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F or more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of technology. He is the Carrion Lord of the Imperium to whom a thousand souls are sacrificed every day, and for whom blood is drunk and flesh eaten. Human blood and human flesh - the stuff of which the Imperium is made.

To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. This is the tale of these times. It is a universe you can live today if you dare - for this is a dark and terrible era where you will find little comfort or hope. If you want to take part in the adventure then prepare yourself now. Forget the power of technology, science and common humanity. Forget the promise of progress and understanding, for there is no peace amongst the stars, only an eternity of carnage and slaughter and the laughter of thirsting gods.

But the universe is a big place and, whatever happens, you will not be missed…

ISBN 1-869893 23 9
Product Code 001511
Warhammmer 40,000 Rogue Treader and all acociated imagery, symbols and conceps are copyright @ 1987 Games Workshop Ltd. All Rights Reserved. No part of this book may be reproduced in any form or by any means without prior permission from the publishers.
All characters ficticious; any resemblence to persons living or dead is purely coincidental.
Second Imprint.
Cover painting @ 1987 John Sibbick.
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WARHAMMER 40,000 ROGUE TRADER IS A GAMESWORKSHOP PUBLICATION.
GAMES WORKSHOP LDT, CHEWTON STREET, HILLTOP, EASTWOOD, NOTTINGHAM, NG16 3HY, U.K.
Distributed in the U.S.A., and Canada by:
GAMES WORKSHOP U.S., ROUTE 108, COLOMBIA, MD 21045, U.S.A
Printed in the United Kingdom by Boots Printers, Station Street, Nottingham NG2 3AA
Any questions or comments should be directed to:
WARHAMMER 40,000 ROGUE TRADER QUESTIONS, GAMES WORKSHOP DESIGN STUDIO, ENFIELD CHAMBERS, 14-16 LOW PAVEMENT, NOTTINGHAM NG1 7DL
If your questions require an answer, please enclose a stamped, self-adressed envelope or 2 IRCs. Although we enjoy receiving and answering mail our time is rather limited so please try and phrase your queries so that they can be answered by a simple Yes or No.
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If you've ever left the cinema or turned from the TV screen, wishing that you could invent your own death-stars, storm-troopers, whirring ornithopters, and wild-eyed heroes then this is for you! Warhammer 40,000 is the game that lets you create all kinds of exciting, futuristic adventure on a tabletop. You will need a few models, a little scenery, and the odd accessory such as dice and a ruler - but most importantly you will need a smattering of creative genius. The fact that you are reading this is a sure indication that you are eminently qualified on that score.

Warhammer 40,000 is a fantasy game set in the far future. Fantasy games are a relatively recent invention, but, as with so much that is new and innovative, they stem from familiar and well-understood ideas. For many years, historical wargamers have re-enacted famous battles from history, using model soldiers, scenery and carefully worked out rules to simulate warfare in their chosen era. Fantasy games abandon the idea of re-creating historical events, allowing the imaginative player to stage games set in mythical worlds, on strange, surreal continents or amongst the stars. But even places that derive from the imagination need rules. That is where Warhammer 40,000 comes in. This book provides you with a comprehensive framework of rules with which you can represent futuristic combat. Later you'll discover a complete and enthralling background for the game, a universe of the far future where bloodshed and battle form an integral part of a strange and violent society.

Warhammer 40,000 employs the proven and popular game mechanics of the Warhammer Games system. Warhammer 40,000 and Warhammer Battle rules can therefore be used in conjunction; you will find creatures and weapons from one game will he perfectly usable in the other. Even magic, psionics, aliens, monsters and equipment have been designed so that they can be transplanted between the two games. Players who are already familiar with Warhammer will find the combat rules of Warhammer 40,000 follow the same format as the Warhammer rules. We hope experienced Warhammer players will bear with as through the basic explanations. These same experienced gamers will no doubt also notice the vital points of difference in some rules and procedures, points which are intended to reflect the awesome power of weapons and the strange environment of the far future.

ABOUT THIS BOOK

The Warhammer 40,000 book is divided into five main sections containing rules, background information and other details to aid play.
Combat gives rules, suggestions and useful hints for staging your own tabletop battles using miniatures and dice. Movement, shooting, close combat, rout and pursuit, reserves and psychology are all covered, and an extended set of rules is provided for vehicles, dreadnoughts, aerial movement, personalities and psionics.
Equipment provides you with a wide variety of fascinating futuristic weapons. Armour types, vehicles, robots and many other features for inclusion in the game.
The Age of the Imperium explains how the Warhammer 40,000 universe works, how the different races act and fight, and how the different sorts of troops are organised and equipped.
The Advanced Gamer provides extra rules for players, including advice on campaigns, game plots and multiplayer games. Also covered are collecting and painting models, and we provide modelling details so that you can make your own buildings as well as offering some examples of how scenery can be constructed.
Summary lists all of the major charts together, and provides you with a selection of combat templates, building plans, record sheets, and paper counters.

SCALES

Warhammer 40,000 has been designed around a ground scale of 1 tabletop inch = 2 metres of real distance. Tabletop distances are expressed in inches and imperial units within the rules. 'Real' distances are expressed in metric measurements: so a target 10 inches distant on the tabletop is 20 metres away in 'real' terms. There is no reason why you shouldn't modify this scale to suit your own collection of models and the size of your playing area.
Each model represents a single man, alien, vehicle, building or whatever. Large groups of very small creatures, such as thousands of locusts, can be represented by a smaller number of models. In cases such as this, one model can be regarded as representing too creatures if they are approximately rat sized, or 1000 creatures if they are tiny insects. So, 2 model rats = 200 individual rats; 2 model locusts = 2000 individual locusts.
The ranges and effectiveness of weapons have been calculated from the basis of individual weapons firing a single shot or blast at a single target. Most of the rules used for historical wargames assume massed ranks of firers blasting away at a massed target. For this reason, the ranges and effectiveness of Warhammer 40,000 weapons may seem comparatively low, but we believe that this is reasonably accurate, and it does give a better game.

GAME EQUIPMENT

Apart from these rules and a selection of models and scenery, you will need dice, rulers, scrap paper and pencils. Dice are used during combat, and it is a good idea to have several of these. A cup will make a useful shaker, As an alternative to models we have provided a selection of counters for you to copy and use. Though they are in no way as attractive or as substantial as metal models, these will allow you to fight out your first few battles for no additional cost or effort.

PLAYERS

You also need players! Games are usually fought between two opposing sides, each side represented by one or more players. For larger games it is convenient to have more than one player on each side, as this makes dice throwing and troop movement quicker and easier. The co-commanders can agree to divide their forces between them as they wish.

GAMESMASTER

To fight a Warhammer 40,000 game you will need an extra person called the gamesmaster, usually referred to simply as the GM. He will act as the umpire or referee, and it is his task to enforce the rules of the game; interpreting them where necessary. The GM should make sure that the players have sufficient dice, pencils, paper and any other items needed during play.
It is possible to fight a game without a GM, so long as the players are willing to cooperate a little, adopt a reasonable attitude and are honest in their record keeping. It is also possible to fight games in which all of the players are on the same side, against a side controlled directly by the GM. Of course, this does rely on the GM to make the game as fair as possible. One-sided games against the GM should be conducted with the aim of finding how well the players perform, rather than by aiming to defeat them.

DICE

The game uses a number of different shaped dice, as well as the normal six sided dice with which we are all familiar. Players will find it useful to have at least one each of the 4 sided, 8 sided, 10 sided, 12 sided and 20 sided dice. You will need a number of 6 sided dice, preferably about a dozen.
The standard notation is to write 'D' for dice, followed by the number of sides. So, when you see 'D4' in the text you know we are referring to a 4 sided dice - similarly, a D6 is a normal six sided dice, and soon. Sometimes you will need to roll more than one dice of a kind. This is indicated by a number preceding the D. For instance, 2D8 means you throw two D8s and add the scores together - throw a D8 twice if you are short of dice. The following examples illustrate the method.
Dice Rolled Score Procedure Result
3D4 3 D4s 1,2,3 Add Scores 6
2D6 2 D6s 2,5 Add scores 7
Sometimes you will need to multiply the dice score. For example D6+l, this means throw a D6 and add 1 to the result. 3D4+2 mean throw 3 D4s, add the scores, and then add 2 to the combined result. D6xlOmeans roll a D6 and multiply the score by 10.
D4, D6, D8, D10, D12 and D20
Everybody knows how to throw a D6 - the score is the number facing upwards once the dice has been rolled. The D8, DIO, D12 and D20 are read in exactly the same way.
Scores are 5, 7, 9, 12 and 15
Scores are 5, 7, 9, 12 and 15.
The D4 is pyramid shaped, and so has no upper surface. The score is the number on the base edge of the pyramid - this number is the same on all three faces of the base edge.
Score is 3
Score is 3.

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THE FIELD OF BATTLE

In the Warhammer 40,000 universe, battle and adventure can take place on any one of over a million worlds, and who is to say what form the environment might take on any one of them? Whatever the basic terrain, you will need to set up the field of battle, for which you will need a fairly large games table or area of Hoot. Six feet by four feet is a fair size; larger tables are difficult to reach across properly. Many gamers (including the author on occasions) improvise by using the dining room table. Once your area is clean, it is up to the gamesmaster or players to place model scenery.

