ROBOTS

Robots are a part of everyday life in human and alien society. Vehicles and any comparable machines can be effectively turned into robots by the installation of appropriate auto-systems (auto-drive, auto-aim and auto-fac). These auto-systems provide the equivalent of a human operator, and are fully capable of discriminating, making decisions and taking appropriate action. So, for example, a las-cannon with auto-aim can be fired just as if it had a crewman.

WARRIOR ROBOTS

The greater majority of robots are simple runarounds, workmen or toys, and haw no place on the battlefield. Warrior robots, however, are different. They are machines created specffically for war as the soldiery by proxy for a living, biological race. In human space, the Emperor's Tech-priests are continually experimenting with and improving their dread warrior legions of robots - machines implanted with the will to slay and despoil.

PROFILES

Robots have profiles like living creatures, except the wounds characteristic is replaced with damage points as this is more appropriate for machines. All robots have a saving throw of at least 6. Warrior robots will often carry a certain amount of integral equipment and/or weapons. Examples are given in the Equipment section, as well as rules for randomly creating robots of small, medium and large size. The following example is of an Imperial Battle Robot.

M WS BS S T D I A Ld Int Cl Wp
6 5 5 5 5 5 5 3 10 8 10 10

Saving throw 2,3,4,5 or 6
Technical level 8
Weapons:
Left arm: bolter and missile launcher.
Right arm: bolter and ball-and-chain.

SPECIAL RULES

1

Robots can fire all of their weapons during theft turn, but may use no more than one weapon from any one arm or limb. So, in the case of the Imperial Battle Robot, two weapons may be used - two bolters for example, or a bolter and the missile launcher. The usual rules about moving and firing apply. Large robots mounting weapons in turrets are treated as vehicles in this respect, and may move and fire without penalty. A robot's intelligence is irrelevant to its use of in-built weapons and equipment.

2

In-built weaponry does not affect the robot's movement rate, even if such weapons are heavy weapons.

3

Robots never rout. Their leadership has been given a nominal value of 10, but rout tests are never taken.

4

All robots have communicators and auto-senses. They are immune to blinding weapons.

5

Robots and sentient creatures cannot be mixed in the same unit, although a creature is permitted to lead a unit of robots. Robots are not governed by the normal 2" unit coherance restriction, and a unit can be divided as the player wishes.

6

Although possessing a near perfect memory and computing ability, robots lack the intuitive insight which makes good warriors. They may be slow when speed is of the essence, they are often brash and clumsy when what is really needed is stealth and patience. The speed with which a robot can act and make decisions is governed by its intelligence and with the limited capacity of the robot brain smaller robots tend to be more intelligent than large ones. This is simulated in the rules by advanced orders. A player controlling robots must write down the direction in which each robot is to move at the end of his previous turn. ('This can be expressed as 1, 2 o'clock, etc relative to a direction nominated as 12 o'clock). Robots of intelligence 7 or less are even slower and their player must write down his intended mow direction two turns in advance. Robots with intelligence of 5 or less are really slow and cumbersome, and their player is obliged to write down mow orders three turns in advance. Once move direction has been written down it cannot be changed, although a player may instead elect not to move at all 'if he wishes. Robots always end their movement facing in the direction of movement (they may not then turn). Robots which are stationary must be turned to face the direction in which they were ordered to move. Only if ordered to remain stationary they can be turned in any direction. If large robots have turrets their direction of fire must be noted with movement, and their targetting art is 90 degree centred on the nominated direction.

7

Robots may target against enemy troops in the same way as other firers, except that their fire-arcs are reduced with intelligence. As robots always end movement facing in the direction of ordered movement this is important. Robots with I of 7 or less have a 45 degree arc of fire (half normal) and those with I of 5 or less a 22½ arc (quarter normal). Turrets have a 90 degree arc centred on nominated direction, or the direction of travel if no other is given. Within this arc they will always target at the nearest hostile model. if a friendly model lies within their fire arc, and is nearer than the hostile model, there is a chance of the robot accidentally targetting the wrong model. The firer rolls 2D6 against the robot's intelligence needing to score equal or less to target correctly. Incorrectly targetted shots are worked out as normal, but against the wrong target!

