Invulnerable Saves
Invulnerable saves are different to armour saves because they may always betaken whenever the model suffers a Wound or, in the case of vehicles, suffersa penetrating or glancing hit – the Armour Piercing value of attackingweapons has no effect on an invulnerable save. Even if a Wound, penetrating
hit or glancing hit ignores all armour saves, an invulnerable saving throw canstill be taken.
Cover Saves
Even if aWound, penetrating hit or glancing hit ignores all armour saves, a coversaving throw can still be taken. If, when you come to allocate a Wound, the target model’s body (see General Principles)
is at least 25% obscured from the point of view of at least one firer, Wounds allocated tothat model receive a cover save. Unless specifically stated otherwise, all coverprovides a 5+ save.
If a model can benefit from different types of cover, for example, being behind a barricade
(4+ cover save) that is also within a Citadel Wood (5+ cover save), the model uses the
best cover save available (in this case 4+).
RUN
In their Shootingphase, units may choose to Run instead of firing. Roll a D6 to determine the maximum
Run distance for the entire unit. Units that Run in the Shooting phase cannotcharge in the following Assault phase.
WEAPONS
Assault
model shooting an Assault weapon shoots the number of times indicated on its profile– whether or not the bearer has moved. A model carrying an Assault weapon can fire it inthe Shooting phase and still charge into close combat in the Assault phase.
Heavy
If amodel carrying a Heavy weapon moved in the preceding Movement phase, he can fire it in
the Shooting phase but only as Snap Shots. Remember that weapons with the Blastspecial rule cannot fire Snap Shots. Models that shoot with Heavy weapons in theShooting phase cannot charge in the ensuing Assault phase.
Rapid Fire
model armed with a Rapid Fire weapon can fire two shots at a target up to half theweapon’s maximum range away. Alternatively, it can instead fire one shot at a target overhalf the weapon’s range away, up to the weapon’s maximum range.If a unit shooting Rapid Fire weapons is found to be partially within half range of thetarget, the firing models within half range fire two shots, while those further away fire
one.Models that shoot with Rapid Fire weapons in the Shooting phase cannot charge in theensuing Assault phase.
Rending
If a model has the Rending special rule, or is attacking with a Melee weapon that has the
Rending special rule, there is a chance that his close combat attacks will strike a critical
blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless
of its Toughness. These Wounds are resolved at AP2.
Similarly, if a model makes a shooting attack with a weapon that has the Rending special
rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is
resolved at AP2.
In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to
be rolled, with the result added to the total. These hits
Bolter
Combiweapons
Flamer
Gravitation
Salvo weapons have two numbers on their profile (listed after their type) separated by a
‘/’. A model armed with a Salvo weapon can move and fire at a target up to half its
maximum range away. In this case, the number of shots is equal to the first number. If
the model has not moved, it can instead fire a greater number of shots at a target up to
the weapon’s maximum range. In this case, the number of shots is equal to the second
number.Models that shoot with Salvo weapons in the Shooting phase cannot charge in the
ensuing Assault phase.
Concussive
A model that suffers one or more unsaved Wounds from a weapon with this special rule
is reduced to Initiative 1 until the end of the following Assault phase.
Lasweapons
Melta
Melta
Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a
vehicle’s armour at half range or less. If the weapon is more than half its maximum range
away, it rolls to penetrate as normal.If a weapon has both the Melta and Blast special rules, measure the distance to the centreof the blast marker after it has scattered. If this is half the weapon’s range or less, all hitscaused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s
armour. If the centre of the blast marker is more than half the weapon’s maximum range
away after scatter, roll to penetrate as normal.See the Vehicles rules for more details on armour penetration.
Missile launcher
BLAST
Blast weapons fire shells, missiles or packets of energy that explode on impact.When firing a Blast weapon, models do not roll To Hit. Instead, just pick one enemymodel visible to the firer and place the 3" blast marker with its hole entirely over the baseof the target model (see diagram), or its hull if the target is a vehicle. The hole at the
centre of the marker must be within the weapon’s maximum range. You cannot place theblast marker so that the base or hull of any friendly model is even partially under it.The large area affected by the blast means it’s going to be very hard to miss completely.Nonetheless, the shot might not land exactly where intended. Roll for the blast marker toscatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to aminimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyondthe weapon’s maximum or minimum range and line of sight. This represents the chanceof ricochets, the missile blasting through cover and other random events. In these cases,hits are worked out as normal and can hit and wound units out of range and line of sight(or even your own units, or models locked in combat). If the shot scatters so that the holein the centre of the marker is beyond the table’s edge, the shot is a complete miss and isdiscarded.Once the final position of the blast marker has been determined, take a good look at itfrom above – each unit suffers one hit for each of their models which is fully or partiallybeneath the blast marker, even if those models are not within the firer’s line of sight.
Once the number of hits inflicted on the unit has been worked out, roll To Wound andsave as normal. Remember that any Wounds inflicted by weapons with the Blast specialrule must be allocated to the closest model in the target unit even if it is out of sight ofany models from the attacking unit.Multiple BlastsIf a unit is firing more than one shot with the Blast special rule, scatter each shot, one at atime, as described above and determine how many hits are scored with each individualblast marker. After the last shot, add up the total number of hits scored and roll all of theTo Wound rolls as normal.
