LEGAL NOTICES. This document is completely unofficial and in no way endorsed by Games Workshop Limited. 40kR V1.1. By warspawned

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1 LEGAL NOTICES This document is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either, TM and/or Copyright Games Workshop Ltd , variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. 40kR V1.1 By warspawned Thanks to J. Evans Payne Based on Material By: 40kR & the Original Battle Bible 40kR has used the BattleBible as a continual source of reference throughout its production, although a lot of rules have been added or changed or updated accordingly. Due to the nature of the material, being based upon the same game, there are going to be many similarities, if not similar wordings (there s only so many ways to say the same thing as simply and succinctly as possible). The writer/s of 40kR owe an enormous debt of gratitude to J. Evans Payne who has done more to keep 2 nd Edition 40k alive than anyone else, may The Emperor Protect him (and us.) 1

2 INTRODUCTION 40kR is a modified version of the 40k 2 nd Edition rules set that updates armies and rules accordingly to their current status. New units and rules have been added and players may take advantage of several abilities for their Infantry units, referred to as Actions and Reactions. These rules are expansions upon abilities such as Hide and Overwatch from the original 2 nd Edition game and offer buffs to both offensive and defensive play. The terms below cover the main changes and what players should be aware of when playing games of 40kR. IGOUGO/UGOIGO Instead of traditional turns/phases players activate their units one at a time, one after the other. This means that armies which outnumber their opponent can gain a tactical advantage and also means that smaller, more elite armies will have to think more about how they move and engage the enemy, reacting as the battle unfolds. To start the army with the highest Strategy Rating goes first. Then units will move and fight in any order you choose. A unit that is activated in this way may shoot, move and shoot, run, charge or perform an action (usually involving one of the options given) as its activation. Once a unit has been activated in this way it may not act again until all other units on the battlefield have done so, unless as part of a reaction. TURNS & ACTIVATION As alluded to above Turns still exist, though they are separate from the term Activation/Activated/Activate; Turns always take priority over any Activation. This is important as some abilities/rules (such as Rallying) take place at the beginning or end of each Turn for both players. A Turn is simply a period of time when it takes both players to Activate all the units they have present on the battlefield (if possible). Once all units have been activated, and all combat/effects resolved, the Turn is over. DEFAULT PLAY Default Play is the term used to describe the basic rules of 2 nd Edition. Models or units automatically turn back to Default Play at the start of every Turn, any bonuses they received due to Actions or Reactions during the previous Turn are lost as the threat has momentarily passed or else the unit assesses its situation anew. ACTIONS & REACTIONS 40kR establishes further Actions a unit may take. These are extensions of 2 nd Edition rules such as Hide and Overwatch and serve to aid units by giving them a slight buff, usually as part of a compromise. These Actions/Reactions are split up into Movement, Hand-to-Hand (aka Assault/Combat) and Shooting Actions & Reactions. A model or unit may only make a single Action and a single Reaction during a game Turn. Units are not obliged to take any Actions but may do so if they wish. All such actions will be noted in their relevant sections of the rules (Movement, Shooting, Hand-to-Hand). 2

3 ABBREVIATIONS & NOTATIONS Throughout this set of rules you will see several abbreviations and notations. Most 40k players who read this will know what these stand for via experience or else common sense, but for the sake of clarity the most common are listed here: HtH Hand to Hand aka Assault aka Combat. Although the rules try and be concise in terminology, sometimes these words will be mixed/substituted, but they mean the same thing any model in base contact with an enemy model is locked in HtH. CS Refers to a model s HtH Combat Score. CCW Close Combat Weapon refers to any weapon used for close combat. DCCW Dreadnought Close Combat Weapon refers to any close combat weapon mounted on a Dreadnought or their equivalent. WYSIWYG What You See Is What You Get refers to a rule where models must be armed with what has been modelled onto them, to a reasonable degree. X or x refers to a number, y know just like in maths class refers to an Invulnerable Save. Invulnerable saves are never modified, though a few items of wargear may bypass them altogether. LOS refers to Line of Sight. 40kR uses a Line of Sight system, where you measure LOS from a model s eye view. Exceptions are made with certain rules and players are always welcome to use a different LOS system, so long as both players agree to use the same LOS system. IC refers to Independent Characters. 3