SCENERY

You may have already seen the elaborate set-ups of other garners, or the special display games featured at one of the big hobby conventions - such as Games Day. If so, then you will have a good idea of what to aim for. If not, then the photos in this book may serve to inspire you! Remember a game that looks attractive and interesting will be that much more enthralling for the players and the gamesmaster.
It is easy to provide rules for 'normal' scenery, such as hills, rivers and woods. These features may take on strange or twisted forms to those we know on our own world, but they will still be comparable for our purposes. In addition the Warhammer 40,000 game includes many types of special scenery. For the moment we'll just concern ourselves with the following basic features. The Advanced Gamers section contains rules for special scenery.
Hills are common and useful scenic items. Models stood on hills receive a combat advantage and can see over the heads of troops below them. Hills for the games table can be made from chipboard or polystyrene ceiling tiles cut to shape, or even books piled on top of each other to get the right effect. When making hills, remember to make them in steps so that models will stand on them. Several companies now make stepped hills fur wargames, these are polystyrene with a special textured finish and look very good once sprinkled with flock to disguise the joints.
Woods are useful for blocking off areas, as they are difficult to move or fire through. Model trees can be bought from your hobby shop either as plastic or metal kits. Alternatively, you can make your own using pinecones, or pipe cleaners and sponge. Plastic aquarium plants make especially good alien trees. Sprinkle the wood area liberally with lichen and scenic flock to produce the effect of undergrowth.
Hedges provide 'soft' cover for troops behind them. Hedge models can be bought from your local model shop, or home made using sponge or a loofah cut into sections. Hedges can also be represented by a line of lichen. A section of hedge should be about 1" wide and at least 4" long. Smaller sections wouldn't provide any real cover or barrier, as troops could too easily avoid or go round them. Two or more hedge sections can be placed together to make long hedges or field systems.
Walls are exactly like hedges but provide 'hard' cover. You can buy plastic walls from model shops, or make your own from card, plasticine or Das.
Ditches like walls, provide 'hard cover' for occupying troops. It is assumed ditches are shallow enough to allow weapons to be fired from them without arty penalty. 'troops attacking a ditch have the advantage of being on a higher level than their opponents. On the wargames table, ditches are hard to represent. The best method is to cut strips of card 2' wide into convenient lengths, then use plasticine to build up a slope on the front and rear of the ditch. Leaving a 1" gap down the centre, which forms the ditch itself.
Debris and ruins are small areas of broken ground, perhaps an old decaying building, a crashed vehicle or a spoil tip. The easiest way to represent debris on the wargames table is to scatter a few pieces of cork around the desired area. More ambitious modellers can build their own 'ruins' from card, polystyrene or plasticard.
Buildings form vital strong points with commanding arcs of fire over the battlefield. They can be bought from model shops or home made from polystyrene or plasticard. The Citadel range of card buildings has been especially designed with Warhammer and Warhammer 40,000 in mind, and are highly recommended. With a bit of modelling skill you can turn almost any food or cosmetic container into a convincing building. Many 'toy' construction kits can be quite useful too.
Rivers. Model river sections are available from shops, but the best way to make rivers is to cut card strips to shape and make banks out
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of plastiscene. The best size is about 12" long and between 3" and 5" wide. Rivers must run from one table edge to another, they cannot simply stop. Remember rivers don't have to be water - bolting lava, molten sulphur, and even liquid nitrogen could all flow like liquid under certain conditions, making for a colourful spectacle.
Bridges and fords can be of any width, but 3"-4" is recommended: narrower bridges tend to be too cramped. Bridges can be bought, or homemade from plasticard, polystyrene or wood. Fords can be represented by a section of pale coloured card without banks, showing where the river shallows.
Pools can provide obstacles on the table, and even refuges for aquatic creatures. Pools can be made from card painted blue, green, red or whatever colour best represents the liquid they contain.
Bogs are similar to ponds, but can be crossed with a little difficulty. They can be made from card painted dark green or any suitably disgusting colour.
Stalagmites are tall pointed formations rising from the ground. Whether they are true stalagmites formed by precipitation, or merely unusual rock formations doesn't matter for our purposes. They can be made from any suitable modelling material - paper mache for example - or clay, Das or Milliput. Large stalagmites can be made easily using plaster of paris. Buy a big bag of plaster from a chemist - the cheap stuff! Take a bucket and fill it with sand. Male a good sized hole in the sand of the shape you want and prepare a suitable quantity of plaster. Pour the plaster into the hole and let it set before removing your stalagmite from its mould. All sorts of interesting rock formations can be made quite cheaply using this method. With a little powdered paint you can dye the plaster too. Also by adding coloured sand, or aquarium gravel, you can produce some very startling effects.
Rocks are rocks and can come out of the garden. Alternatively, you can buy glass fibre rocks from aquarium shops. The plaster and sand casting method can also be used.

SETTING UP THE SCENERY

Scenery can be placed on the table in a number of different ways as described below.
1. The GM places the scenery entirely at his own discretion. This is the usual method, and, so long as the GM is fair, the best way of designing your battlefield.
2. The GM can set up the scenery so it is symmetrical, in this way no advantage is conferred to either player. This is a good method for a strictly competitive game.
3. The players can arrange to choose scenery using the following rules. Each player secretly nominates how many items of scenery he wants on his half of the table. The maximum number that can be nominated by each player is I for every fall 1' of table length. The GM then rolls a D6 for each side.

1-2 The player receives one less item than nominated.
3-4 The player receives the number of items nominated.
5-6 The player receives one more item than nominated.

Each player then chooses his own scenery. A single item should be no larger than 6 "x6"in the case of woods, buildings, hogs, etc. No linear item should be longer than 12, although hedges or walls chosen as items may be split into smaller sections. A number of scenic items of the same type can be positioned together to make an extra large, or extra long, feature, such as a large wood, a long hedge or a river. Players may position their scenery anywhere within their own half of the table. The player with the most items places one item first, then the other player places one item, then the first player again, and so on. Once one player has run out of scenery, the other positions his remaining items. The table is now set for battle!
Using this method the players have a lot of say over the terrain they are fighting over. To offset this the GM may, if he wishes, reposition or remove one item of scenery from each or both sides.
4.If the players have no GM then one player can set up the scenery, and the other may choose which table edge he wishes to start from The player who sets up the scenery then starts from the opposite edge.

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Troop characteristics

This section describes the characteristics that are common to the Warhammer Games System: Warhammer Battle Rules, Warhammer Fantasy Role-play and Warhammer 40,000. If you are already familiar with the system there is no need to read this section; although you may like to note the change in name of what is bow skill to ballistic skill in Warhammer 40,000. The common abbreviation is BS in both cases.
In the Warhammer 40,000 game every type of creature has characteristics particular to its race. Each characteristic represents one aspect of the creature, and is given a value of one or more. The characteristics are described below, but don't worry about remembering them all right now.

Fighting characteristics

Movement allowance (M). Often just referred to as move. This characteristic determines how far a creature may move across the tabletop in inches. For example, a model with a M of 4 moves 4" a turn, whilst a model with a M of 6 moves 6". This distance will sometimes be reduced to take into account difficult terrain, obstacles and other factors.
Weapon skill (WS). This indicates a creature's ability to handle close combat weapons, or its chances of landing a telling blow by biting or clawing. The lowest WS is 1 and the highest is 10. The higher the WS, the easier it is to strike a blow in combat, and the harder it is for your opponent to strike back.
Ballistic skill (BS). This indicates a creature's ability to use long range weapons, such as guns, launchers, rifles or even thrown stones. Some creatures can spit poison, or acid, and their BS determine how accurate they are. The lowest BS is 1 and the highest is 10. The higher the BS the easier it is to score a hit with your weapon.
Strength (S). This characteristic shows how easily a creature can cause damage in hand-to-hand combat, a creature with a high S causes damage relatively easily, a creature with a low S would be less likely to damage an opponent. The lowest S is 1 and the highest 10.
Toughness (T). This characteristic measures a creature's natural resistance to damage. It is very hard to damage a creature with a high T, and relatively easy to hurt a creature with a low T.
Wounds (W). Some creatures can take more damage than others, either because they have more stamina, or because they have little regard for, or sense of, pain. This is represented by the number of wounds a creature can take before he, she or it is removed from the game. Every creature can tale at least I wound, but some exceptional creatures can tale more. Theoretically, there is no upper limit.
Initiative (I). This characteristic determines a creature's speed of thought and action. A creature with a low I will be slow and dull-witted, a creature with a high I will be fast. In hand-to-hand combat, creatures with high I will be able to strike before their enemies. The lowest I is 1, the highest 10.
Attacks (A). This characteristic shows the number of hand-to-hand combat attacks that a creature can deliver at once. Most creatures have only 1, but some can bite, claw and lash with their tails all at once, giving them multiple attacks. This characteristic never applies to missile attacks.

Personal Characteristics

Leadership (LD). This characteristic indicates a creature's ability to command, and to react to commands. It reflects innate sense of discipline and obedience. Values go from l, the lowest, to 10, the highest. Units of troops have leaders whose IA characteristic score will affect the whole unit's fighting abilities to some extent.
Intelligence (Int). This shows a creature's ability to think and use technical equipment. The lowest is 1, and the highest 10.Creatures with a really low Int are unable to use certain pieces of equipment.
Cool (Cl). This characteristic reflects a creature's temperament, and its ability to stay calm and under control. 'values go from I to 10. Creatures with a very low Cl are likely to lose control of their actions, and do unpredictable or hysterical things. Creatures with a high Cl are just the opposite; they can be unaffected by sights and experiences that reduce frail characters to jelly.
Will power (WP). This is a measure of mental resistance, a creature with a high WP can often avoid or escape the effects of psychic attack. values go from 1 to 10.

0 Level Characteristics

Sometimes a creature has been given a characteristic score of '0'. This indicates that the creature or individual concerned has no ability in that field whatsoever This is most commonly applied to BS. For example, a creature with a BS of 0 nay not use any long range weapons at all, even improvised weapons such as thrown rocks.

Profile

A creature or character's characteristics can he given all at once in what we call a creature or character profile.

Fighting Characteristics Personal Characteristics
M WS BS S T W I A Ld Int Cl WP
For example the creature profile for a Human is:
Typical Human
There are comparable profiles for every creature. Including Orks, Squats, Enslavers, Gretchins and other alien races. Creature profiles only give the average values typical of that species, and this is the value applied to creatures fighting in units. Some members of a unit might be stronger, faster or tougher than others, bet these things are assumed to average out.
Models representing heroes, unit leaders and other Individuals can be given special character profiles, which reflect their individual strengths and weaknesses. For now it is only important to bear in mind that character profiles can, and do, differ to some extent from the basic creature profile.
Different Models Now out of production

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Models for the Game

Citadel Miniatures manufacture a large and comprehensive range of Warhammer 40,000 metal models. At your local games shop you will find Space Marines, Gretchins, Squats and all the other types of warrior described in this book, human and otherwise. In addition, many of Citadel's other models are ideally suited for use as 'primitive' creatures, or weird aliens. After all, the universe is big: there is plenty of room for the old-fashioned, the unexpected and the downright odd. The same goes for conversions of your own. With a little modelling skill and imagination you can create whole alien races, mutations and monsters. Of course you will have to invent rules for your creations - and persuade your fellow players of the undoubted world-destroying mega-powers of your creature! Unusual monsters and large creatures can often be bought as plastic kits or toys: carefully remodelled, such acquisitions will provide you with an interesting and unique creation.
The Warhammer 40,000 universe is a vast and wild place. There are over a million planets within the Imperium - fully developed industrial planets, partially settled frontier worlds, and the dreaded Death Worlds, where life forms are armed with poison, spines, tooth and claw - and they're all out to get you! These are just some of the planets of the Imperium and who knows how many more planets are home to renegade and lost human groups, not to mention the countless varieties of spacefaring aliens. None really knows what's out there. If you want to invent your own races, or create your own flora and fauna - then do it!

Organising Troops

Models are organised into fighting units. A unit can be any number of models from 5 upwards, but you will find it most convenient to have units of either 5 or 10 models. Standard unit organisations are given in the Background section, where unit organisation, command structure and uniforms are discussed in some detail.
A unit fights and operates as a single body of troops. For instance, 9 Space Marines and a Sergeant make up a 10 man Squad of Marines. Units always have a leader; usually an officer or NCO, or a tribal chieftain amongst primitive creatures. Because a unit acts as a single body, under the command of one of the unit, individual members are not supposed to just wander off on their own. No member of a unit may move more than 2" away from at least one other member of the same unit.
For example, a squad of Space Marines are moving across clear ground in fairly 'open' formation. No model is more than 2" away from at least one other.
Troops moving in formation
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Sometimes a unit will become dispersed for reasons beyond the player's control. For example, one of the models may be eaten unexpectedly by a hungry Venus Man trap or a hidden Carnivorous Sand Clam. In such a case the player must arrange his unit back into an acceptable formation as soon as possible, preferably during the following turn.
Members of a unit will usually be equipped and armed in the same way and have identical profiles. It is not necessary to have identical models, and minor discrepancies in a model's equipment can be overlooked and make no difference to the unit as a whole. Some units incorporate individuals who carry a different weapon, often a heavy support weapon. A separate note must be made of this and any other oddities.