SPECIAL DAMAGE ON ROBOTS

As with vehicles, a robot is destroyed once all of its damage points are gone. A robot may also suffer special damage in the same way as vehicles and dreadnought suits. If damage is taken during the turn roll a D6 - a score of 6 indicates that a malfunction of some kind has occurred. Roll a D10 and consult the chart to find out what has gone

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wrong. if the robot recieves more than 1 damage point during the turn do not roll for each one, but add +1 to the D6 and D10 dice for every additional damage point suffered.

Dice Roll Result  
1-2 Right/Left arm The power for 1 entire arm fails, losing any in-built weaponry and the ability to use that arm. Randomly determine which arm is affected.
3-4 Loss of coordination Subtract 1 from all to hit dice. From co-ordination now on, the move rate is randomised, roll a D6 to determine the number of inches the robot must be moved.
5-6 Power loss Halve the model's move allowance. Subtract I from all to hit dice. Subtract D4 from the initiative characteristic.
7 Mechanical jam Whatever action took place this turn, moving, firing, etc, continue from now on. Wapons continue to fire on the same target, movement continues in the same direction at the same speed.
8 Weapons loss 1 (random) in-built weapon system is destroyed. The robot's circuits are scrambled as a result of the hit, and it becomes confused (see Psychology -no need to roll, the effect happens automatically).
9 Systems Failure Everything stops! Auto-systems all lock and the robot grinds to an ineffectual halt.
10 Control Loss The robot goes berserk, moving out of control, firing and moving in a random manner determined by the GM.
11 Smell of Burning The robot suffers a systems failure as for 9. Roll a D6 at the end of each of your turns from now on. On the roll of a 6 the robot explodes as described below.
12+ BANG! The robot is destroyed in a spectacular explosion. The blast causes an automatic strength 3 hit on any target within 1" of the robot.

ROBOT MALFUNTION

A robot might be 100% reliable, but it is more interesting if rulesare introduced for malfunction. The GM may decide to use these rules or not - but should decide before the battle so that the players are aware of the capabilities of their troops.

Robots suffer continuous battering during their existence and are consequently prone to malfunction, especially under battlefield conditions where the stresses are that much greater. The GM should allot a chance of each robot suffering a malfunction every turn - this can be as low as 1 in 20 or as high as 1 in 4. 1 in 6 would seem a good average for an interesting game. Once it has been established that a malfunction occurs roll auto and consult the special damage effects chart as if normal damage had been caused. Malfunctions last only for that turn, they do not last for the rest of the game as do the effects of normal damage.

MAKING TEMPLATES FOR ROBOT FIRE

If you are going to use robots a lot it is worth making a series of templates to regulate their fire. Thmplates should consist of triangular wedges of 22½ °ree; 45°ree; and 90°ree; to allow for the different intelligence ratings. Ideally each template should be of sufficient length to allow you to fire the common weapons - 24" should be adequate. To allow for long range fire the template can always be extended using rulers.

AERIAL MOVEMENT AND COMBAT

Some creatures are winged and can fly in suitable atmospheres. Some types of vehicles can also fly, whilst jet-packs provide individual aerial mobility.

MOVEMENT IN THE AIR

flyers are moved during the standard movement part of the turn. They may not move during the reserve part of the turn. It is assumed that aerial mowment takes place continuowly throughout the player's turn and that of the opposing side. However, for game purposes this is represented by a single move.

MOVEMENT RATES

Aerial movement is limited by the maximum flight speed of the creature/equipment. This is given in inches on the appropriate profile.

Flyers are also limited by a minimum flight speed. Models attempting to fly below this rate will fall from the sky and crash.

As with vehicle movement, all aerial movement is controlled by the acc/dec and the turning radius ratio.