4 INFANTRY STATISTICS In 40kR the standard 2 nd Edition statistics are used, with some exceptions. They are as follows: Infantry Jump Infantry Bike/Jetbike Infantry & Monstrous Creatures use the following profile: M WS BS S T W I A LD Sv X X X X X X X X X X+ Movement (M) This is the ability of a model to move. Ordinarily, a model may move a number of inches equal to its Movement characteristic. For reference, most human models have an M of 4; Eldar models frequently have an M of 5, and Squats normally have an M of 3. Thus a man can move 4 a turn, and an Eldar 5 a turn. Jump Packs, Wings, Bikes and Jetbikes increase a models Movement and give it certain rules (covered later). Weapon Skill (WS) A model s WS indicates how proficient he/she/it is in the art of close combat and hand-to-hand fighting. The higher this number, the more combat-worthy the model is for this type of fighting. A common value for this characteristic is 3. Ballistic Skill (BS) BS is the ability of a model to use projectile weaponry effectively. Think of it as the model s marksmanship rating. The higher the model s BS, the better it is at shooting a weapon. A common value for this characteristic is 3. Strength (S) Strength reflects the raw physical aggressiveness of the model and its ability to damage another model in close combat. A model inflicting hits on an opponent in hand-to-hand combat may use its Strength to calculate how damaging those hits are. Most ordinary models have a Strength of 3. Toughness (T) This is the natural physical resilience of a model s skin, hide, scales, etc. A higher Toughness makes a model more difficult to damage with weapons of all kinds. A common value is 3. Bikes and Jetbikes increase both a model s Toughness and Armour Save by 1, as well as increase their basic Movement. They also confer some special rules to the rider (covered later). Wounds (W) Models may only sustain a number of points of damage equal to their Wounds characteristic before being incapacitated (slain, knocked unconscious for the duration of the game, given a crippling injury, etc.). Most models have only 1 Wound, meaning that one hit kills most miniatures on the battlefield. Models with more than 1 Wound are burly, resilient, even lucky, and are often character models or monstrous creatures. Initiative (I) Indicates how alert a model is and how fast it can react. Models with a low Initiative are slow and cumbersome. A common value of this characteristic is 3. Attacks (A) The number of Attack Dice a model may roll when involved in close combat. Most models have only 1 Attack, and the higher the number, the better. Note that both A and WS are factors in determining whether a model wins a round of hand-to-hand combat. 4

5 Leadership (LD) A model with a high Ld is courageous, steadfast and self-controlled in the heat of battle. Low-Ld models may panic easily and are not as battle-worthy. Ld is used when making panic and psychology tests. Save (Sv) This is the basic armour save of the model s default armour, be it a suit or its natural hide. The save may also have X++ or X/X++ or X+(2) next to it. The first refers to an Invulnerable save, the second to a basic save and an Invulnerable save and the third to a save taken on 2D6. SPECIAL INFANTRY UNIT TYPES The bulk of the 40kR rules concern standard units of Infantry. However some units are different, be it through size, nature or wargear. These units and their rules are given below. MONSTROUS INFANTRY Walking colossi of the battlefield, these units are harbingers of destruction, rightly feared and targeted as a great threat to any who come across them. Monstrous Infantry cause Fear and ignore negative cover modifiers, though they may be affected by Dangerous Terrain as normal. They may break free from HtH against standard Infantry without penalty (though may still be hit as they do so) but may not engage a unit in HtH in the same turn that they do so (you cannot break combat and charge the same unit etc). They also can also Terror; this will be noted in their Army List entry. Monstrous Infantry may never use Actions or Reactions (they think they re hard enough and are often right!), so they fight with the default rules unless otherwise stated. Tyranid Monstrous Infantry within range of a Synapse Creature may use an Action/Reaction but only if the Synapse Creature itself has not or will not perform an action during the same turn i.e they sacrifice their own action to enable a Monstrous friendly to perform a special Action/Reaction. Units wishing to shoot Monstrous Infantry are at +1 To Hit. COLOSSAL CONSTRUCTS Colossal Constructs are very similar to Monstrous Infantry, albeit they are even bigger Nemesis Dreadknights, Tau Riptides, Necron Monoliths, Eldar Wraithknights, Forgefiends, Maulerfiends, Decimator Daemon Engines, Ork Mega Dreads etc all count as Colossal Constructs. Colossal Constructs follow the rules for Monstrous Infantry as above. Colossal Constructs can never make any Actions or Reactions. Units wishing to shoot at Colossal Constructs are at +2 To Hit. Finally Monstrous Infantry & Colossal Constructs add +D3 to their CS on the turn they charge and may charge through Light or Medium cover without penalty. 5

6 JUMP INFANTRY Jump Infantry have two Movement values. The first represents their movement values on foot, the second represents their movement using their jump packs/jets/wings etc. The first movement is used for Charging distances or for normal movement. The second movement is unrestricted by cover and terrain (they simply fly over it). All the normal shooting rules apply, so if a Jump Infantry unit moves from out of cover they are still at -1 To Hit by an enemy unit on Overwatch. Should a Jump Infantry unit move over 12 then they are also at -1 To Hit until their next activation, cannot be charged (as they re considered mid-jump/flight), but also cannot shoot in the same turn that they move over 12. Jump Pack Infantry may break from HtH as an Action but must move at least 12 and cannot re-engage or engage another enemy unit in the turn they do so. BIKE/JETBIKE INFANTRY Bikes and Jetbikes have a high Movement value, usually between 8-24 To represent the extra protection offered by their rides Bike and Jetbike Infantry are at +1T and +1AS this is always included in the unit s profile in the army list. Bikes and Jetbikes (although vehicles) no longer count as such, although they may still go out of control if killed. If a Bike or Jetbike model is reduced to 0 wounds roll a D6. On a 1-3 the Bike/Jetbike crashes without incident. On a roll of 4-6 the Bike/Jetbike crashes in a random direction 1D6 for every full 6 it moved prior to its destruction (rounded up so 4-6 will be 1D6). Should a Bike collide with a model, that model may then make an Initiative test. If they pass, simply move them 1 away in any direction away from the bike s path. If they fail then work out damage at the Strength of the Bike model +1 for every full 6 travelled with a -2 save modifier. Vehicles and Buildings instead take an AP D6+S hit. Jetbikes instead move randomly (as above) and crash on the spot. If they are moved to base contact with a model then that model takes a S4 hit, +1S for every full 6 (as above) with a -2 save modifier. After the crash roll a D6. On a roll of 6 the rider somehow survives. The controlling player may place a single model to represent the rider, such as an Eldar Guardian, an Ork Boy etc, anywhere along the crashes path (to represent the rider bailing out). The rider then acts as a separate unit but may only fight using the default rules. If an Independent Character survives then they are placed on a single wound and fight on as normal. Models on Bikes and Jetbikes may never dismount unless it s through a crash. Bikes, Trikes & Quads Movement Bikes cannot cross obstacles (terrain 1 or higher) of any kind; they will crash (as above) if they attempt to do so. Bikes may cross difficult or very difficult ground, including woods, at up to 4 only at faster speeds, they could crash and incur damage. Expert Riders Some Bike units may be Expert Riders experienced and masters of their vehicle. They can re-roll any failed terrain tests and can move a maximum of 6 through difficult or very difficult ground without crashing. 6