Bases

Most Citadel models are now sold with a separate plastic base of the correct dimensions for use with this game. The purpose of a base is to establish which models can fight in hand-to-hand combat. Equally important, a base will stop models from falling over, which is not only Irritating but can also damage your painstaking artwork. As most combat tales place at a distance, and hand-to-hand combat is of only secondary significance, the actual dimensions of the base are not critical. A base should allow a model enough room to move and fight, without being so large that it looks ridiculous. The actual shape of the base itself is not important - and you can employ any of the round, hexagonal or square bases available from Citadel.

The turn sequence

The turn sequence is standard for Warhammer Battle Rules and Warhammer 40,000.
Games are fought between two opposing sides. Each side is represented by one or more players. In large games it is useful to have the extra players to move troops and throw dice.
Each side takes a turn in strict rotation. Flip a coin to see which side has the first turn. The side to go first (side A) takes a turn, then the second side (side B), then the first again (A) and so on.
During your turn you may move your troops and fire any permitted weapons (though some weapons cannot be moved and fired in the same turn as explained later). Both sides may then fight hand-to-hand combat with enemy troops as explained in the hand-to-hand combat rules.
1 Movement If it is your turn you may move your troops. If it is not your turn your troops must remain stationary
2 Shooting If it is your turn you may shoot with any weapons as appropriate
3 Hand-To-Hand Combat Both sites may fight with any troops engaged in hand-to-hand combat.
4 Reserves If it is your turn you may move uncommitted troops. This extra move represents the bringing up of reserves.
5 Psionics If it is your turn you may use any psionic powers as appropriate.
6 Rallying If it is your turn you may attempt to rally any of your routing troops.
This sequence may sometimes be changed to accommodate specific happenings. Such instances are dealt with in the main body of the rules; for example, see the section on mines p97. The GM must always be prepared to use common sense in all situations, and be prepared to make exceptions to the standard sequence where necessary.

Movement

During your side's turn you may move your own models during the movement part of the turn sequence. Everything that can move has a movement allowance characteristic. This represents the maximum distance, in inches, that the model can be moved. A creature with an M of 4 can move up to 4". Models may be moved less than their full move, or not at all if the player wishes, so long as they are not subject to some compulsory movement rule (such as routs - see later). Although the rules given here cover most eventualities, sooner or later you will encounter a new situation. In such a case it is up to the GM to invent his own rules, or apply an unbiased judgement within the spirit of the existing rules.

Encumbrance

In certain circumstances a model's move is reduced to tale into account the weight of armour and equipment. This is called encumbrance, and can seriously slow down the speed of your troops.
Armour and other equipment that reduces a model's move is called
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heavy (H-type) equipment. See the Equipment section for details of the accurate penalties for specific items.
For example - a human wearing a suit of mesh armour suffers a penalty of-½ ". Standard human M is 4, so the adjusted move distance will be 3½".

Difficult Ground

Difficult ground is an area of scenery that is especially difficult to traverse. This might be for any number of reasons, such as clinging vegetation, soft sand, uneven rocks, unstable lava crusts, etc. The GM must decide before the game which areas or features constitute difficult ground and would normally indicate these to the players. Models crossing difficult ground do so at half-rate. So, a model which normally has a move of 4 will travel only 2 over difficult ground. It is convenient and acceptable to round all fractions of an inch up to the nearest ½" to prevent unnecessary complication. If a model crosses normal and difficult ground during the movement part of the turn, then remember that it will move at half rate only over the difficult ground.
For example - a model with an M of4 would be able to move 1" through difficult terrain and 2 through normal terrain on its move.
These are examples of difficult ground.
Woods and other dense foliage
Steep or treacherous slopes
Fords and shallow streams
Soft sand or thick dust
Brush, scrub or other clinging vegetation
Stairs, steps and ladders
Building debris, wreckage, loose rocks or boulders
Marsh, bog and thick mud
Inside cluttered buildings and cramped vehicles
Very Difficult Ground

Very Difficult Ground

Some terrain is even more difficult to get through than difficult ground. Moving through scenery of this type is at quarter-rate. So, a model with an M of 4 may move 1 through very difficult ground. Two kinds of difficult terrain can be combined to form very difficult ground. For example: Woods on treacherous slopes
Bog and dense foliage
Clinging vegetation and wreckage

Impassable Terrain

Impassable terrain is just that! It cannot be passed under normal circumstances. Troops or creatures may fly over or tunnel under impassable terrain if suitably equipped or naturally able to do so.
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Splitting Units

If a player wishes, part of a unit may he spilt off into one or more smaller Units: this is an exception to the normal rules on organising units. These units may be of any number of models, even one. Each division takes the unit an entire turn spent without moving, firing or doing anything at all. During this time the unit's leader will be explaining what he wants done, who is to go where, and so on. The unit leader remains with the parent body. The new unit has no leader, and cannot he split further.
Each new unit must be given a brief written instruction - such as 'hold the ravine and give cover' or 'scout to the ridge and report enemy activity'. The instruction can be agreed verbally with the GM if the player wishes. The new unit must now obey its instructions - as interpreted by the GM.
A unit can, at any time, stop obeying its instruction and return to, and merge with, its parent body. if forced to abandon its ordered task it will always attempt to return to the parent body if possible.

Direction of Facing

Models are assumed to be facing in the direction as indicated by the position of the figure. This can be important, as most weapons have only a limited lire arc.

Turning

Any model can be turned once up to 90° either before, after or at some point during movement. This incurs no penalty. Each additional turn of up to 90° incurs a penalty of ½" from the total move distance.
Example. A Space Marine is being pursued by his foes. He is facing them, and must make a 180° turn to face in the opposite direction (a -½" penalty - the first 90° is free). The player moves the model a further 2½" and rums 180° to face his enemies once more (a 1" penalty). Total ½+2½+l = a move of 4.

Obstacles

An obstacle is a crossable linear feature, such as a hedge, wall, ditch, etc. Some other activities, such as climbing through a window and getting into a vehicle, are also treated as if bypassing obstacles. Crossing an obstacle costs a model half of its total move distance. Again, as with difficult ground, it is convenient and acceptable to round remaining fractions up to the nearest ½". Models, which approach an obstacle and then have less than half their move remaining, cannot cross. They must halt. They do not count as 'half-way across'. They may be able to use Reserve Movement to get across (See Reserve Movement p14).

Examples of obstacles:
A door or window
A hedge, fence or low wall
A ditch or narrow crevasse
Getting on or off a vehicle or riding animal

Unit Coherence Models operating as a unit must stay reasonably close together. No model may stray further than 2 from at least one other member of the unit. The diagram illustrates a unit moving in a loose formation.
Exmple of formations

Shooting

During the shooting part of his turn a player may shoot once with any appropriately armed model. Alternatively, a model may be assumed to throw a hand-held projectile, such as a grenade. There are some exceptions, and some special cases, as discussed later.

Fire Arcs

The direction in which the model is facing is assumed to be the actual direction faced by the individual. Common sense will tell you that it is not possible to fire a weapon directly behind you. A weapon may be fired at a target within a 90° arc to the front of the model. The diagram below illustrates the 90° arc. Occasionally, players may
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dispute whether a target lies within the accepted fire-arc. Where doubt exists, the GM must decide and the players must abide by his decision.

Line Of Sight

The firer must be able to draw a clear line of sight to the intended target: a firer cannot shoot at a target that he could not theoretically see. This is the basic rule - and you must use your common sense when you interpret it.
Hills, large boulders and buildings will normally block the line of sight totally. Assume the ridge or high point of a hill runs down its exact middle. Where there is doubt the GM must decide. Often it is necessary to get down low over the table for a model's eye view!
Linear obstacles, such as hedges and walls, block a firer's line of sight on level ground. However, it is possible to draw a line of sight to a model in cover behind a wall or hedge (so long as it is not hiding - see later). Similarly, if the firer is in cover behind a hedge or wall he can draw a line of sight over it. Especially high walls or hedges may block a line of sight totally; this is at the GM's discretion. It is best to point out any especially high walls/hedges before the game begins. Especially large vehicles or creatures may be visible over a linear obstacle, and may even be able to see and fire over it; again, this is at the GM's discretion.
Woods will block a line of sight if the firer and target lie on either side of the wood. If the target lies inside the wood, the line of sight is blocked if there is more than 2 of woodland between firer and target. If the target is within 2 of the edge of the wood he can be seen and fired at from outside as normal (unless he is hiding).
Interposing models, like interposing terrain, block the line of sight. It is not possible to fire through another model at a target beyond.

Hiding

In appropriate circumstances a model can use a piece of cover to hide behind. This can be thought of as ducking behind a wall or the comer of a building. This makes the model impossible to see or target upon, but does not restrict its own vision at all. It is assumed that the hiding trooper can just steal a glance from his cover.
The player must declare that the model is hiding during his turn - it cannot then be targeted upon during the enemy's following turn.
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If surrounded by enemy models, it is possible to be hidden from some but not others. The GM must give a ruling where necessary The following rules apply to hiding:
1. A model is only hidden behind a vehicle, wall (or other linear obstacle) if within 1" of it. The model is only hidden from troops on the other side of course! The hidden trooper can see normally by peeking over the edge of his cover.
2. A model may he hidden inside a wood (or comparable cover). If within 2" of the edge it is able to see outside perfectly normally
3. A model may be hidden in a crater, trench, pit, hog (or other hole in the ground) and still see out normally
4. A model in a building may be hidden at a window or entrance (or comparable opening) and see out normally
5. A model cannot fire a weapon and go into, or remain in, hiding during the same turn. A model which fires a weapon always gives away its position, and can be targeted by enemy in their following turn.
6. A model cannot go into hiding during or after a reserve move. Reserve moves represent a dash or hurried movement of a kind chat would easily give away a model's position. A model in hiding may not make a reserve move for the same reasons.
A space Orc is in hiding behind a wall. A small marker suitably placed can be used as a reminder.

Shooting from elevated positions

Troops on hills, the upper storeys of buildings, aerial vehicles or in any elevated position, can draw a line of sight over lower terrain features, linear obstacles or models. This means that they may he able to fire at targets which would otherwise be hidden, or obscured by interposing models.
Similarly, it is possible to draw a line of sight to these over lower terrain features.

Cover

There are two kinds of cover - hard cover and soft cover. Hard cover comprises walls, ditches, trenches, vehicles, rocks and other features which not only block a firer's vision to some extent, but which also offer some form of real physical protection. Soft cover comprises features which block a firer's vision to a degree, but which offer, at
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best, only flimsy protection. often the GM will have to give a ruling as to whether a particular feature counts as soft or hard cover.

1. To claim protection from linear cover (hedges, walls, etc), that cover must lie between the target and firer, and the target must be within 1" of the cover. If the firer and target are both within 1" of the cover it is effectively cancelled out and is ignored.
2. The corner of a building, vehicle or large rock (or similar) can be counted as cover. The model is placed at the edge, so that it is partly but not wholly obscured.
3. Woods (and other similar features) offer automatic protection to troops inside them.
4. Trenches and pits offer automatic cover from outside fire.
5. Troops at windows and doors (and other comparable features) count as behind cover from outside fire.
6. Any trooper may take cover by simply throwing himself to the ground. A suitable marker may be placed next to the model to indicate this, or the model can be carefully laid dawn. This counts as soft cover. It takes a model half a turn to get down, and half a turn to get up again. This counts as movement and may restrict tiring with some weapons. Once a target is within 4" range of the firer it cannot claim cover in this way.