ACC/DEC

The acc/dec rate of the creature or equipment is represented by a number. This is the number of inches by which the flyer can increase speed from turn to turn. A flyer can decrease speed at twice the aec/dec rate.
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TURNING

The turning radius ratio indicates how sharply a flyer can turn. All aerial turns are made using a turning radius in the same way as ground vehicle movement. The diagram below illustrates how this is done. A ruler is placed at a right-angle to the flyer, and a tape measure or ruler is then used to measure the distance moved.
(Artwork removed)
The radius always equals the flyer's speed times the turning radius ratio. For most flyers the ratio is 1- so a flyer moving 8 " has a turning radius of 8 ".

HEIGHT LEVELS

The turning radius ratio indicates how sharply a flyer can turn. All aerial turns are made using a turning radius in the same way as ground vehicle movement. The diagram below illustrates how this is done. A ruler is placed at a right-angle to the flyer, and a tape measure or ruler is then used to measure the distance moved.
The radius always equals the flyer's speed times the turning radius ratio. For most flyers the ratio is 1- so a flyer moving 8 " has a turning radius of 8 ".
The air is divided into levels. These are attack level - corresponding to the first few metres or so of vertical distance level +10 -corresponding to a maximum height of 20 metres, level +20, +30, +40, etc corresponding to successively greater vertical distances in 20 metre bands. In theory you can add as many bands as you wish (+50, +60, etc) but +40 is the greatest altitude normally required. Although as described the bands correspond to fixed heights, in fact they serve only as range modifiers - adding +10 ", +20 ", etc to the range from the ground. Anyone with a rudimentary knowledge of geometry will immediately realise that this doesn't reflect the literal distances between the firer an flying targets at varius ranges. For example, a flyer at level +10
would be exactly 10" away from a firer immediately underneath, but only 15" (rounding up to nearest inch) away from a firer 10" away - not 20" as the rules would indicate. Think of this discrepancy as an additional penalty imposed due to the difficulty of targeting at distant flying targets - the further away the tart the proportionately more difficult it is to hit.
(Artwork removed)During their movement, flyers may choose to climb, dive or fly level.
Flyers can move up one level for each 20" of forward movenment (or part thereof). Flyers can dive by one level for each 10" of forward movement (or part thereof). Flyers attempting to dive at faster rates will crash. Flyers capable of hovering may move up or down by a single level per turn with no need to move horizontally.

TAKE OFF

Models capable of flight can take-off instead of making aground move. They may never move on the ground and in the air during the take-off turn. During the take off turn they will fly no faster than their acc/dec rate.

LANDING

Flyers can land safely only if travelling within their normal deceleration rate (acc/dec x2). To land, a model must end its aerial movement at attack level, the player declares that the model is `landed and on the ground'. Once landed the model is treated like any other for purposes of ground movement, and may make a reserve move that turn as appropriate. vehicles never make a reserve move, they may move from the following turn and their ground speed is assumed to be the same as their final air speed modified by the acc/dec for ground movement as normal.

FLYERS AS TARGETS

Flyers at attack level are always shot at as if they were normal ground targets - there is no modifer for the additional vertical distance which is no more than a few metres in any case. Flyers at level +10 can be shot at from the ground and count as being 10" further away than the horizontal distance. Flyers at level +20 can be shot at from the ground and count as being 20" further away than the horizontal distance. Flyers at level +30 can be shot at from the ground and count as being 30" further away than the horizontal distance. Flyers at level +40 can be shot at from the ground and count as being 40" further away than the horizontal distance.

FLYERS AS SHOOTERS

Flying creatures can throw or fire weapons at the ground from any height. If at attack level, level +10 or level +20 they count the range as the horizontal distance between the shooter and target. If at level +30 they count the horizontal distance plus 10 ". If at higher levels they count the horizontal distance plus an additional 10" per level. If the modified distance outranges their weapon there is no chance of hitting.

AERIAL SHOOTING

Flying shooters can fire at other aerial tarts. When firing at aerial targets up to two levels lower, measure the horizontal range only (eg level +30 to level +l0). When firing at higher levels add 10" to the horizontal distance for each height level difference (eg level +10 to level +30 = +20 ") . When firing at lower levels more than two levels distant (eg level +40 to level +10) add 10" for each level difference in excess of two (+40 to +10 = +10"). Targets and firers at attack level are considered as if they were normal ground targets (eg attack level to level +20 is 2 levels difference).