7 They may not cross water other than shallow streams and fords. Squads of bikes have their squad coherency extended to 6. Instead of firing bike-mounted weapons, riders may fire their own personal weapons in a 280 arc. Bikes may also make Hit and Run attacks, as described below. Jetbikes ignore cover penalties. Hit and Run Attacks Bikes, Jetbikes & special Skimmer craft only. This is a special Action available to Bikes, Jetbikes and a few special Skimmer craft only (such as Dark Eldar Helion Boards). Riders on trikes, bikes, jetbikes and skimmers may make HtH attacks at other models as they pass through them during their move. Use normal HtH rules, except that each player may only roll one Attack Die no matter what their model s Attack characteristic is, and no matter what the models are armed with. The biker is considered to be Charging and to have +1 Initiative if the combat is a tie; no parries may be made by either model, though models with shields may block. A rider may make any number of hit-and-run attacks as part of their Activation but will reduce their speed by 6 for every enemy squad they engage. For example: A unit of Space Marine Bikes moves their maximum speed of 24 and would come into contact with 3 enemy units. However they may only assault the first 2 units as their speed is reduced by 12, leaving them with an effective move of 12, so they are out of range by 8 to the third enemy unit. Note enemy units may React as normal, just as if they had been charged by an Infantry unit. Bikes/Jetbikes/Skimmers may not shoot in the same turn in which such an attack was made. They cannot make multiple Hit and Runs against the same unit in a single turn. CAVALRY Cavalry refers to any mount with only one Wound. A cavalry model is treated as a single model. If the rider is slain, the mount is removed from play as a casualty. Cavalry models use the rider s Leadership, Toughness, Wounds, and Initiative, and the mount s Movement. Cavalry gain a +1AS, and in HtH the rider adds his steed s A to his own this is presented in the profile below: M WS BS S T W I A LD Sv - X X X X X X X X X+ X +X +1 Monstrous Cavalry Although fairly rare, there are some units which count as Monstrous Cavalry, such as Space Wolf Thunderwolves or Chosen of Khorne mounted on Juggernauts. Monstrous Cavalry follow the same rules as Cavalry but add +1S, +1T and +1W to their rider s profile. They may also have a special attack of some description as listed in their Army list entry. Their profile is as follows: M WS BS S T W I A LD Sv - X X X X X X X X X+ X X +1 7

8 All Cavalry profiles have their bonus included within (no applying it a second time!), for example: M WS BS S T W I A LD Sv Rough Rider /4+ Thunderwolf Finally all Cavalry models add +2 to their CS if they charge a distance of 10 or more, rather than +1, and count their Initiative as double in the event of a tie. BEASTS Beasts are considered to be Infantry in all respects but also have the following rules: Beasts gain an additional +2 CS in HtH on the turn they charge, instead of +1 CS (to represent their primal ferocity) and ignore difficult terrain movement modifiers. They may never be given any Action/Reactions of any kind (unless otherwise stated). INDEPENDENT CHARACTERS Unless otherwise stated, Independent Characters move and fight as individuals and may pick their targets freely, without the need of a LD test. IC s are free to join squads of troops and fight with them, so long as they remain in coherency. To do so, simply move the character model within 2" and declare them as a part of the squad. Squads led by IC s may use the IC s Leadership during Break tests. IC s that have joined a squad may leave at any time, except when the squad is affected by Psychology, if the squad has declared a charge, or if the squad is engaged in HtH. While with the squad, they are counted as a part of it in all respects which means they must flee if the squad is Broken but they do not share the effects of Psychology unless they themselves are affected by it. In other words, you must test the IC for Psychology effects separately from the squad. IC s may (unless they are restricted by their unit type such as Monstrous Infantry) also make Actions/Reactions just like infantry but cannot usually make different Actions/Reactions to the unit they have joined (as they are in effect giving the Orders). If an IC is more than 2 away from all other squads, they may be picked out as normal if the attacking unit passes a LD test. If an IC is within coherency distance of a squad of other models at least as big as they are, but has not been declared a part of it, they cannot be picked out as a separate target by the enemy even enemy IC s. If the squad next to which a character stands is hit, randomize the shot(s) between the members of the squad and the character. For example, if a character is standing next to a squad of five men and the squad is hit by bolter fire, a D6 is rolled on a result of a 1-5, one of the squad members is hit; on a 6, the character is hit. Unit champions/squad leaders, although technically characters are NOT IC s and must always remain with their unit. The exception is that if their unit is wiped out and they remain on the battlefield, where they then count as an IC in all respects. If an IC has a Bodyguard or Retinue unit then they may not leave that unit, unless the unit is wiped out (see above). 8