Shooting From In-Cover

Troops who are behind cover are not restricted in what they can see or fire at. However, if they are hiding, they will give away their positions by firing, and can then be targeted in the enemy's following turn.

Shooting from within woods

In woods, and wood-like vegetation or dense crystal forests, visibility and all firing ranges are reduced to 2" maximum. The only exceptions are models firing from within 2" of the edge, who may see and fire outside normally.
Troops who are inside a wood and are more than 2" from an edge cannot be seen or shot at from outside the wood at all.

Discovering Hidden Troops

If troops can get close enough to enemy who are hiding, they will see them, and be able to fire on them even although they haven't given away their position in any other way creatures will automatically spot enemy creatures who are hiding within their initiative characteristic number of inches. So, for example, humans (Initiative 3) will spot hiding enemy within 3".
Some technical equipment also enables creatures to detect hidden enemies from a greater distance - such as a bio-scanner. See the Equipment section for details.
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Range

All weapons have a maximum range, and targets must be within this range. In addition, it is usually easier to hit a target at short range than it is at long range. The actual range bands are different for different weapons. Details of each weapon's maximum, short and long ranges are given in the Equipment section. Here are a few examples, to give you the idea.
Weapon Short range Long range Maximum range
Bolt pistol 0-8" 8-16" 16"
Plasma pistol 0-6" 6-18" 18"
Lasgun 0-12" 12-18" 18"
Before firing, measure the range. Decide whether the target is in range, and. if so, whether it is at short or long range.

To score a hit

To see whether a shot hits its target roll a D6. The dice roll needed depends on how good a shot the firer is - i.e. his ballistic skill characteristic, or BS The chart shows the minimum D6 roll needed to score a hit.
BS 1 2 3 4 5 6 7 8 9 10
Score 6 5 4 3 2 1 0 -1 -2 -3
So, for example, if a character has a BS of 3, the player must roll a 4 or more on a D6 to score a hit. An easy way of remembering this chart is to think of a character with a BS of 3 as having a "3 in 6" chance of a hit (i.e. - hits on a 4' 5 or 6). Similarly a character with a BS1 has a 1 in 6 chance of a hit (i.e. - hits on a 6).

Basic modifiers

The firer's dice roll is modified to reflect how easy or difficult the shot is.

+1 Firing at a large target Generally anything over 3 metres high or long counts as a large target.
-1 Firing at a small target Normally anything under 30cm high and long counts as a small target.
-1 Firing from a moving surface Such as a vehicle, from horse-back, etc.
-1 Firing at a fast moving target If the target is in motion. This modifier is applied for every full 10" moved during its previous turn.
-1 If the firer is wounded The firer has suffered any wounds at all, unless healed or regenerated.
-1 The target is behind soft cover Soft cover comprises vegetation, woods or trees for a figure lying down.
-1 Throwing improvised weapons Stones, bricks, pottery and other impromptu missiles count as improvised.
-2 The target is behind hard cover Hard cover comprises stone or brickwork, walls and metal bulkheads, models standing in a trench, etc.

Weapon modifiers

Some weapons are more simple to use than others, making it easier or more difficult to score hits. In some cases a weapon's design might make it relatively effective at short range, but less so at long range. To allow for this, every weapon has its own set of 'to hit' modifiers.
For example:
Weapon Short range Long range
Laspistol +2 -1
Bolt pistol +2
Bolt gun +1
Most 'pistol' type weapons are relatively more effective at short range, because they are handy, easy to use and fairly mobile. On the other hand they are virtually useless at long range.

Minimum to hit

The minimum score required to hit is 2. There is no such thing as an automatic hit. No modifier may take dice score needed to below 2.

Maximum to hit

Sometimes a score of 7 or more is needed to hit. In such cases it is up to the GM to permit the shot or not. Generally, speaking, it is best to ignore such shots from normal troopers in large games, but to allow them in small games, or from special character models. Obviously, it is not possible to roll 7 or more on a D6. So, to see if a hit is scored first roll a D6. If the result is a 6, then there is a chance that the shot might have hit, and a further D6 roll is made. The chart below gives the score required.
Score needed to hit
D6 score needed 6+
7 8 9
4 5 6
Thus a hit on an 8 requires a roll of 6 followed by a 5 or 6. Hits cannot he scored if 10 or more is needed.
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Damage

Once you have established that a hit has been scored you must decide whether the shot causes damage or not. Not all hits cause damage, some might just graze the target, or maybe strike a piece of equipment and glance off harmlessly. To decide whether a hit causes damage you must compare the strength of the weapon with the toughness of the target.
Consult the chart below. Cross reference the weapon's strength with the target's toughness (T). The number indicated is the minimum score on a D6 needed to cause wound damage. Wound damage from most weapons or creatures is 1 point (or 1 wound). Some weapons, however are more powerful, and cause D4, D6, D10 or even more wounds.
A target can only take so many wounds. Usually this is 1, the actual amount is indicated on the creature profile (w). Once the target has received this many wounds it is out of combat. The creature is assumed to be dead, unconscious, or otherwise incapacitated, and can be removed as a casualty.
Note that N on the chart means no effect. A creature or target of the toughness indicated cannot be affected by a hit of that strength level.

Weapon Strength Target's Toughness T
1 2 3 4 5 6 7 8 9 10
1 4 5 6 6 N N N N N N
2 3 4 5 6 6 N N N N N
3 2 3 4 5 6 6 N N N N
4 2 2 3 4 5 6 6 N N N
5 2 2 2 3 4 5 6 6 N N
6 2 2 2 2 3 4 5 6 6 N
7 2 2 2 2 2 3 4 5 6 6
8 2 2 2 2 2 2 3 4 5 6
9 2 2 2 2 2 2 2 3 4 5
10 2 2 2 2 2 2 2 2 3 4

Saving Throws

Most warriors of the future wear some sort of protective armour. To simulate the effects of this amour a 'save' is allowed against damage received. If a save is successful the shot bounces off or is absorbed by the armour. Only one save is attempted for anyone shot, no matter how many actual wounds the shot might cause. If the save is successful no damage is taken.
Different sorts of armour give different saving rolls, and some sorts of armour can be used together to give better protection. Saving rolls are always on a D6. To save successfully the result of a D6 roll must be the same or higher than the number given for the armour type. All the types of protection available are described in the Equipment section on pxx - the following are examples.
Armour Minimum score required to save
Flak armour 6
Mesh armour 5
Carapace armour 4
Example: A character receives I wound and is considered to be a casualty. However; he is wearing mesh armour (a flexible if rather heavy material of considerable toughness). The player rolls the dice, needing a 5 or 6 to save. The dice is a 5 - a save.

Save Modifiers

Some of the weapons of the far future are very powerful and just cannot be stopped by some types of armour. Adjust the saving throw dice score by the modifier indicated for the weapon being fired. Often this will make the save impossible.
The following are examples. Note that the needler has a positive modifier - this weapon is easily stopped by armour, even a character with no armour has a save of 6 against this weapon.
Weapon Modifier Basic Save with mesh Modified save
Bolt gun -1 5 6
las-cannon -6 5 no save
Needler +1 5 4

Area Effect Weapons

Some weapons, notably grenades, explode causing damage over a fairly large area. Other weapons scatter shot over a wide area with a similar effect.

Area Effect Marker

Area effect is represented by a card circle with a radius of 1/2" or
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more. These are called are effect markers. Take the marker appropriate for the weapon and place it with centre over your target point. The target point must be theoretically visible to the firer, but a target need not be an actual model or vehicle- it could be a spot of ground or visible terrain feature such as the edge of a wood.

Area Effect Deviation

Area effect weapons may sometimes miss the target point, and possibly hit another target. This is called deviation.
The chances of a weapon deviation from its target are related to the size of the marker - weapons with smaller markers are more accurate. Weapons with larger markers are more difficult to place precisely - but it is less necessary to do so. In case of thrown grenades those with larger markers are heavier or may be less suitable for throwing, in either case they are more prone to deviate.
Marker Radius Deviates on the D6 score of
1,2 or 3
4,5 or 6
6
5 or 6
4,5 or 6
3,4,5 or 6
2,3,4,5 or 6
To discover the direction of deviation, nominate one direction as 12 o'clock and roll a D12. This will give a standard direction relative to a clock face.
To, discover the distance deviated roll a D6. The score is the deviation distance in inches. Extreme deviation may effectively increase a weapon's range. No weapon may deviate by more than half the measured range: an 8" grenade toss may never deviate by more than 4".

Rolling to hit with area weapons

Once the position of the marker has been established you can see which models are targets. Any model which lies wholly, or even partially within the area marker is a target. Roll to hit each target in turn. It is not always clear how many models are encompassed by a marker, and the GM must be prepared to give a ruing. In clear fifty-fifty cases throw a dice to decide. Alternatively, allow partially covered models to count as targets, but at -1 to hit. This is left to the GM's discretion to decide, and is largely a matter of personal taste.

Targeting at hidden troops with area weapons

Models which are hiding may not be targeted by a shooter. However, a shooter with an area weapon can always aim at an area of cover, or an adjacent visible target. In this 'way it is possible to hit a target which, theoretically, cannot he seen. The deviation rules prevent players from taking advantage of this too much. However, if the GM considers a player to be using this rule unfairly - blasting away at areas of cover with no real visible target - then he can impose a further +1 on the deviation dice. This is left to the GM's discretion.
Area weapons thrown or fired into a closed room or vehicle, will hit all occupants automatically so long as the area is equivalent to a single building section (approx 4x4" or less). See Buildings page 36.

Open topped vehicles, bikes, horses, etc

At short range a firer may choose whether he wants to shoot at a crewmember of a vehicle, or at the vehicle itself. The same applies to riders and horses (and other riding beasts).
At long range a shot may hit either crew/riders or vehicle/mount.
Dice randomly as follows. Roll a D6.
1, 2 or 3 A crew member/rider
4, 5 or 6 The vehicle/mount
If a vehicle has a crew of several creatures, then dice randomly amongst them to see which is hit. The GM can always use his common sense to adjust the chances of hitting vehicle or crew; depending on the vehicle or mount design and size for example.
Vehicles and mounts which are destroyed will usually crash or fall, possibly causing damage on the crew. See Vehicles p38.

Firing into hand-to-hand combat

Normally this is not allowed; models engaged in hand-to-hand combat are not eligible as targets. This is because it would be very easy to hit the wrong person. However some entities are sadly lacking in moral judgement on such matters and may wish to fire, even though they run the risk of hitting their own friends. In cases such as this decide which models are hit by dicing randomly among the possible targets. A roll of 1-3 hitting the enemy, and 4-6 hitting the firer's friends.

