attack in the unit, and each success is a hit. The target then takes as many Quality tests as hits, and each success is a block. Every unblocked hit causes a wound. For every wound remove one model from the target unit (defender may remove them in any order).

Psychic Powers Every round the players receive D3+X power dice (max. 6 dice) to use for that round, where X is the total number of Psyker levels in their army. Psyker units may manifest Psychic Powers instead of shooting, and they require no line of sight. Choose a Psychic Power and roll any number of power dice, trying to score 4+. If you roll as many successes as the number in brackets you may resolve all effects. When an enemy Psyker tries to manifest Psychic Powers you may try and deny its effects by rolling any number of power dice, trying to score 4+. If you roll as many successes as the enemy Psyker, then the effects of his power are not resolved. If a Psyker rolls two or more 6s when manifesting Psychic Powers it takes D3 wounds.

Melee Before resolving melee the defending unit may Overwatch by shooting as if in range and line of sight, but the unit halves its attacks. Overwatching units always strike last during the ensuing melee. When using an Assault action move as many models as possible into base contact with models in the target unit. Then move models in the target unit that are not in base contact into base contact with assaulting models by moving up to 3”. At least one model has to be in base contact with enemy models, and any model that is in base contact with an enemy or that is within 2” of an enemy may attack with all of its melee weapons. All models then strike simultaneously, which is resolved like shooting, however casualties are only removed after all attacks have been resolved. Compare how many wounds each unit caused, and the unit that caused most is the winner. The losing unit must then take a morale test. If one of the units is destroyed and the other survives it may immediately move by up to 3”. If neither unit is destroyed you must move all assaulting models back by 1” separating them from their target, and both units count as Fatigued until the end of their next activation. Fatigued units may not shoot, fire overwatch or manifest psychic powers, and they only move up to 6” at a time.

Morale Whenever non-melee damage brings a unit down to half the size it was before the attack, or it loses more models in melee, it must take a morale test. The unit takes a Quality test and if it is unsuccessful then it counts as Pinned. Pinned units may not fire Overwatch, and they must spend their next activation doing nothing in order to stop being Pinned. If a Pinned unit is engaged in Melee it halves its attacks and strikes at Quality 6+.

Terrain Cover (forests, ruins, sandbags, etc.): Units in cover count as Armored against shooting attacks. If at least half of the models in a unit are within cover terrain, the entire unit counts as being in cover. If at least half of the models in a unit are hidden by a tall obstacle (like a building or vehicle) from the view of the attacker it counts as in cover. Difficult Terrain (woods, mud, rivers, etc.): Units may not use Run actions to move through difficult terrain, and units assaulting through it always strike last in the ensuing melee. Dangerous Terrain (quicksand, razor wire, mine fields, etc.): Roll one die for every model that moves into or across dangerous terrain. The unit takes one automatic hit for each 1 you roll. Elevation (cliffs, roofs, ledges, etc.): Units may get on/off steep elevation up to 3” tall, counting the height toward movement. Units assaulting targets from higher elevation always strike first in the ensuing melee, and units being shot at from lower elevation count as in Cover.

Army Composition Each player may take up to 750pts or 1500pts worth of units and upgrades in his army (you decide). Each army may only have one Hero unit and any combination of up to two Special units (Monsters, Vehicles and Walkers).

Units Types Infantry: Any unit that is not a Special unit counts as Infantry. Heroes: May be deployed as part of friendly Infantry units of same Quality. Monsters: Don’t get benefits from cover/elevation and have the Armored, Fear and Relentless rules. Walkers: Don’t get benefits from cover/elevation and have the Armored and Relentless special rules. Walker units follow Vehicle damage rules.

Vehicles: Don’t get benefits from cover/elevation and have the Armored and Relentless special rules. Vehicles move up to 12” when using Walk actions and up to 18” when using Run and Assault actions, and they treat Difficult terrain as Dangerous terrain. Vehicle may pivot by up to 90° when using Hold actions and by up to 45° at any point during Walk, Run and Assault actions (may not move sideways, and move at half speed when reversing). When using Assault actions against Special units they deal D3 automatic hits to the enemy and D3 automatic hits to their own front facing. When using Assault actions against Infantry units they deal D6 automatic hits and the target unit may not strike back in melee (neither is Fatigued). When being assaulted by Infantry they may only use one weapon when firing Overwatch. Whenever a Vehicle takes one or more wounds, roll on this table for each:

Result Effect 1-2 Glanced (Doesn’t suffer any further

effects) 3-4 Shaken (Halves its attacks until the end

of its next activation) 5-6 Tracked (May not move or pivot until

end of game) If the vehicle is hit in the front roll 2 dice and choose the lowest result, if it is hit in the side roll 1 die, and if it is hit in the rear roll 2 and choose the highest result. If it is not clear what side is hit the vehicle counts as being hit in the side. Tracked Vehicles that suffer any additional Tracked result immediately take an additional wound and they must roll on the table again. When a Vehicle is destroyed don’t remove the model but instead place a suitable marker on it.

Weapons Ranged weapons provide attack dice to shooting, and range less weapons provide attacks to melee. Units that do not have a melee weapon listed in their equipment are assumed to use fists/claws. Weapons with “x” next to their Attack value double their hits against units with the Armored rule, and they treat units in Cover as if they were in the open.

Name Range Attacks Fists/Claws - 1 Hand Weapon - 2 Power Weapon - 3 Power Fist - 4 Dreadnought Fist - 4x Pistol 12” 1 Shotgun 12” 2 Grav Pistol 12” 2x Plasma Pistol 12” 3 Meltagun 12” 3x Flamer 12” 4 Heavy Flamer 12” 6 Carbine 18” 1 Gravgun 18” 2x Flamer Cannon 18” 6 Assault Rifle 24” 1 Minigun 24” 2 Plasmagun 24” 3 Multi-Melta 24” 3x Grenade Launcher 24” 4 Rifle 30” 1 Sniper Rifle 36” 2 Machinegun/Multi-Laser 36” 3 Plasma Cannon 36” 6 Lascannon 48” 3x Autocannon 48” 4 Mortar/Missile Launcher 48” 6 Battle Cannon 72” 9