9 SETTING UP A GAME 40kR uses the following system to determine how to begin a game: 1. Decide Points Total or Scenario Forces. 2. Build an Army using Points. 3. Generate Table Size and Terrain. 4. Mark Deployment Zones. 5. Generate Missions. Missions determine player priority & game length and may well determine Deployment Zones and change how Terrain is set up. Players may also wish to generate their missions & roles before they select their army. 6. Deploy Armies. 7. Player A acts Player B reacts Repeat until Turn Limit expires or an Army is Wiped Out. 10. Determine Victory Points. 11. Winner buys the Loser a Beer. 1. DECIDE POINTS TOTAL or SCENARIO FORCES Players decide how many Points their armies will compose of, with each Player receiving the same amount of starting Points and then using their relevant Army List to generate their forces, using the rules for Choosing an Army (below). Note: Some Army List special rules or Missions may offer a Handicap or Bonus to an army s points total, usually between 10-25% - War is seldom balanced or fair! 40kR is recommended for games of between pts. 2. BUILD AN ARMY USING POINTS Players use their Army List to select units worth a particular point s value, deducting or adding the point s value of a given unit to or from the agreed point s total. All units have a Base cost and then will have extra options depending on their unit entry, further increasing their point s total. THE DEFAULT ARMY SELECTION CHART The table below represents the standard default table used to select your force. The first section represents the ratio of units you are allowed to take and the second the number of Rare units you are allowed to take. HQ 0- POINTS TOTAL RARE UNITS 25%* TROOPS 25% SUPPORT 0-25% ALLIES 0-25% *There must be at least a single Character per force, who will automatically be the army commander, if no other Character is taken. Squad Upgrade Characters do not count toward this total. In smaller games of 1,000pts or less a Squad Upgrade Character may be the Army Commander. 9

10 Some armies may gain more, or less, percentages within a particular area. For example Imperial Guard armies gain 0-75% allocation for Support, meaning it s possible to field an Armoured Company as your force etc. RARE UNITS The choice to use rare units is an option players may decide to take as it limits certain possibilities and helps to (in theory) balance games. Rare units may not be, in and of themselves, rare for that particular army, but may be rare to see in such a small engagement as the typical battle of 40kR represents. Rare Units will be indicated within a particular unit s entry in the relevant army list. Certain items of wargear or upgrades may make a unit become Rare. Rare Units include the likes of Terminators, Harlequins, Dreadnoughts and wargear items such as Vortex Grenades and Displacer Fields. All Special Characters are deemed to be a Rare choice, though they can allow for an extra Rare choice for free usually in the form of a retinue or bodyguard of Elite troops. RARE TAXES ON NORMAL UNITS/WARGEAR Some units may have a percentage tax on them, or typically on equipment, whereby they may pay up to double the points cost to include certain items, or amounts, of wargear. This is to highlight the scarcity of more uncommon or exotic items that may not be truly Rare in and of themselves. Examples include Master-crafted weaponry and other items of wargear. Certain army rules may prevent such taxes on some such wargear or reduce the points cost of such taxes. ALTERNATE ARMY SELECTION CHARTS Players will find that different missions or armies may also offer different percentages on selection charts, depending on the nature of the given mission or army. MISSIONS & ARMY SELECTION You will find some Missions may require you to take a specific Character or Unit, these will be explained within the Mission itself. 3. GENERATE TABLE SIZE AND TERRAIN Players will need a select space in order to play a game. For small games of pts a recommended area is a square measuring 4x4 feet. For larger games an area of 6x4 feet is recommended. TERRAIN 40kR is best played using lots of terrain, to help block LOS and to make movement, army positioning & deployment, more interesting. First set up your biggest terrain piece in the centre of the table, then each player takes it in turns to place terrain around the board, until both players agree on its configuration, with neither table edge gaining an obvious advantage over the other. If you have no 3D physical terrain, then cut terrain features out of paper these have the benefit of players being able to mark what kind of terrain they are, whether they block LOS, along with any rules or bonuses the terrain provides. How much terrain you place is up to you, but remember that even deserts can have dunes, mountains, caves or even massive fields of cacti (it being an alien desert no doubt). 10