Firing from hand-to-hand combat

Troops who have entered hand-to-hand combat may not fire during the shooting part of the turn. Some shooting is allowed as part of hand-to-hand combat, but this is resolved later

Firing from a moving platform

It is especially difficult to fire if you cannot remain still long enough to draw a head on your target. Models firing from a moving vehicle or riding animal may do so at short range only. This does not apply to weapons mounted on or in vehicles as part of their armament, but only to fire from troops in or on the vehicle. Properly mounted weapons have stabilising Systems to compensate for vehicle movement.
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Slow Weapons

Slow weapons (S-type) are generally slow to load, or slow to operate. Weapons of the kind are indicated in the Equipment section. It is not possible for an individual to move and fire an S-type weapon during the same turn, either during movement or reserves. Even turning the weapon around counts as moving, and so makes shooting impossible.
Slow weapons can be fired from moving vehicles, so long as the crew remains stationary on the vehicle.

Following Fire Weapons

Some weapons are capable of following fire, these are called following-fire weapons F-type). Following fire is a lengthy, continuous burst, which can be used to sweep an area, or cut a swathe of destruction.
When using an F-type weapon select the target, roll to hit and cause damage as normal. If wound damage is caused (even if this is saved) then the weapon may be fired again, either at the same target or at a new target within 4" of the original. If wound damage is caused once more the process continues, each new target must be within 4, of the previous one. You may keep rolling to hit until either a target is missed, or a shot falls to score a wound (saving throws do not count for this).

Hand-To-Hand Combat

Even in the distant future, hand-to-hand combat, the close physical struggle between enemies, is still important. In many alien environments long range fire becomes difficult, or even impossible. Then foes must settle their differences in the bloody, flesh-tearing slaughter of close combat.

Entering Hand-To-Hand Combat

A model can enter hand-to-hand combat by a move called a charge. During the movement part of the turn, a model may charge an enemy model within reach. For the purposes of a charge the maximum distance a model can move is doubled. A model with a normal move of 4 may make a charge of up to 8", - even if the distance covered is only 2 or 3" the move is still a charge. Terrain and other modifiers apply as usual. No model may simply wander into close combat - it must charge, and the player must say that it is charging, even if the distance involved is only a fraction of an inch.
Once models are in actual physical base-to-base contact they are in hand-to-hand combat. All models in hand-to-hand combat may fight, no matter whose turn it is, no matter whose side they are on
If, for some reason, a charger falls to make contact with his enemy then he may do nothing at all for the rest of that turn. He cannot shoot,
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perform psionics, rallying, etc This applies only to that model - not the whole unit.

Being Charged

Models which are charged may always turn to face their attacker/s. this is an exception to the normal turn sequence. This does not affect the model's next move, or its ability to stand and fire as described below.
A model being charged may stand and fire at its charger/s. This is permitted even though it isn't the model's turn. This is an exception to the normal turn sequence. Models may not fire if they are carrying slow weapons. Work out all firing before the chargers start to move (or at maximum range). The firers are subject to a minus 1 modifier on their 'to hit' dice to represent the tact that they will be hurried and possibly flustered.
A model being charged may opt to run away. It will make an immediate double rate move directly away from the charger, modifying for terrain and turns as usual. Models which opt to run away and who have insufficient move distance to escape their charges are automatically routed (see p32). A model may not 'stand and fire' and 'run away'.

Unit Coherency During Charges

A unit of troops does not have to charge in its entirety. Some models might charge while the remainder just plod along behind; possibly giving covering fire. Remember - members of a unit must remain within 2" of at least one other member of the unit. This applies equally well to charging troops as to others.
On occasion, some members of a unit being charged may wish to run away leaving the rest of the unit to fight. In this case the charger may always change targets, going for another enemy model that lies within its charge distance. This target too may elect to run away so it is possible for a single attacker to force several models to run away during a single charge.

Close Combat Weapons

Close combat is a desperate, messy affair, and many commonly carried weapons are too bulky to aim or fire in this situation. Only close combat (C-type) weapons can be used in hand-to-hand combat, these are marked in the Equipment section and on the summary charts. These weapons are primarily pistols or weapons which are specifically designed for fighting at close quarters, such as power swords, chainswords, power axes, etc. If the model has no suitable weapon then it will use a rifle butt, fists, feet, etc - this is called an improvised attack.
During close combat each model may make as many attacks as indicated on is profile. Usually this is 1.

Multiple weapons

Troops may carry a weapon in both hands - two pistols for example. In this case the model may make its normal number of attacks with each weapon. So, a character with 1 attack will in fact make 2.
Most weapons require two hands to use. A model cannot be carrying technical equipment (or anything else) in a hand and have that hand free for a weapon.

Attack Arc

In a similar way as with shooting, it is not possible to strike a blow in one direction whilst facing another. A model may only attack
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another model if it is within 90° attack arc to its front. These diagrams illustrate the arc with different shaped bases.
An assailant in a position outside the arc cannot be struck. Remember models can usually turn to face an attack.

SPECIAL ATTACK ARCS

Normally attacks are made to the front only. Attacks by some creatures can sometimes be exceptions to this rule
Stomp. A stomp is a general term applied to many large creatures. it is assunied to he a combination of treading on things, knocking them oven flailing and kicking. Stomp attacks can be made in any direction front, sides or rear.
Bite. A bite is delivered by a creature's jaws. This is normally to the front only.
Gore. Creatures with horns or tusks sometimes have a gore attack, although usually it is assumed goring takes place as part of a bite. Creatures can gore to the front only.
Claw. A claw is an attack from a creature's claws or talons. This is normally to the front or sides only
Tail. Tail lashing speaks for itself, it comprises lashing about with a heavy or strangling tail. Tail attacks can be to the rear or sides, but not to the front.
Tentacle. A tentacle attack is so flexible that it can be all round.

Example:
The Catachan Devil

A good example of a creature with different attacks is the Catachan Devil. These ferocious animals are large, territorial carnivores. They originate from the Catachan system, but have been mysteriously introduced onto several worlds. Catachan Devils are superbly adapted to life amongst the hot, damp jungles of their home planet. Their bodies are segmented, The midsections each having a pair of legs. According to the age of the creature the number of sections, legs, and the creature's overall size vary. Large individuals can have twenty sections, a dozen pairs of legs and reach over 30 metres long. Depending on The size of the creature, the legs confer a number of basic stomp attacks. The rear section is modified into a long tail which curves over the creatures back in the manner of a scorpion. Also like a scorpion, the tail has a poisoned barb, successful hits cause D6 points of damage against living targets (1 point otherwise). On older male Catachan Devils the front par of limbs becomes grossly enlarged, taking on the appearance of crab claws. Often one claw will be much larger than the other and the locals refer to these creatures as 'fiddlers' Each claw gives one attack causing D4 points of damage: fiddlers cause D6 points of damage with their large claw. The Catachan Devil's head is small and pointed, with luminous green eyes. In front of the eyes, and surrounding the creature's mouth, are rings of short tentacles, these are used to grab the Devil's prey and draw it towards The mouth. The tentacles have stinging cells which subdue the victim. Because of their small size the tentacle mass has only 1 attack, but causes D4 damage on successful hits. The mouth itself is extendible, comprising two rasping lateral mandibles, although the creature has no teeth as such, bony hooks lining the mouth serve the same purpose and can leave an extremely ugly wound.

M WS BS S T W I A LD Int Cl WP
Small 4 3 0 5 5 4 8 a* 10 2 10 7
Medium 5 3 0 6 6 6 8 b* 10 2 10 7
Large 6 3 0 7 7 8 8 c* 10 2 10 7
a* 2 Stomps, 1 tail, 1 tentacle, 1 bite - total 5
b* 4 Stomps, 1 tail, 1 tentacle, 1 bite - total 7
c* 6 Stomps, 1 tail, 1 tentacle, 1 bite - total 7

There is a 50% chance of a Large Devil being an adult male with 2 additional claw attacks. There is a 10% chance of a male being a fiddler with a more powerful claw.

Stomps and bites cause I points of damage each.
Tail attacks cause D6 points of damage against living targets.
Claw attacks cause D4 points of damage (D6 for fiddlers).
Tentacle attacks cause D4 points of damage.

The Catachan Devil is a relatively complicated creature, it has several attack types, and does variable damage with each type. Most creatures are far simpler with only 1 or 2 attack types. The Background section gives details for more creatures and, of course, you are free to invent your own

Catachan Devil

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PROCEDURE FOR HAND-TO-HAND COMBAT

Each combat proceeds as follows.
1 Order of attack Models attack in strict order. Those with highest initiative strike first, followed by those with progressively lower initiatives.
2 Throw to hit Roll D6 to see if the blow hits.
3 Throw to damage For each hit scored the attacker rolls a D6 to see if hits have scored wound damage.
4 Saving throw Models which are wearing armour may try to avoid the elects of wound damage by making a saving throw combat results
Combat results After both sides have attacked, models may be forced back or routed.

ORDER OF ATTACK

Models attack in strict order, those with the highest initiatives striking first, followed by those of successively lower initiatives.

If a creature has more than one attack, all of its attacks takes place at the same time.

Any troops killed before they have a chance to striking back because of having a lower initiative than their opponents may not fight back.

If combatants have the same initiatives, then treat their attacks as simultaneous. So any casualties incurred may strike back before the models are removed. Alternatively, each side rolls a dice and the highest score goes first. If combatants have identical initiatives, but one side has charged, the chargers should be permitted to attack first.

THROW TO HIT

Roll a D6 for the attacking model. The minimum dice score needed to cause a hit will depend upon the WS of the two combatants. WS is used for all hand-to-hand combat, even if the combatants are using c-type pistols or other firearms. The close scuffle of hand-to-hand combat places great emphasis on reactions, brute force and nerve, so WS is used - not BS.

Cross-reference the WS of the attacker with the WS of the defender. The chart gives the minimum score needed on a D6 to score a hit.

Attacker's Weapon skill Defender's Weapon skill
1 2 3 4 5 6 7 8 9 10
1 5 5 6 6 7 7 8 8 9 9
2 4 5 5 6 6 7 7 8 8 9
3 4 4 5 5 6 6 7 7 8 8
4 3 4 4 5 5 6 6 7 7 8
5 3 3 4 4 5 5 6 6 7 7
6 2 3 3 4 4 5 5 6 6 7
7 2 2 3 3 4 4 5 5 6 6
8 2 2 2 3 3 4 4 5 5 6
9 2 2 2 2 3 3 4 4 5 5
10 2 2 2 2 2 3 3 4 4 5

DISADVANTAGED OPPONENTS

Sometimes a model will be disadvantaged in some way, and unable to fight back. It might be unconscious, asleep, or routing. An opponent who is unable to fight back has its WS automatically rated at 1.

TO HIT MODIFIERS

In some circumstances it will be easier, or harder, to score a hit than in others. For example, it would be easier to hit someone from above, and harder if they were behind a wall.

To simulate this the following dice modifiers are used. The modifier is added to the D6 dice made 'to hit', All modifiers are cumulative. For example, a +1, +2 and -1 modifier results in an overall +2.

Modify your score as follows.