Plasma
Gets Hot
When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, thefiring model immediately suffers a Wound (armour or invulnerable saves can be taken) –this Wound cannot be allocated to any other model in the unit. A character cannot make aLook Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicleinstead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.Gets Hot and Weapons that do not roll To Hit Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shotimmediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, theweapon Gets Hot; that shot is not fired and the firing model immediately suffers a singleWound (armour saves or invulnerable saves can be taken) – this Wound cannot beallocated to any other model in the unit. A character cannot make a Look Out, Sir attemptto avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing
hit on a further roll of a 1, 2 or 3.Gets Hot and Re-rollsIf a model has the ability to re-roll its rolls To Hit (including because of BS6+ or theTwin-linked special rule), a Wound is only suffered if the To Hit re-roll is also a 1; it may
also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.
Sniper
Sniper
Sniper weapons are precision instruments, used to pick out a target’s weak points.If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule,and rolls a 6 To Hit, that shot is a ‘Precision Shot’. Wounds from Precision Shots areallocated against a model (or models) of your choice in the target unit, as long as it is inrange and line of sight of the firer, rather than following the normal rules for Woundallocation. A character that has a Precision Shot Wound allocated to it can still make aLook Out, Sir roll. Note that Snap Shots can never be Precision Shots.If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule,
its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’sToughness. In addition, any To Wound roll of a 6 is resolved at AP2.Against vehicles, shooting attacks from weapons and models with the Sniper special rulecount as Strength 4.
Precision Shots
Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers withparticularly powerful weapons and snipe them with unerring accuracy.If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a‘Precision Shot’.Wounds from Precision Shots are allocated against a model (or models) of your choice inthe target unit, as long as it is in range and line of sight of the firer, rather than followingthe normal rules for Wound allocation. A character that has a Precision Shot Woundallocated to it can still make a Look Out, Sir roll.
Shotguns
Melee weapons
Armourbane
.
If a model has this special rule, or is attacking with a Melee weapon that has this special
rule, it rolls an additional D6 for armour penetration in close combat.If a model makes a shooting attack with a weapon that has this special rule, it rolls anadditional D6 for armour penetration. In either case, this special rule has no effect againstnon-vehicle models.
Specialist Weapon
A model fighting with this weapon does not receive +1 Attack for fighting with twoweapons unless it is armed with two or more Melee weapons with the Specialist Weaponrule.
Unwieldy
A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.
Force weapon
Shred
If a model has the Shred special rule, or is attacking with a Melee weapon that has theShred special rule, it re-rolls failed To Wound rolls in close combat.Similarly, if a model makes a shooting attack with a weapon that has the Shred specialrule, it re-rolls its failed To Wound rolls.
Grenades
A model can use such a grenade as a Melee weapon, but can only ever make
one attack, regardless of the number of Attacks on its profile or any bonuses.
Different grenades have different profiles when used in this manner, as explained below.
Models equipped with assault grenades don’t suffer the penalty to their Initiative for
charging enemies through difficult terrain, but fight at their normal Initiative in the
ensuing combat.
ASSAULT PHASE
Charge sub-phase
1. Declare Charge.
2. Resolve Overwatch.
3. Roll Charge Range (2D6" unless otherwise stated).
4. Charge Move.
5. Declare Next Charge or Finish Charge Sub-phase.
Fight Sub-phase
The Fight sub-phase is when models from both sides make their melee attacks.
1. Choose a Combat.
2. Fight Close Combat.
3. Determine Assault Results.
4. Choose Next Combat or Finish Assault Phase.
• First, pick one of your units, and declare which enemy unit it wishes to charge.
• Then, the target enemy unit gets to make a special kind of shooting attack calledOverwatch (see below).
• Once Overwatch is resolved, roll the charge distance for the unit and, if it is in range,move it into contact with the enemy unit – this is sometimes called ‘launching anassault’.unit is not allowed todeclare a charge include:
• The unit is already locked in close combat.
• The unit Ran in the Shooting phase.
• The unit has Gone to Ground.
• The unit shot Rapid Fire weapons, Salvo weapons, Ordnance weapons or Heavyweapons in the Shooting phase. This even applies if Snap Shots were made with theseweapons.
• The unit is Falling Back.
• The unit is a Flying Monstrous Creature that changed flight modes during this turn.In addition to the above, a unit that fired in the Shooting phase can only chargethe unit that it targeted during that turn’s Shooting phase.
Overwatch cannot cause Morale checksor Pinning tests. Any shots fired as Overwatch can only be fired as Snap Shots.Therefore, weapons and models that cannot fire Snap Shots cannot fire Overwatch.
Roll 2D6. This is your charge range – the number of inches your assaultingunit can charge. This total is important, so remember it.If a unit has models thatroll differently for their charge range, the whole unit must charge at the speed of theslowest model.
If, when charging, one ormore models have to move through difficult terrain in order to reach theenemy by the shortest possible route, the entire unit must subtract 2 from itsdice roll total when determining its charge range.
if at least one model in thecharging unit moved through difficult terrain as part of its charge move, all ofthe unit’s models must attack at Initiative step 1,
FIGHT CLOSE COMBAT