11 If in doubt repeat: The more Terrain the better the Game. Armies should ideally never face each other with swathes of large gaps between them. Players may wish to make Terrain more interesting by giving it certain additional rules, beyond its base cover type. Such rules are provided later within the Appendix. 4. MARK DEPLOYMENT ZONES The standard default for Deployment Zones, where players deploy their respective armies, is an 12 within a given table edge, normally with forces deploying opposite each other. On a 4x4 gaming area these zones have no margins but in larger games on a 6x4 area they have margins on either side of 12 so the deployment areas will look something like this: Other set ups may employed, with players fighting from either short end. If a mission has a special set of deployment zones it will be indicated within the mission. 5. GENERATE MISSION Missions represent the goal of each army. Players have a choice whether to each pick a mission or else pick one mission and each have an Attacker or Defender role, to represent a force trying to deny another force of a known objective. To generate a Mission, players can either print out the Mission Cards (located in the Appendix), or else roll a D8 and consult the table below: D8 Mission D8 Mission 1 Assassins 5 Guerrilla War 2 Bunker Assault 6 Hold the Line 3 Dawn Raid 7 Take and Hold 4 Engage & Destroy 8 Witch Hunt Once players have selected the Mission/Missions they may then choose, or roll, to become the Attacker or the Defender, with whoever rolling highest getting to choose the role they play. The Attacker then rolls a D6 on the following table: D6 Result 1 Intel Leak: The Defender knows of the incoming attack and has prepared in advance. They gain an additional 20% points to spend on their army selection, add 2 to their Strategy Rating and all units count as starting the game on Overwatch. 2 Well Prepared: The Defender is well prepared for an incoming attack and gains an additional 10% points to spend on army selection and adds 1 to their Strategy Rating. 3-4 Let Battle Commence: Both sides have anticipated the coming battle, with neither side gaining an initial advantage. 5 Surprise Attack: The Defender is caught off guard by the incoming attack. The Attacker gains an additional 10% points to spend on army selection and adds 1 to their Strategy Rating. 11

12 6 Surprise Raid: The Defender is caught completely unawares and quickly find themselves overwhelmed. The attacker gains an additional 20% points to spend on their army selection, adds 2 to their Strategy Rating and all Infantry units count as having Fleet for the first turn. ATTACKER/DEFENDER RULES Players may choose, instead of selecting a mission each, to select one mission and then assign an Attacker (the one who tries to complete the mission) and Defender (the one who tries to stop them). The following rules apply if using Attacker/Defender roles: Priority: At the start of the battle players roll a D6 and add their Strategy Rating to determine who gets to activate a unit first. At the start of each subsequent turn player s roll a D6 and add 1 for every VP they have so far. The player who rolls highest then can activate a unit first. In the event of a tie the army with the highest Strategy Rating gains priority. ATTACKER RULES Any Bike & Jetbike Unit, as well as any Vehicle, counts as being moved in the previous Turn, at a speed selected by the attacking player. The unit is then deployed from the attacker s table edge, and moved at that speed s distance onto the table, following all normal rules. Once activated the unit cannot move during the first turn, but only shoot or react. Any unit kept in Reserve may Outflank. DEFENDER RULES Units may start the game either counting as being Entrenched, Taking Cover or else as Hidden. None of these actions may be combined with Overwatch, even as a result of Intel Leak. Any units placed in Reserve may Outflank. STRATEGEMS For every 1,000pts (or fraction thereof) in total each army may have 1 of the following Strategems, recording each secretly on their army list. Players roll randomly to determine the Strategems they can use on the table below: D20 Strategem D20 Strategem 1 Ambush 11 Forced March 2 Barrage 12 Insane Courage 3 Bombing Run 13 Last Gasp 4 Booby Traps 14 Malfunction 5 Brilliant Strategy 15 Reinforcements 6 Crack Shot 16 Sabotage 7 Craven Cowardice 17 Saved 8 Delayed 18 Special Issue 9 Divine Inspiration 19 Surprise Assault 10 Flank March 20 Traitor 12

13 Ambush You may play this strategem on one of your squads during deployment. You may deploy the squad up to 24 from your deployment zone, and you may place them as Hidden, if they are in or behind cover. In addition, the squad begins the game on Overwatch. Barrage Play this strategem during any of your shooting activations. Take the 3 blast template and place it anywhere on the battlefield, then roll a Scatter die. Scatter the template 2D6 in the direction indicated. Models hit by the template in its final resting place suffer a S5 hit inflicting D10 damage, a 3 save modifier, and having an armour penetration of D6+D10+5. Bombing Run This attack uses the Thudd Gun template. Nominate a direction of attack and place Template 1 so that the arrow points in the desired direction. This is the point of release. The whole blast marker then travels D6" in the direction of the arrow, as the bombs are carried forward before they impact. Resolve placing the other three markers as with a Thudd Gun. Any model wholly under a template is hit automatically; models partially underneath are hit on a D6 roll of 4+. Models are hit at a Strength of 5, with a -2 Saving Throw Modifier, causing 1 Damage, with an Armour Penetration of D6+5 with the Flame special rule. Booby Traps You may play this strategem at any time to activate the traps. Take a counter and place it anywhere on the table; models within 3 of the counter will trigger a booby trap on a 5+ on D6. A 2 blast marker is centred on any model triggering such a trap. Hit models suffer a S4 hit with a 1 save modifier. The Traps counter remains in play and will attack any models which move within 3 of it. Brilliant Strategy This card adds D6 to your army s Strategy Rating for the entire game. Crack Shot You may play this card during your own shooting phase when you hit an enemy vehicle but before the armour penetration roll is made. This stratagem adds an additional D10 to the roll but will not work for weapons which use a blast marker. Craven Cowardice You can play this strategem on an enemy squad with broken morale at any time. The broken squad completely scatters; remove the remaining models as casualties. This strategem may also be played on shaken Space Marines to cause them to break. Delayed You may play this strategem before your opponent sets up. A single enemy squad or vehicle or your choice is delayed by infiltrators fighting behind the lines and does not deploy with the rest of the enemy force. Instead, it arrives during the opposing player s first turn as the last unit they activate and must move on from a table edge directly opposite to that of the attacker. Divine Inspiration You may play this strategem at the start of the game. All of your troops add +1 to their LD for the entire game. Flank March You may play this strategem at the start of the 2 nd Turn or at the start of any subsequent Turn. You may move a squad or vehicle which did not deploy at the start of the game onto any edge of the battlefield you choose. 13