+2 Frenzied* In a state of frenzy.
+1 Charging If the model charged into combat this turn.
+1 Uphill If the model is on a higher slope, stair or rampart.
+1 Following up If the model pushed back its combat opponent in the previous turn (explained later).
-1 Crossing a defended obstacle If the enemy is behind a hedge, wall. barricade or other linear obstacle.
-1 Using more than one weapon at once Such as a sword or pistol in each hand. Apply this modifier to both (all) attacks.
-1 If using a weapon wrong handed In the left hand if right handed, or vice-versa. Apply this modifier to wrong handed attack/s only. This also applies in addition to using more than one weapon.
-2 Improvised weapons Except for creatures using special unarmed attacks - such as claw bite, etc.
*Frenzy is a psychological effect described under Psychology.

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Note that some pistol weapons have shooting modifiers when used for normal shooting. These do not apply during hand-to-hand combat but only when the weapon is used at range.

Minimum to hit

There is no such thing as an automatic hit - each attack requires a minimum score of 2 to hit. No modifier will take the score needed below a 2.

Maximum to hit

Sometimes a score of 7 or more is needed to hit. Obviously it is not possible to roll a 7 or more on D6. So, to see if a hit has been scored first roll a D6. If the result is a 6, the blow might have hit, and a further D6 dice roll is made. The chart below gives the scores required.
Score necessary to hit
D6 score needed 6+
7 8 9
4 5 6

To damage

For each hit caused roll a D6. The dice score required to cause wound damage will depend upon the toughness (T) of the target and the strength (S) of the attacker. This is exactly the same as for shooting and the same chart is used (refer back to page 21 if in doubt).
Some close combat (C-type) weapons have their own S. If the attacker is using a C-type weapon, and that weapon has a higher S than the creature itself, use the higher weapon value. For example, the S of a power sword is 5, which is higher than the standard S of most humans (which is 3).
If a creatures own S is higher than that of a C-type weapon carried used the creatures S, not that of the weapon. Obviously, a weapon can only do so much damage no matter who uses it - however. The bigger, stronger creatures can often force a blow or shot that is more telling.

Saving throw

Saving throws may be made for models against combat wounds in the same way with wound damage from shooting (see page 16).

Close Combat Results

At the end of each turn' close combat, units which have caused more wounds than they have received have won that round/ A unit which receives more wounds than it causes has lost that round. Each turn's close combat is referred to as a round, irrespective of which side's turn it is.

Push-backs

If a unit loses a round of close combat models still in contact with their enemies are forced to retreat - they are said to have been pushed back. The losing models must retreat 2", moving away from their opponents. This simulates a gradual retreat made during the fight, and it is assumed models remain faced in the same direction. No deduction is made for this 2" move - it is additional to normal movement. Modify for terrain as appropriate. Pushed back models may not move through doors, windows, or into buildings. Instead the unit halts with its back to the building, but is still counted as being pushed back.
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Follow-Ups

If a unit wins a round of close combat its opponent will be pushed back. Unless defending a linear obstacle or prepared defensive position, troops must follow-up retreating foes. Move the models back into close combat in the new position. Models whose opponents have been slain will not follow-up other enemy models, but remain stationary for the rest of that turn.
A unit not wishing to follow-up may try to remain stationary instead. To find out if they do so, or whether they are taken up by the battle and compelled to advance, roll 2D6. If the score is equal to or less then the units leadership (Ld) characteristic then the unit will remain stationary for the rest of that turn. If the score is greater than the unit's Ld then models still facing opponents must follow-up.

Messy Combats

Sometimes units will become mixed up. in this situation it is possible that opponents might both win, or both lose, the combat round. This might happen because a unit is fighting more then one enemy unit at once. It may push back one unit, to itself be pushed back by another. When this happens, that particular round is a draw, and the models from the unit remain in place.

Unit Coherency in Push-Backs

During a push-back, or a follow-up, try to ensure that models remain within the statuatory 2" of at least one other member of the unit. Sometimes this will not be possible. In these cicumstances it is only permissible for a model to be separated from the rest of the unit by more than 2".
This is another situation in which the GM's common sense is important. It is preferable to enforce the 2" rule. If a unit becomes scattered as a result of close combat the GM must give a ruling. The following options cover most situations, they are arranged in order of preference.

1. If a model is more than 2" from the rest of the unit, but is able to move within 2" of the present position of another member of the unit in the player's next turn, ignore the discrepancy. The stray model ,ust move towards its unit in the following turn. If necessary the main body must slow down or halt to allow it to catch up.

2. If a modelis more than 2" from the rest of the unit, and is in hand-to-hand combat, ignnore the discrepancy until the combat has been resolved and the model is free to move. Then see 1 above.

3. If a model is more than 2" from the rest of the unit, and is unable to move to within 2" of the present position of another member of the unit next turn, and is not in hand to hand combat, that model is considered 'split' from its unit - see page xx. It may rejoin the unit exactly as an intentionally split trooper. A small group of models may be split in this way, forming two or more units. Unintentionally split troopers have no orders and will try to rejoin the main body wherever possible. If they cannot see or communicate with their unit, they will act according to the GM's instruction. Split troopers will usually adopt a defensive position and sit tight.

4. In all situations the leader is considered to be the focus of the unit. If the leader strays beyond 2" range it is the rest of the unit that is split., not him. If a unit is truly leaderless then the largest faction can be considered as the main body.
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Breaking Off From Hand-To-Hand combat

If a model begins a turn in close combat with an enemy, it may not simply be moved away. The usual thing to do is to resolve the round and abide by the results as normal.
However, a unit wishing to leave close combat during the movement part of the turn may do so. This is called 'breaking off'. The player must declare his intention to break off and take a rout test. If this is failed the retreat turns into a rout, and the rout and pursue rules apply (see the following section). If the test is passed the unit may retreat at double-pace from hand-to-hand combat. The unit may not charge new opponents, shoot or do anything else for the rest of that turn.
Models whose opponents break from hand-to-hand combat must remain stationary for the rest of that turn. Because their foes have their backs turned, they make strike a blow as they turn. This is like a close combat blow, but is taken immediately. Only one blow is struck by each model - no matter how many attacks the model actually has. Work out hits and wounds as normal except that, as opponents have their backs turned, their WS counds as 1.
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ROUT AND PERSUIT

A rout represents a total breakdown in discipline. Even the bravest troops can only take so much, and can be forced to rout in the face of superior numbers or unexpected horrors. Routing troops stop fighting, and run away from the battle with all haste.

THE ROUT TEST

A unit must make a rout test in the following situation.
1. The unit has just lost a round of hand-to-hand combat.

2. The unit suffers casualties of 1/3 or more of its current numnerical strength to shooting and/or psychic attack during a single turn.

3. As indicated elsewhere in the rules. For example, while breaking away from hand-to-hand combat.

4. Anytime at the GM's discretion.

The test is made on the units leadership (Ld) characteristic. If the unit's leader has a different Ld value then the rest of the unit, test on this instead - even if it is lower. test as follows:
1. Roll 2D6

2. If the result is more than the Ld value, the test is failed and the unit will rout. If the reuslt is equal to or less than the Ld value, the test is passed and the unit will continue to fight normally.

A unit which has no leader - because it has been killed, for example - must still take a rout test, in which case use the Ld value of the troops themselves.

MOVING ROUTED TROOPS

the whole unit is turned away from their enemy and immediately moved 4" away from the fight or nearest threat. This movement is made out of sequence, and is intended to represent the initial panic and flight of the routers. If friendly units are blocking the routers' path, the routers will move through them. A unit moved through in this way will not be able to reserve move that turn.
After the initial 4" move, routers are moved in the movement part of their own turn as normal. A routing unit always moves at double normal rate. The unit must move away from the nearest enemy, or cause of their rout, and must head for the nearest table edge where possible, taking the most direct route. If engaged in hand-to-hand combat they are unable to fight back.

ROUTERS LEAVING THE TABLE

Once a model reaches the table edge it is removed from play and does not return - routers are assumed to become scattered beyond any hope of recovery.

RALLYING

It is possible that a routing unit will manage to pull itself together and return to the fray. During the rallying part of his turn after the turn in which the rout occured, a player may attempt to rally routers remaining on the table, so long as they are not still in base-to-base contact with enemy models.
To do this roll 2D6. If the dice score is equal to or less than the unit leader's Ld they are rallied and are no longer routing. The unit must spend its entire following turn stationary, re-organising and regrouping. This is called the rallying turn. Troops can turn to face any direction the player wishes during the rallying turn, and may adopt any formation. They may fire weapons normally, except that they may not use S-type weapons.
A unit which has no specificleader model for some reason, if he is killed for instance, may still test to rally. The troops own Ld value is used instead.
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MOVING THROUGH ANOTHER UNIT

If the routers pass through other units from the same side, the pursuers will charge them. This is out of the normal sequence.

NOT WISHING TO PURSUE

If a player does not wish to pursue a routing enemy, he may immediately make a test on their Ld. Roll 2D6 – if the score is more than the unit’s Ld they have failed to control themselves and must pursue. If the result is equal to or less than their Ld, the test is passed, the troops snap to order and hold steady. A unit which does not pursue must spend the remainder of that turn stationary – except that models may turn to face any direction the player chooses, and stragglers beyond the 2" distance can be regrouped. However, the unit may fire normally.

STOPPING A PURSUIT

In the pursuers’ own turn the pursuing unit is still in hand-to-hand combat and may not move at all (except to make a fresh charge). If a player wishes to stop a pursuit, he must make a test against his unit’s Ld. This is made as the pursuers move away during their turn. Test as described for Not Wishing to Pursue.
If successfully halted, the unit must spend its following turn stationary – except that models can turn to face any direction and stragglers beyond the 2" distance can be regrouped.

LEAVING THE TABLE

Pursuers who pursue a routing unit off the table may come back at the same place in any of their subsequent turns providing the controlling player rolls a 4, 5 or 6 on a D6.
If a unit has been unintentionally split (see page 16), any portion not containing a leader suffers a –1 Ld penalty for the purposes of rallying. Any single model, either a solitary survivor or a model more than 2" from another in its unit, suffers a –2 Ld penalty for purposes of rallying.

PURSUERS

If a unit wins a round of hand-to-hand combat and all of its opponents rout, that unit must normally pursue. Pursuit represents the sudden loss of control and unit co-ordination that occurs as an enemy takes flight. It is a mixture of impulse, enthusiasm and sheer battle-fury. A unit will not pursue routers whilst it is still fighting other unrouted enemy.

MOVING PURSUERS

As the routing unit routs 4" out of hand-to-hand combat the pursuing unit will follow. Even models from the unit not taking part in the close combat round will become caught up in the pursuit. Pursuers are immediately moved 4". Troops whose charge move is less than 4" never pursue, they will remain stationary for the remainder of the turn instead.

Pursuers who are still in contact with routers during the next, or subsequent, turns, will strike blows during the hand-to-hand combat part of the turn as normal. Routers cannot fight back, and their WS counts as 1.

During their next turn routers will move away at double their normal movement rate. If the pursuers’ own double-rate move is sufficient stay in contact they may continue the pursuit. See Not Wishing to Pursue below. Even though it is the router’s turn, the pursuers must follow them, remaining in physical contact at all times.