COMBAT AGAINST GROUND TARGETS

Most flyers cannot hover over an enemy to strike a blow, but instead will simply sweep over their target, delivering a blow as they pass. To simulate this, a flying model is allowed to fight in combat against any enemy that it overflies during its turn. Ground models attacked by an overflying enemy may strike back just as in normal combat. A flyer overflies all models touched by the model's base as it passes and may attack any target (or several if it has two or more attacks to distribute amongst different targets). The flyer must be at attack level.
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Flying models, other than those capable of hovering, cannot sustain a combat for more than one turn. If flying models just happen to be positioned on top of enemies at the end of their movement, it is best to move the flyers to just behind ?so that it is clear they may not fight in the following (other player's) turn. Flyers with a minimum move of 0 may hover above their enemy, prolonging an engagement over several turns if they wish.

DEFENDING YOURSELF AGAINST AERIAL ATTACK

A unit attacked by aerial troops has the usual options, including stand and fire and run away. Often, a unit will be attacked from the air whilst already engaged against ground troops. When this happens, models may fight against either the flyers or their ground opponents.

PROCEDURE FOR GROUND/AIR COMBAT

The procedure for working out combat is the same as for normal combat with the following exceptions and special rules. Flyers may be fired at prior to close combat under the normal stand and fire rules. Order of attack. Troops attacking from the air always strike first. Throw to hit. Modifiers apply as normal except that flying troops receive no bonus for charging or following up. Combat results. If aerial troops lose a combat the entire unit is pushed back one height level ? this will automatically end the combat. Ground troops cannot follow up; even if they can fly themselves they have insufficient time in which to get airborne. If ground troops lose a combat they must make an immediate rout test as normal. They are not actually pushed back physically, and remain in position unless routed. If routed, the unit will move away from their enemy, fn a direction decided by the GM where this is not obvious. Aerial troops will pursue routers as normal if physically possible, often, however, this is not the case, and the flyers may simply continue their movement.

AERIAL COMBAT

Flyers at the same level and in base-to-base contact during combat will fight in the same way as normal ground troops. Flyers cannot 'overfly' other flyers and strike blows, they must be in base-to-base contact to fight. Work out combat as normal. Take strikes in order of initiative, as you would during ground combat. The charge and follow up modifiers do not apply: Work out combat results as normal, including follow-ups and push-backs. Make any rout tests, and work out subsequent routs and pursuits in the same way as against ground opponents.

BREAKING OFF FROM COMBAT

During their movement, aerial troops can break off from a combat against ground or other aerial troops. They do not have to test for routing,and they do not suffer 'blows as they turn'. Aerial troops are often obliged to break off a combat to comply with their minimum move distance.

DROPING THINGS

If a flyer moves over a unit, suitable missiles may be dropped. This can be done from attack level, level +10 or level +20 but not if the flyers are in hand-to-hand combat. Dropping an object takes place during shooting instead of normal weapons fire. A flyer cannot shoot a capon and drop an object during the same turn. Dropped objects include, stones, bricks and other improvised items as well as grenades. A unit of flying troops may land to collect suitable items to drop. This may mean going to some theoretical off-table position, landing, collecting and returning with a full load. A unit leaving the table to do this must wait for one full turn. At the beginning of each subsequent turn roll a D6. A score of 6 indicates that the unit returns with replenished supplies of rocks, bricks, etc. Place the unit at any point along their own table edge and move as normal. A unit may give up looking for missiles, and return to it's own player's table edge at the beginning of their next turn.

HITS FROM DROPPED ITEMS

Follow this procedure for each attacker.
1. Nominate a target point for each attacker.
2. Roll a D6.
3. Deduct 1 at level +20 2 at level +10 3 at attack level
The result is the distance in inches the object lands away from its target. A score of zero or less is a direct hit. Damage from rocks, bricks, etc causing hits is resolved by taking the strength of the creature dropping the missile, plus 1 for ever level above attack (eg 1 at +10, 2 at +20, etc). In the case of grenades the burst circle is placed with the centre over the point where the object strikes the ground, it does not deviate from that point. A normal 'to hit' roll is then required for each target, followed by 'to wound' rolls as appropriate. Dropped objects which do not land directly on target land in a random position at the distance from their target indicated by the initial dice throw. If a dropped object strikes a tart accidentally work out damage as before. Missiles dropped from higher altitudes (+30 upwards) are unlikely to hit their target. Proceed as before but instead of a D6 roll a D20 and deduct 1 ? this indicates the distance in inches from the target.