14 Forced March You must play this strategem at the beginning of the game before forces are deployed. You may deploy any of your force up to 18 from your table edge, or else the edge of your deployment zone if you are located in the centre of the battlefield. Any squads which you wish to deploy between 12 and 18 onto the table must be deployed before any enemy forces, regardless of relative Strategy Ratings. Insane Courage You may play this strategem instead of rolling when you attempt to Rally the broken squad automatically recovers and may immediately take another normal turn. Last Gasp Though mortally wounded, one of your warriors refuses to go down without a fight. Play this strategem when a model in your army is reduced to zero wounds. This may be a character, if you wish. Just before the fighter dies he manages to loose off one final burst of fire from a pistol or basic weapon (though not a heavy weapon), or else throw a grenade. Resolve this as normal shooting, outside the usual sequence. Once the effects of the shot have been worked out the model is removed. If the model is in close combat, this shot must be directed at a model in base contact (yes, he can even pull a pin on a grenade!). If in base contact the shot hits automatically. Malfunction You may play this strategem when the enemy fires a Heavy Weapon. The weapon in question explodes; the model using it takes a S4 hit with a 1 save modifier; if the weapon is mounted on a vehicle, roll on the Weapon Damage Chart to see what effect the explosion has. Reinforcements You may play this strategem at the start of any of your movement activations. Pick one of your squads or vehicles which had been destroyed during the game and return it to play, moving it onto your table edge (be it pre-designated or picked by you at the start of the game) but not within 24 of enemy models. The enemy scores Victory Points normally for wiping out the model(s) a second time. Sabotage Friendly troops have managed to infiltrate the enemy army and cut off its lines of supply and communication. Ammo dumps have been captured or destroyed leaving the opposing army short of ammunition. Play this strategem on an enemy squad just after it has fired for the first time. This squad is dangerously low on ammo. Roll a D6 for each affected model at the start of each subsequent shooting activation, on a roll of 4, 5 or 6 the model cannot fire that turn while they desperately search for more shells or another power pack! Saved! You may play this strategem at any time on a model (not vehicle) which has just been eliminated for any reason. The model avoids its fate and does not die. The model remains in play with the number of wounds it has before the fatal attack. If the model is within the area of effect of a blast marker which remains in play for the turn, move it outside the edge of the marker in a random direction. Special Issue You may play this strategem on one of your Character models at the start of the game. The Character may then pick an item of Wargear from ANY army list at no additional points cost a Space Marine could pick an Eldar weapon, for example. The weapon itself need not be modelled (for obvious reasons), but could well be a unique device crafted specifically for the character or else discovered by them on a campaign, so it doesn t mean that a Marine Captain will use a piece of Xenotech just that what he does have has the same characteristics. For Example: Chaos Armour could become a suit of Artificer Armour with a special type of power field to represent the effect of a Daemonic Aura. 14

15 Surprise Assault Play this strategem at the start of the battle after deployment. Your opponents are so surprised and hurried, that they cannot set overwatch and may not make any run or charge moves in their first turn. Vehicles cannot accelerate on the first turn. In their second and subsequent turns the enemy army may act normally. If the enemy is allowed to start the battle in Overwatch for any reason, such as the Ambush strategem or the Tyranid Trap mission, the squads on Overwatch must pass a Leadership test or lose it. Traitor You may play strategem at the beginning of the game to increase your force s Strategy Rating by D3. Alternately, you can hold onto this strategem, and use it to cancel out any one of the following stratagems: Barrage, Reinforcements, Flank March (the enemy unit counts as Delayed instead), Booby Traps, Brilliant Strategy, Forced March, Delayed or Ambush. THE MISSIONS All Missions use standard default deployment zones unless otherwise stated. MISSIONS & VICTORY POINTS Main Objectives are worth 5 Victory Points, whilst Secondary Objectives are worth 1 Victory Point for each instance. If playing Attacker/Defender then the Defender gains +5 VP s if they stop the Attacker from achieving their main Objective and +1 VP s for every Secondary Objective saved or denied. ASSASSINS Your orders are to eliminate the enemy s command structure at all costs. Main Objective: Kill the enemy Commander. Secondary Objective: Kill enemy Characters, including Squad Leaders. BUNKER ASSAULT Your orders are to render the enemy s fortifications asunder. Special Rules: The Enemy starts with a free Bunker for every 500pts, though they may purchase no other Mainstay Fortifications. Main Objective: Destroy Bunkers. Secondary Objectives: Damage Bunkers or destroy other Fortifications. Note: For every Bunker destroyed you gain no additional VP s for damaging it, even if you had done so previously. DAWN RAID Your orders are penetrate the enemy s defences and advance through their lines. Special Rules: All weapon ranges are reduced by half for the first turn. Main Objective: Have at least one squad with less than 50% casualties or else one undamaged vehicle in your opponent s deployment zone by the end of the game. Secondary Objectives: Every subsequent squad or vehicle with the specifications above within the enemy s deployment zone. 15