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RESERVES

The reserve part of the turn allows uncommitted models to be moved and repositioned. This represents the bringing up of fresh bodies of troops, and introduces the concept of keeping tactical reserves. A reserve move can be thought of as a dash or headlong advance. It is additional movement that may be made if the coast is clear.
Although included here in the main body of the rules, the GM may wish to dispense with the reserve rules in some situations. You may wish to do this to begin with in any case, only introducing the reserve move once players and GM are familiar with the rules for movement, shooting and hand-to-hand combat. In small games there is little to be gained from using the reserve movement rules, and they may be ignored.

UNCOMITTED TROOPS

Uncommitted troops are those to which all the following apply:

1. The model belongs to a unit with no members within 4" of any enemy.
2. The model did not shoot in the shooting part of the turn.
3. The model is not already in/behind cover.
4. The model is not hiding.

These count as reserves and may move during the reserve part of their turn, they make this extra move even if they have already moved during movement. This is called a reserve move.

Models already in cover may not reserve move, but models may move into cover, including into woods, during their reserve move. They may not claim to be hiding, however, as their sudden turn of speed does not leave them enough time to get their heads down.

A unit reserve moving may not approach any closer than 4" to any enemy troops, may not charges and cannot enter hand-to-hand combat.

The following examples illustrate which units may reserve move and which may not.

ROUTING TROOPS

Routing troops may not reserve move. Their normal movement takes into account their extra speed,and so they do not get this additional movement as well.

Routing troops have a disturbing influence over units who see them. Because of this, any unit that is within 4" of routers, whether from their own or their opponent’s side, may not reserve move.

THE RESERVE MOVE

A reserve move takes place exactly like ordinary movement. The move allowances and movement penalties all remain the same. Models may reserve move up to their normal movement allowance, subject to the usual penalties. A unit may move less than its full allowance or not at all if the player wishes, unless it is subject to a compulsory reaction, such as hatred (see page 35).

RESERVE MOVE PSYCHOLOGY

Psychology tests (see page 35) made earlier in the turn hold over for the reserve move. So a unit subject to hatred during normal movement will be subject to the same reaction during the reserve move.

If troops become exposed to a new psychological threat during the reserve move, test immediately.

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PSYCHOLOGY

It is not always possible to rely on troops to do exactly what is desired of them. Fear, hatred, racial motivation or just the instinct for self-preservation will sometimes dictate their actions. At other times they will suffer from psychological attacks which make them do things which are totally out of character.

This is simulated by the confusion, fear, frenzy and hatred rules. Some races suffer more than others from these effects, as discussed in the racial descriptions of the major races from page 130 onwards.

Although included here in the main body of the rules, the GM may wish to dispense with the psychology rules in some situations. You may wish to do this during your initial games and then introduce psychology once players and GM are familiar with the rules for movement, shooting and hand-to-hand combat.

SEQUENCE FOR TESTING

Sometimes several of the psychological rules might potentially apply at once. In this case test in the following sequence.

1. Confusion
2. Frenzy
3. Fear
4. Hatred

TEST ON COOL

Tests are based on the cool (Cl) characteristics of the troops. It is usual to test all of the potentially affected models in a unit at once. Roll one set of dice. The result applied to all potentially affected models.

If the unit has a leader, test on the Cl of the leader (an individual hero character can always act as a leader of a unit he is with). If the unit has no leader (i.e. – the normal leader is dead, or it is a split unit) then test on the Cl of the troop. If the models have different Cl values test on the lowest.

MAKING THE TEST

1. Roll 2D6
2. If the score is equal to or less than the troops Cl, the test is passed and no effects are suffered.
If the score is more than the troops’ Cl, the test is failed and the unit is affected as described below.

Confusion represents muddle-headedness, mild delusion or intoxication, physical feebleness and general incompetence. Some gases cause confusion; some creatures have hypnotic powers which cause confusion.

Make the test when models are fired on by a weapon or creature with a confusion attack. A creature which is confused in one turn must automatically test for confusion at the beginning of its next turn. So, it is posible for a model to be confused for many turns from a single attack.

The following effects last until those affected can make a successful test:

A -1 to hit with all shooting.
B -1 to hit in hand-to-hand combat.
C May use no psychic powers.
D Movement allowance is halved.
E The unit may not be split.
F The unit ignores all further psychology tests whilst confused.

Frenzy. Some races are unusually violent, hot-tempered and uncontrollable. They are capable of going into a frenzy, a whirling dance of death and destruction that is almost unstoppable. Even humans are capable of this – although special drugs or training are necessary to achieve it.

Models which are affected by frenzy must test whenever enemy approach to within 15", or at the beginning of their turn if enemy are already within 15". Frenzy lasts until the beginning of the player’s next turn unless troops are in hand-to-hand combat (see f below). So long as enemy remain within 15", the unit will have to continue testing each turn.

As soon as troops become frenzied they obey the following rules:

A +2 to hit in hand-to-hand combat.
B The unit must move at double pace towards the nearest enemy, and charge any enemy within reach.
C The unit must always follow-up in hand-to-hand combat (even if defending a prepared position).
D The unit ignores all rout tests. Troops cannot be routed whilst frenzied.
E Troops in frenzy ignore all further psychology tests.
F Once in combat the unit remains frenzied automatically, so long as at least one model is in base-to-base contact with an enemy unit.

It is not in my mind to ask questions that cannot be answered. That is the soul standing on the crossroad of vacillation. You search for wisdom, but achieve only a stasis of will.

Fear. The appearance and reputation of some creatures can seriously unnerve other races. Some weapons have a similar effect Some races fear only other specific races, or weapons, as discussed in detail in the appropriate sections.

A fear test is usually made for whole units at a time. Test when a unit wishes to charge something that it fears, or when it is charged or attacked by anything that it fears.

A unit failing a fear test is subject to these rules:

A If attempting to charge, the unit may not do so but must halt instead.
B If charged by something that it fears, the unit is routed automatically. There is no need to take an rout test.
C If attacked by weapons that it fears, the unit must take an immediate rout test and honor the result.

Hatred covers all forms of inter-racial animosity, traditional rivalry and innate aggression. Some creatures hate everything, while many races bear long-standing grudges against others. Races subject to hatred are detailed in the racial descriptions.

Test whenever hated enemy appear in sight, or at the beginning of your turn if already in sight. As with fear, the test is usually made for the whole unit at once.

Units which fail their test must abide by the following rules:

A The unit must move at full normal rate towards their hated enemies. Troops behind fortifications or prepared defenses may instead remain halted, but they may not retreat.
B Troops must charge any hated enemy within charge reach. Troops behind fortifications or prepared defenses may instead remain halted but they may not retreat.
C So long as the unit is subject to a hatred reaction it cannot be routed by hated enemy. No rout test is made so long as the unit is in hand-to-hand combat against a hated enemy.

Fortifications include all forms of prepared defenses, such as barricades, trenches and bunkers. It also includes any linear obstacle, building or vehicle which gives cover.

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BUILDINGS

Buildings and other constructions are an important part of the game for several reasons. Not least of these is that they provide cover for troops, inviting many variations of ambush, assault and in-depth defense. Equally important is their appearance. Buildings help to make the game look more interesting, challenging and ultimately more enjoyable for the GM and players.

Constructions need not be simply houses, or even industrial complexes such as oil refineries and mines. Constructions might be bunkers, built for defense; ancient tombs, the remnants of a dead civilization; or vehicles so vast that an individual can move around inside as if it were a building.

There are two different ways of dealing with buildings in the game. These are by mapping and by section.

MAPPING

This is the most time consuming and complex of the two methods, but it is both more realistic and amore rewarding. Before the game, the GM draws detailed maps of the building/s, including features such as doors, stairs, windows and all internal fittings.

As models enter buildings, the GM describes where they are inside, what they can see and other details he thinks relevant. The GM then plots the position of the models as they move through the building. The players do not see the map at any time, but can make rough plans from the GM’s description.

If close combat or shooting occurs within the building, it is best to move the action onto a side table. The interior of the building can be improvised or imaged, while the relative positions of the antagonists are indicated by the models themselves.

SECTION

This method is quicker and easier than mapping and is more appropriate for larger games, in which buildings are not the main focus of the action.

Each building on the table is divided into one or more sections. A section corresponds to a single level, approximately 4x4" in area. Most small buildings can be considered to be 1 section per level. A building with more than 2 sections on the ground floor would be comparatively rare. Before the game, the GM must decide and not down how many sections each construction has.

During their turn, models may be moved from any section to another adjoining it. If their way is blocked by interposing locked doors, or other barriers, these must be dealt with first. Usually this will cause a delay of 1 turn.

A unit occupying a building must remain coherent. Models may be placed in adjacent building sections, but the occupied sections must form a coherent link. There must be no unoccupied sections separating the unit; if this happens the player must rectify the situation in his following turn, or else the unit is considered split.

HAND-TO-HAND COMBAT WITHIN BUILDINGS

These rules deal with hand-to-hand combat and special situations when using the section method described above. This is the normal approach to buildings in all but the smallest ‘skirmish’ type of games.

Models may charge into a house in order to attack enemy within: they may do this even if they are not sure there are enemy inside. The defenders count as being behind hard cover, as they have the advantage of protection offered by windows, doors, furniture, etc. All enemies within the same section are assumed to be in close combat.

If the defenders win the first round of hand-to-hand combat the attackers are pushed out of the house. The defenders may follow-up, but do not have to. If the attackers win the first round of hand-to-hand combat they have forced their way inside the building, and the defenders lose the advantage of cover in subsequent rounds of hand-to-hand combat.

Normal hand-to-hand combat rules apply. Shooting from section to section is not normally allowed, it being assumed doors and walls block the line of sight. Grenades, however, can be thrown from one section to an adjacent one.

AREA WEAPONS WITHIN BUILDINGS

Any area weapon fired into a building section automatically causes a hit on all models, equipment, etc. within the section. This is due to the effects of an explosion in a confined space. When firing or throwing from outside through a small opening, such as a door or window, the firer should roll for deviation as appropriate, and then roll once to hit, to determine whether the shot/throw actually goes through the gap. If successful 1 automatic hit is scored on every occupant of the section. If a model is throwing a grenade through a window, but is so close that it obviously wouldn’t miss, then there is no need to roll for deviation or to hit – success is assumed. This applies to troops within buildings throwing grenades from one section to an adjoining one.

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BUILDINGS AND DAMAGE

Buildings take on many different forms, but the types described below are common throughout the universe. All buildings have a toughness rating and a damage rating. The damage rating is similar to the wounds characteristic of creatures, it represents how many points of damage a single section of that building can take before it collapses.

Mud/straw huts, light wooded and tin shacks, primitive but inexpensive. Toughness 7, Damage 2 per section.

Plexi-shelter. A one-man, self-supporting habitation unit, made of tough plastic. Used by the military and exploration teams worldwide. Toughness 8, Damage 3 per section.

Timber/stone/concrete building. Cozy and old fashioned. Toughness 8, Damage 5 per section.

Stone/concrete tower or emplacement. A building constructed to stand up tot he ravages of time, weather and invading aliens. Toughness 8, Damage 10 or more per section.

Free-standing brick/stone/concrete wall. Each 4" length of such a wall has Toughness 8 and Damage 5.

Wooden or improvised barricade. As favored by the citizens of Paris (Paris 477 otherwise known as Barricade Planet.) Each 4" length of such a barricade has Toughness 6 and Damage 5.

