Warhammer 40k 6th Edition Rulebook Abridged

Table of Contents:





Characteristics

Warhammer 40,000 has 9 different characteristics that are universal across 90% of it's models. All of these characteristics are 0-10 values except Armor Saves (2+ through 6). those characteristics are as follows:

Modifiers(Page 2)
Certain pieces of equipment can alter the values of your characteristics, either by adding (+X), multiplying (xX) or setting it (X). Attacks and Wounds are the only two characteristics that can be increased past 10.

The model's ability to fight hand-to-hand combat

The model's ability to shoot anything that goes bang, pew, boom or sometimes even Bzzt!

Strength(S)(Page 2)
The model's physical strength. The stronger he is, the better he will perform in close combat... naturally.

Toughness(T)(Page 2)
The model's overall endurance. How well he can take a hit pretty much. As the number goes up, your model can handle stronger hits better.

Wounds(W)(Page 2)
This is the number of times the model can take a direct, unprotected hit before he dies. In most cases, this will be 1.

Initiative(I)(Page 2)
This is how quickly the model charge into close combat and take the initiative to swing. The higher the number, the faster he starts swinging!

The number of attacks that specific model can swing in a normal fight. There are modifiers that will be approached later.

How well the model can maintain his cool. As this number gets higher, your models can keep their cool and more harrowing situations.

The damage tolerance of the model's armor. The lower the number, the more of a beating the armor can take before the user starts feeling it.

every model has a profile showing all of it's characteristics listed above and their values. These are necessary because not every model has the exact same characteristic values. Some models are more proficient in certain areas than others, usually due to their level and quality of training as well as their level of overall battle veterancy according to the lore of the model's respective race.

The rules for Warhammer 40,000 always assume that the model is on a base, however some models are sold with unusual bases or no bases at all, it is firmly recommended (sometimes required depending on the community in which you play) that if they are not on standard Warhammer 40,000 bases, you attach the model to one of appropriate size using a model of similar dimensions as reference.

Sometimes models are just completely inept in a certain characteristic. This will be represented by either a 0 or a '-' in the characteristic value slot. If the model has a zero value that means it cannot perform actions that use that characteristic. If at any point a model's Strength, Toughness or Wounds are reduced to 0, the model is considered dead and removed.

There are some instances where the above information is rendered invalid. These instances can be found in the Unit Types section, the Special Rule section or the Weapons section later down the line.

Vehicles and all the different variations of vehicles have a different Characteristic format than standard infantry models. This will be covered later in the Vehicle section.


Units(Page 3)
Models tend to be grouped into things called Units. When referring to an individual model, the term "Model" will always be used. When referring to a group of similar models, the term "Unit" will always be used. Units have certain requirements which will be covered below:

All models in the same unit must remain no more than 2-inches away from at least 1 other model from the same unit at all times. You may not split up the Units into different sized groups of models at any given time.


If both players agree to a self-made revision to a rule, then that revision becomes legal for that one game. If there is an extended dispute about a rule where no solution can be found? A roll-off can be made where, whomever gets the higher number decides the resolution to the rule. Lastly, a single die can be rolled where on a roll of 1-3 Player A may decide the outcome and on a roll of 4-6, player B may decide the outcome.

Everything is measured in inches, You may check any distance at any time during the game. All distances are all measured from closest point to closest point (For unit-to-unit those points are on the closest models) This usually implies base to base.

Dice(Page 5)
All dice rolls in this game are made with a D6 die. Modifications such as an increase in the number of dice rolled, or a special grouping of sides will change the way those dice are read.

Rolling a D3(Page 5)
To roll a D3, simply divide the number rolled by half and round up. 1/2 = 1, 3/4 = 2, 5/6=3.

A Scatter Die is a D6 that is special to Warhammer 40,000. The top and bottom sides have a crosshair, while the other 4 sides have an Arrow pointing the same direction as it's bretheren. The application of this die will be explained later in the Weapons section.