CRASHING

A flying vehicle crashing to the ground, or any aerial debris, causes D4 wounds/damage to itself and anything it lands on for each?height band of original altitude. The chart below summarises the damage caused from various heights.
Attack D4 +10 2D4 +20 3D4 +30 4D4 +40 5D4
(Artwork removed)
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To determine where a plummetting object falls, move it D12" in a random direction. If it should land on another vehicle, model, building, etc, modify the damage/wounds caused on the ground target (but not lie Falling object). The damage/wounds equals D4 per height band phis lie falling object's toughness minus the target's toughness. A falling Human would be unlikely to harm a tank, ? whereas a falling tank would . crake a rather unpleasant mess of any human it might land on.

BUILDINGS AND FLYING TROOPS

This chart shows the relationship between altitude levels for flying creatures or vehicles, and height levels for buildings. Obviously, buildings can vary a great deal, and sometimes it may be necessary for the GM to specify the altitude level of a structure.
Height Level Building Level
Ground Attack First storey windows. The roof of the first storey.
+10 From the windows of the second storey to the roof of the 5th storey.
+20 From the windows of the 6th storey to the roof of the loth storey.
+30 From the windows of the 11th storey to the roof of the 15th storey.
+40 From the windows of the 16th storey to the roof of the 20th storey.
A flyer can take off from an elevated platform and is then at the equivalent height level.

PERSONALITIES

As described in the rules so far, troops fight in units, and are not free to move about or make decisions independently of others in their unit. Personality models are different: they represent individual characters. Personality models move, fight and shoot independently of units, and are often more powerful than ordinary troopers of their race. A personality model may be thought of as representing the player himself, or at least a major part of the player's persona. Each side may have several personality models, but, to some extent, each one is a part of the controlling player. A side may win a battle ? but if a player's best personality is killed it is a hollow victory indeed.

PERSONALITIES AS UNIT LEADERS

A unit's leader may be a personality model, representing a tough, battle?hardened sergeant or a brave, young commander. Such a leader is still a member of his unit, and may not leave it. Apart from having superior fighting abilities he is treated like any other leader model.

PERSONALITIES TAKING OVER UNITS

A personality model may assume command over any friendly unit, so long as his own leadership is not less than that of the unit's current leader. To assume command the personality model must be moved so that it is in base-to-base contact with the leader for 1 turn. If a unit has no living leader any personality model may assume command automatically. Once a personality model has taken over the command of a unit he remains with it as its leader. He is considered to be part of the unit for all purposes, including routs and psychology.
Often a personality model and a unit will be subject to different psychological effects. especially if they are of different races. In such a case the whole unit, including the personality model, becomes subject to the combined effects. It is assumed that a leader will become carried away and entangled in the reactions of his troops, whilst he will take every opportunity to avoid or indulge his own psychological traits. In all cases the psychology tests are made on the leader's cool characteristic.
While adversely affected by a psychology test, a personality model may not relinquish command of a unit. Otherwise, a personality model may choose to relinquish command at the beginning of any turn.

STANDARD PERSONALITIES

A personality model can be created in a number of ways using the basic creature profile for its race. From the GM's point of view, the easiest way of doing this is to select one of the standard personality types given below: the champion, the minor hero and the major hero. Each one of these has standard characteristics for its race, plus the modifiers indicated. No modifier may take any characteristic above 10, apart from attacks and wounds.
  M WS BS S T W I A Ld Int Cl Wp
Champion   +1 +1 +1 +1              
Minor Hero   +2 +2 +1 +1 +1 +2 +1 +1 +1 +1 +1
Major Hero   +3 +3 +1 +1 +2 +3 +2 +2 +2 +2 +2
These standard personality types are only a rough and ready classification of variations in characteristics typical of a personality model. However, it is a convenient system, especially where the GM has only a little time in which to set up a battle.