16 ENGAGE & DESTROY Your orders are simple - kill EVERYONE! Main Objective: 75% of your enemy s force must be destroyed or else be broken at the end of the game. Vehicles must at least have their weapons destroyed or be immobilised to count towards the total. Secondary Objectives: Destroy Vehicles, Kill Characters and Destroy units. GUERRILLA WAR Your orders are to sow chaos and mayhem amongst the midst of the enemy. Special Rules: The attacker gains the Furious Charge & Hit & Run special rule for all Infantry units if they do not have them already. Main Objective: Kill enemies in hand-to-hand. You gain an additional 1VP for every 3 models slain in hand-tohand. Secondary Objectives: Every enemy vehicle destroyed or disabled. HOLD THE LINE! Your orders to stop the enemy from advancing at all costs. Special Rules: This mission is Defender led, the Attacker must break through the line and technically counts as the Defender for VP purposes. Main Objective: Have no unbroken enemy squads or undamaged vehicles within 24 of your table edge. Vehicles and units must be wholly within the 24 line. Secondary Objective: For every enemy unit reduced to 25% starting strength, broken or vehicle damaged within the 24 line. TAKE & HOLD Special Rule: The objective is placed in the centre of the table, 24 from your table edge and about 24 (if playing on a 4x4 area) or 36 (if playing on a 4x6 area) from the left hand edge. Ideally the objective is itself a piece of terrain. Main Objective: Have at least one unit with up to 50% its starting strength or one undamaged vehicle within 3 of the objective at the end of the game. Secondary Objectives: For every enemy unit at least 12 away from the Objective. WITCH HUNT Special Rules: The Defending player must have at least 1 Psyker (or Tau Ethereal) in their army, even if it s an Ally. Main Objective: The most powerful enemy Psyker slain. Secondary Objectives: For every model with the Psyker rule, unit with the Brotherhood of Psykers/Sorcerers broken or destroyed at the end of the game and if the most powerful psyker is wounded but not killed. DEPLOYMENT ETC For now follow the rules in 2 nd Edition... 16

17 17

18 MOVEMENT Infantry move as follows: Movement Rules for All Infantry Charging - Cover Modifiers Movement Actions. DEFAULT MOVEMENT Models may turn on the spot freely to draw LOS at no cost to their Movement. Infantry may move up to their M value in inches and shoot as an action. Heavy weapons cannot fire if they move unless the model or weapon has the Relentless special rule. Alternatively Infantry may Run up to twice their M value but may not shoot. Models may not run if there is an enemy unit within 8 of them. If there is an enemy in range then the unit may choose to Charge up to twice their M value to initiate HtH combat by moving into base contact with an enemy model. Units must charge the closest enemy unit. Models that Charge add +1 to their Combat Score in the HtH against the unit which they charged and for that round of combat only. A model must engage the closest model but may ignore an enemy model that is already engaged. MOVEMENT ACTIONS The following actions may be declared as part of a unit s movement: HIDE! The unit decides to lay low in order to gain a temporary advantage over the enemy. Models which Run cannot Hide. Vehicles, Cavalry, Monstrous Creatures, Bike/Jetbike Infantry or models with the Stubborn or Bulky special rules cannot hide. In addition if a unit is Frenzied it also cannot hide. A unit that begins or ends its base movement within cover can opt to Hide. Hidden models cannot be targeted unless they are first spotted. To spot a Hidden model an enemy unit draws an invisible circle around it, equal to its Initiative value. If at least one model within the Hidden unit is within range then the unit counts as being spotted. Alternatively a model equipped with a Scanner or a Psyker can attempt to spot Hidden models within 24 on a D6 roll of 4+. Models with the Infiltrate or Scout rule may start the game counting as Hidden. Models which were already Hidden at the start of the game may go into Overwatch as a simultaneous action. Hidden models that move or shoot are spotted automatically. Spotted models count as being under the Take Cover! reaction automatically should they be fired upon, though they may choose to make a different reaction if they so wish. 18

19 OVERWATCH The unit lies in wait, weapons ready for any sign of enemy movement. The unit, including Characters, Monstrous Creatures and Vehicles but not Bike/Jetbike Infantry may go into Overwatch. Models which are Frenzied or are within 12 of an enemy unit within LOS may not go into Overwatch. The unit on Overwatch may then shoot at an enemy unit any time during its activation. If the enemy unit moves from or into cover it is at an additional -1 To Hit. If a unit is shot at whilst on Overwatch it may make a Reaction as normal but then loses its Overwatch status and may not act again until the next Turn. If the unit doesn t react and doesn t take any casualties then it may take a LD test, if it passes it is still on Overwatch. If it fails it loses Overwatch and may not act again until the next Turn, though it may make a reaction as normal (as it chose not to react in the first instance). If a unit on Overwatch is shot at and takes casualties then it loses Overwatch but may fight as normal using the Default Rules. GO! GO! GO! The unit runs as hard as it can, pushing itself to its physical limits to close in on the enemy or reach the safety of cover. May only be used if the unit Runs; the unit adds D3 to its movement after it has finished its Run move (so Mx2+D3). If the unit moves 10 or more it is at -1 To Hit as normal. STAY FROSTY... The unit exercises extreme caution as it moves into known enemy territory. The unit moves up to its M value as normal and ends the action on Overwatch. If it shoots at an enemy unit as a result it is at -1 To Hit. All the rules for Overwatch apply as normal. DUCK & COVER! The unit moves in and out of cover, ducking or weaving as it moves to minimise itself as a potential target. The unit can only use this action if it is moving from a piece of cover into a piece of cover. The unit runs, but only at 1½ times their movement (rounded up). If it is fired upon by an enemy unit in Overwatch then it is at -2 To Hit. QUIET... The unit moves, slowly and quietly, within cover so as not to attract enemy attention. This Action may only be used by units already within a piece of area terrain at the start of their activation. 19