Whenever you are asked the divide the results of the dice, the result should ALWAYS be rounded up to the nearest whole number

When asked to modify dice roles you will see 3 different methods:
  • D6+X(Add X to your die roll)
  • XD6(Roll X number of dice)
  • D6xX(multiply die roll by X)
Re-Roll(Page 5)
Some rules allow you to re-roll. Upon Re-rolling, however, the second roll always counts, even if it's worse than the first roll. And no single die may be re-rolled more than once for a specific action. When re-rolling a 2+D6 roll, you must re-roll all of the dice in the roll under the same conditions.

Roll-Off(Page 5)
Each player rolls a die. The player that scores the highest roll wins the roll off.

Randomizing(Page 5)
When asked to randomize a selection, assign an equal number of die values to each item then roll for it. I.E. your vehicle loses a weapon, it has 3 weapons, assign 2 numbers to each weapon and roll 1D6 to resolve which weapon gets destroyed.

Cocked Dice(Page 5)
If a die does not land flatly on the table, it is always re-rolled.

If a die lands on the floor, it is always re-rolled.

There are three types of templates that weapons use:
  • A 'small' blast template(Usually referred to as "blast" on weapons. 3" in diameter)
  • A 'large' blast template(Usually referred to as "large blast" on weapons. 5" in diameter)
  • a 'template'(Usually referred to as "template" on weapons. tear-drop-shaped and 8 inches long.)
any model whose base is wholly or partially covered by any template received an automatic hit.

Scatter(Page 6)
all blast or large blast weapons have a chance of scattering. place template in intended location, roll scatter die and 2D6 if you score a crosshair on the scatter die, the weapon does not scatter. if you score an arrow, the template is moved the 2D6 result in inches, in the direction of the arrow on the scatter die.

to take a characteristic test, roll 1D6 and compare it with the model's highest characteristic value. if equal to or lower than, test is passed. If greater than, test is failed. If test is taken on a whole unit, roll on highest value of that characteristic.

When a model has multiple profiles, always Roll against the highest characteristic value.

For characteristic tests, a roll of 6 is instant failure, a roll of 1 is instant pass. if the value is 0 or '-', it auto-fails the test.

Roll 2D6 and compare it to unit or model's highest leadership value. If equal to or lesser than, 
the test passes, if it's greater than, the test fails.

A roll of 2 (double 1's) always passes. Regardless of Modifiers.

A model always follows basic rules unless stated otherwise on it's profile. Advanced rules always supersede contradicting basic rules. Rules in the codex always take precedence over rules in the rulebook.

Whenever a rule refers to the controlling player's model, it is always referring to the owner of the model in question. The opponent of the model's owner, is always the Opposing player.

Line of Sight(Page 8)
Line of sight literally represents your model's view of the enemy model. They must have a clear line of sight to the enemy model to acknowledge it's existence. To measure line of sight, get close to the table surface and look over the shoulder of the model in question. Things that are ornamental, such as tips of guns, ram-plates or little danglies off the armor do NOT count as line of sight.

Own Unit(Page 8)
Firing models can always draw line of sight through other members of it's own unit.


We are Currently in the process of interpreting and abridging the information regarding the turn... Please check back later.

In your turn, you can move any number of your units, from none to all, up to their maximum movement distance.

Most standard models have a maximum movement distance of 6". Vehicles and fast attacks are the exceptions. During the movement phase, it is perfectly legal to move units, change your mind and move them back to their starting position, then move them in a completely different direction. Models cannot move off the board at will.

You may choose to not move some models in a unit, as long as you declare which ones are remaining stationary, and unit coherency is maintained. Those models are treated as having not moved for the purposes of the rest of the turn.

Models can move up to it's maximum distances so long as it maintains unit coherency.

A model cannot move within 1" of an enemy model unless charging.

Turning is not considered movement and can be done at will.

Units locked in combat cannot move.

Unit Coherency(Page 11)
All models within a unit must be within 2" from at least 1 other model from the same unit. If the unit loses coherency, it must make all it's next movement to regain coherency. If it fails to regain coherency by the end of the movement phase, it must run during shooting phase to regain coherency.

Moving through special types of terrain can alter the way your units move, please check the Types of Terrain section.

If the model cannot stand on it's own volition in the location you with it to be, it is acceptable to place it somewhere else as long as both players agree on it's actual location.

We are Currently in the process of interpreting and abridging the information regarding the turn... Please check back later.

MORE SOON TO COME...

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