MAXIMUM CHARACTARISTIC SCORES

No characteristic, apart from wounds and attacks, can ever be increased to more than 10. No creature can ever have a fighting characteristic score greater than that indicated for a major hero of its race. A creature can have any or all of its personal characteristics
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increased to the maximum of 10, but must have psychic powers if they are to be increased beyond the levels indicated for a major hero of that race. The chart below summarises the maximum possible scores attainable by a human and a human with psychic powers.

VARIABLE HEROES

This is an alternative system that allows players to create their own heroes. It takes quite a long time to prepare a personality model in this way, but it is more interesting and will create a unique hero. The GM decides before the game how many heroes each side is to have. He also decides how many points of advance each hero is to have. For example; each side might be allowed two heroes with 10 points each and 1 with 15. Each point of advance can be used to increase any of the permitted characteristics by 1 point, up to the normal maximum amount. Points of advance cannot be used to increase a model's characteristics to more than its theoretical maximum.
This chart illustrates how the different standard personality types correspond to a random number of points of advance. This is for reference only - obviously there is no reason why you cannot create characters with in-between values.
Type Points Random points
Champion 4 D6
Minor Hero 14 4D6
Major Hero 23 7D6
An alternative system is to give each player a fixed number of points of advance, and allow him to create as many personality models as he likes, or as many as the GM permits. Normal maximum levels apply, but the player is free to create either one extremely ,good personality, two fairly good ones, three average characters, or whatever. It is a good idea for the GM to stipulate the maximum number of personalities allowed -otherwise the player may feel tempted to create a mass of weak, but rather annoying, personalities. We would suggest 10%, or 1 in 10, of normal forces should be the maximum number of personalities for a large game.
Instead of the GM deciding the numbers of points available, this can be randomly determined by dice if he prefers. Each side can be given 2D6, 3D6, or whatever number of points as the GM sees fit. We would suggest 1D6 points for every 20 models on that side -but this can be varied by the GM at his discretion.

RANDOM HEROES

Rather than allowing players to distribute the points of advance amongst their heroes' characteristics, it is possible to randomly allot each point. This is a better system for creating personalities controlled by the GM, and can be used by the GM to create characters for the players before the game. Roll a D20 for each point of advance and allot it to the characteristic indicated. Once a characteristic has reached its maximum value reroll any duplicates.
M WS BS S T W I A Ld Int Cl Wp
  1-3 4-6 7 8 9-10 11-13 14-15 16-17 18 19 20

GENERATING CHARACTERISTICS FOR CAMPAIGNS

Although Warhammer 40,000 is primarily concerned with mass combat, battle and large scale carnage, provision is made for generating single characters which represent the players as idealistic, young, inexperienced adventurers. This is a useful way of creating characters for small?scale skirmishes, or adventures in which all of the players are on the same side ? fighting opponents controlled by the GM.
Each player starts off by controlling a single model which represents the character he has chosen. He may also control ordinary troops under his command, followers, employees, etc, but only the personality model is really important. To begin with the character profile is generated from the basic creature profile, with D6-2 points of advance distributed randomly. Players rolling a 1 or 2 receive only a basic profile.

IMPROVING A CHARACTERS PROFILE IN A CAMPAIGN

in a campaign a player's own personality, his player character, may increase one of his characteristics after each game. At the end of each game the character receives 1 point of advance which is placed by the player. No characteristic may be increased beyond the maximum permitted level, which is that of a major hero of that race. A character who is wounded during the game, or who the GM judges to be unworthy of the advance, does not receive it.
T his is a simple way of allowing heroes to gain power and importance. It should not be compared to the far more complex and involved methods utilised in role-playing games such as Warhammer Fantasy Role Play. However, GMs are at liberty to develop the system further as suits their needs.

PHYCHIC POWERS

For most races, personality characters have been given a percentage chance of having psychic powers. Details of generating these abilities are discussed in the Psionics section on pages 48 following
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