20 The unit may move up to half their M value (rounded up) and may then count as Hidden (unless it is in clear LOS of an enemy unit as normal). If the unit is Hidden at the start of the game then it may move in this manner without being automatically spotted. COVER FIRE The unit splits in two, exchanging covering fire between groups as it advances. The unit splits into two squads (rounding up) temporarily. The first moves up to its M value into position, whilst the second fires at a target. The first squad then shoots at the same, or a different target, as the second squad rejoins the first. If any targeted unit takes any casualties then it is at -1 To Hit in its next action. WATCH YOUR STEP! This action may only be used by models moving into or within Dangerous Terrain. Models may move up to their M value and increase their Initiative by +1 for the terrain test. Alternatively they may move up to half their M value (rounded down) and may also re-roll any failed Initiative tests. MOVEMENT REACTIONS A unit may decide to react to enemy movements. In order to do so it must have a clear LOS to the moving enemy unit during any part of that unit s move so either at the start, middle or end of that unit s movement. A unit may not react to enemy movements if it is on Overwatch, Hidden or has shot at a unit previously during the Turn. DX refers to X as the unit s base M value (rounded up). So a unit with an M of 4 would roll a D4, a unit of M5 would roll a D6 etc; in such instances roll once for the unit. BACK! The unit may move up to DX to its side or to its rear it may not move forward. DOWN! DOWN! The unit hits the dirt and counts as being Hidden, but only to the enemy unit it reacted to. Naturally if the unit is within Initiative range then making this reaction would be pointless. In addition the unit may not move more than its M value or charge in its next activation. INTO COVER MOVE! The unit moves DX towards the nearest piece of cover. It may only do so if it has a chance of reaching within 1 of the piece of cover. So a unit with an M of 4 must have at least 1 model be at least within 5 of the piece of cover. TERRAIN & MOVEMENT Below is a list of 4 different types of terrain used in 40kR. The rules are the same as 2 nd Edition. Players should make it clear what each piece of terrain counts as before the game starts. 20

21 Open Terrain No penalty. Brush, scrub, woods, debris, ruins, boulders, crevasses, stairs, ramps, steps. Difficult Terrain ½ normal movement. Steep slopes, thick forests, streams, shallow water, marshes, soft sand, ladders. Very Difficult Terrain ¼ normal movement. Almost sheer slopes, tar pits, swamps, pools, fast flowing rivers. Impassible Terrain No movement allowed. Deep rivers, lakes, sheer cliffs, very high walls. Obstacles If an obstacle is no more than 1 high and/or 1 broad, models may move over it without penalty. If an obstacle is more than 1 tall but no more than twice the height of the model trying to cross it, the model can still clamber over, consuming half of its movement to do so. If an obstacle is more than twice the height of the model trying to cross it, it counts as impassable terrain to that model. Penalties are cumulative for terrain typed obstacles. DANGEROUS TERRAIN Includes Minefields, Lava pits, Dangerous Fauna etc... Models moving though Dangerous Terrain must take an Initiative Test. If they fail they suffer a single wound with no save of any kind allowed proceed with caution! 21

22 SHOOTING DEFAULT SHOOTING Models must be able to draw a LOS (Line of Sight) to a model in order to target it with a shooting attack. If a model cannot be seen or is Hidden it cannot be targeted. A model must be at least 25% visible in order to be targeted. If a model is within Area Terrain, or has its base in contact with Area Terrain, then it benefits from the effect of that Terrain, whether it can be seen or not. A model, vehicle or unit may choose to target any model, vehicle, or unit within range & LOS. However if a target is not the nearest target it must first pass a LD test. If it passes it may shoot at the target as normal. If it fails then it must shoot the closest target and is at -1 To Hit, due to rapidly changing its choice of target. Models with Hatred towards a certain enemy or unit type must always aim for the nearest hated unit and cannot pick a different target, unless they are accompanied by an IC in which case they must pass a LD test as normal. TO HIT TABLE 40kR uses the following To Hit table as a base, using a models BS value: Models BS Value * 10* + To Hit /6 2/5 2/4 2/3 2/2 The scores needed to hit are in for any models in Open Terrain. The result needed is then modified as shown. Where a second number is given a model may re-roll a failed To Hit roll at the given number (applying any modifiers as normal). *Models with a BS of 9 or 10 are the best marksmen in the known universe and will at least always hit their targets on a 6++ or 5++ respectively if they choose to remain stationary during a Turn, regardless of modifiers. 7+ To Hit Sometimes a model will need 7 or more To Hit an enemy model. Models needing 7+ to hit must first roll a 6 as the table below shows: To Hit roll needed Dice roll needed

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