SAVING THROWS

Brick, stone, concrete and comparable synthetic structures have a basic saving roll of a 5 or 6 against damage suffered.

WALL SECTIONS

Each 4" length of free-standing wall is a separate section. All walls which are not structurally part of a building are free-standing, although they may butt onto a building, or form part of an open enclosure – such as a field boundary or cattle pen.

COLLAPSE OF BUILDINGS

A building/section which loses all of its damage will collapse. Models inside or on top of a collapsing section may attempt a normal save for any armor they are wearing, but if this fails they are killed, no matter how many wounds they have. Vehicles inside buildings receive a D10 strength hit – causing D6 wound damage id successful. Vehicles will be trapped in debris on a D6 roll of a 6.

HACKING THROUGH WALLS

If troops are appropriately equipped they can force their way through interior walls, spacecraft bulkheads, roofs, floors, etc. Hits are automatic. Any single successful damaging blow on a wall area creates a hole big enough to allow the passage of one human sized creature per turn. This does not count as damage tot he building itself.

Toughness of walls is as follows:

Surace type Toughness
Solid timber wall 8
Plexi-glass 8 Used in plexi-shelters
Light wooden 6
Sheet steel 7
Corrugated iron 7
Most flooring 7 Wooden, sheet steel or synthetic
Light flooring 6 Reeds or matting over wooded frame
Wattle and daub 6
Thatch 6

DOORS

Bolting, locking, opening or closing a door, or any combination of two of these, reduces a model's move distance by half. Any combination of three or four of these reduces movement to zero. More is not possible.

Only so many models can pass through 2 door during a turn. As a rough guide, allow 4 models to pass through a normal sized door per turn if their move is 3½" or more. Models moving 2½-3½" allow 3,1½-2½ allow 2, any slower allow 1. If a door is locked, or bolted from the other side, it will have to be broken down.

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All doors have a toughness of 6, and a variable number damage points depending on their sire and construction. The GM is at liberty to invent doors which are tougher or which have more damage.

¨Door Damage
Solid timber wall 4
Plastic 2
Toughened glass 2
Light wooden door 1 Used in domestic Interiors
Light steel 3 Used in industrial Interiors, vehicle hatches and spacecraft
Heavy steel 5 Main doors to banks, spacecraft air locks and public buildings
Toughened steel 10 vaults, military shelters

FIRING FROM BUILDINGS

Troops firing from buildings count as being behind cover. Troops firing from rooftops are behind cover to troops on the ground, but not to flying troops or models on a higher building level. The GM must use his discretion when allowing firing from windows.

VEHICLESAlternative rule available

There are no specific model vehicles available for the Warhammer 40,000 game at the time of writing. Citadel plan to release a number of small vehicles, including jet-cycles. Large vehicles are almost impossible to manufacture as white metal kits, and, in any case, the cost would be prohibitive.

However, there are a vast number of plastic kits on the market that fill our needs superbly not only is there a tremendous variety of types available, but they are also fairly cheap. At the time of writing kits for vehicles, giant robots and spacecraft are easily obtainable, although many of the more useful ones are becoming hard to find. It is impossible to say for how long specific models are going to be available, but there will doubtless be new ranges to replace old ones, and the market will probably continue to supply us with usable and attractive vehicles.

The rules for vehicles are designed so that almost every type is covered. However, finding models to represent specific types may prove tricky, and it is a good idea to keep your eyes peeled for potentially useful kits. With a little imaginative remodelling, initially unsuitable- looking models can be turned into presentable and original vehicles.

VEHICLE PROFILES

Every kind of vehicle has a vehicle profile. This determines how it moves, how many crew it has, and what equipment it carries.

Max speed

Acc/dec

Max speed

Min speed

Acc/dec

TRR

Cp

T

D

Sv

Eq

W

 

 

 

 

 

 

 

 

 

 

 

 

Land Max Speed. This represents the fastest move possible to the vehicle without running the risk of losing control. A vehicle may be driven at speeds of twice the maximum indicated, but to do so would be dangerous.

Land Acc/dec. This indicates the amount by which a vehicle can accelerate each turn. A vehicle can decelerate at twice this rate. So, for example, a vehicle which has an acc/dec of 6 can increase its speed by 6" or slowdown by 12".

Air Max speed. This represents a vehicle's maximum flight speed. As with land movement the vehicle may be driven up to twice as fast but this is risky.

Air Minimum Speed. Some flying vehicles are capable of hovering mid-air, but most are not. The speed indicated is the slowest a vehicle can travel without falling out of the sky

Air Acc/dec. This is the same as for land movement.

Turn Radius Ratio (TRR). A non-hovering vehicle turns by wheeling rather than by making precise angular turns. The radius of the wheel always equals the forward speed of the vehicle in inches multiplied by the turn radius ratio. The distance travelled by the vehicle is measured along the inside of the curve.

Capacity (Cp). This is the maximum number of human sized models that can be carried by the vehicle, including driver and any other crew.

Toughness (T). As with creatures and buildings, vehicles have a toughness used to determine whether they suffer damage.

Damage (D). Also as with creatures and buildings, vehicles can only take a finite amount of damage before they are destroyed.

Save (Sv). Most vehicles are made from a fairly resilient material many are armoured To reflect this, most vehicles have a saving throw against damage.

Equipment (Eq). This column indicates the capacity of the vehicle to carry equipment. It is given as a number, which is the maximum number of points of equipment which can be carried. Most items of equipment generally count as 1 point - but large and bulky items are worth more. Examples of these can be found in the Equipment section.

Weapons (W). This indicates the capacity of the vehicle to mount weapons. It is given as a number: this is the number of basic type weapons that can be installed. One heavy weapon can be installed for every 2 points, and a single very heavy weapon can be installed for 6 points. For example, a vehicle with 3 weapon points might have a lasgun (basic weapon) and a las-cannon (heavy weapon). The actual combination of weapons can and does vary tremendously A random generation chart in the Equipment section provides you with a way of establishing the armament for vehicles.

MOVING

Vehicles may be moved only during the movement part of the turn. Vehicles are never moved during the reserve part of the turn. This is to reflect their lack of precise mobility compared to the average foot- trooper.
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BOARDING AND LEAVING VEHICLES

Models may be embarked or removed from a vehicle at any point during its move. This does not reduce the vehicle's move, but it does reduce the troopers' move bya half.

If a vehicle is moving faster than 10" during a turn, then it is dangerous to leave or enter Models attempting to do so suffer an automatic hit (no saving throw) with a strength equivalent to the speed of the vehicle minus 10.

The number of models which can leave/enter a vehicle during the turn depends on doors and hatches which are treated in the same way as doors on buildings. The chart below summarises this.

Move of troops

3½ or more

2½ or more

1½ or more

Less than 1½

Number that can leave/exit

4

3

2

1

This chart assumes a normal door, which one man-sized creature can comfortably move through at a time. The GM can adjust for larger or smaller doors at his discretion.

Open-topped vehicles do not restrict the number of troops who can leave/exit.

DRIVERS

Vehicles must be driven, and a driver requires to use at least one hand to control a vehicle. This leaves one hand free for a pistol shot, or to throw a grenade. A character who is driving and shooting in this way counts as using both hands and suffers the-1 to hit penalty

BUILT-IN WEAPONS

Forward firing built-in weapons can be fired by the driver. Both of his hands will then be occupied throughout the turn (one to drive and one to fire weapons): otherwise, there is no penalty. Any built-in weapons can instead be fired by an additional crewmember.

FIRING FROM VEHICLES

Troops can fire from open-topped vehicles or through weapon ports or hatches on closed vehicles. All firing from a moving vehicle is restricted to short range only, including the throwing of grenades. However the firing can be assumed to take place at any time, and from any point during the vehicle's move.

HITS ON VEHICLES

Vehicles can be shot at in the same way as other targets. Note the 'whit' modifiers for size and speed. Exposed crew members of open- topped vehicles can be targetted and shot at within short range if the firer prefers. At long range, shots will randomly hit either the vehicle or exposed crew members. Shots at enclosed vehicles always hit the vehicle itself - never the crew inside.

As with creatures, vehicles which are hit will suffer damage depending on theft toughness and any saving rolls. As vehicles have lots of damage points they can usually take several hits before their damage is used up. A vehicle with no damage left is destroyed and all weaponry and other equipment will cease to function. Crew members are automatically killed unless they can make their basic saving throw on a 06. Some vehicles have ejector seats - and this entitles crew to an ejector seat saving roll (see Equipment).

If a vehicle sustains damage during the turn, there is a chance that some special damage effect might occur. Roll a 06 - a score of 6 indicates a problem of some kind has occurred. To find out what has happened roll a D10 and consult the special damage effects chart. if the vehicle receives more than one damage point during the turn, just make one D6 roll to see if special damage has occurred, and one D10 roll to determine what that damage is. However, for each damage point above 1 add +1 to both the 06 and D10 rolls. So, a vehicle, which suffers 4 damage points, adds +3 to both dice, and would therefore suffer special damage on the D6 roll of a 3 or more. It follows that a vehicle suffering 6 or more damage points at one time automatically suffers special damage. This rule can easily be recalled if you remember that the number of damage points represents the chance on a 06 of suffering special damage - ie, 3 damage is 3 in 6,1 is 1 in 6.

Note that although a vehicle may have a vast number of damage points, it is possible to destroy a vehicle by special damage effects. Also, because of the D6 and D10 modifiers for high damage, any vehicle taking 6 points of damage in a turn will always suffer a special effect, and any vehicle taking 12 damage points in a turn will always be destroyed.

SPECIAL DAMAGE EFFETCSAlternative rule available

Dice roll

Effect

 

1-2

Auxiliary Power

If the vehicle has turrets of any kind one has jammed solid and cannot be used. If the vehicle has no turrets see 3-4 below.

3-4

Temporary Loss of Control

The vehicle goes out of control for the next turn only.

5-6

Power Loss

Halve move allowance and acc/dec rates. This can have cumulative effects.

7

Mechanical Jam

Whatever action was made last turn (moving, firing or whatever) It will keep on happening from now on. Weapons firing on automatic continue to fire in the same direction. If the vehicle Is moving it continues In the same direction at the same speed.

8

Weapons Loss

1 built-in weapon system is destroyed - roll randomly.

9

Systems Failure

Everything stops! Automatic systems lock, the vehicle moves D6" directly forward and grinds to a halt.

10

Control Loss

The vehicle goes out of control from next turn onwards.

11

Smell of Burning

The vehicle experiences a systems failure (see 9). The player rolls a D6 at the beginning of his subsequent turns. If a 6 is scored the vehicle will explode as 12 below.

12+

BANG!

Vehicle explodes, slaying any crew members who fail to make their basic saving throw (or eject). Saved models may be placed anywhere next to the vehicle and may move in their next turn.

MOVING OUT OF CONTROL

For each vehicle moving out of control, roll at the beginning of the turn to determine speed and direction changes during movement. The player has no control whatsoever over the path or speed. Roll to
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determine speed using two D10s, one standing for acceleration, the other for deceleration. The combined result gives the overall increase or decrease in the vehicle's speed compared to the previous turn. For example, if the speed last turn was 14", and the acceleration dice scores 3 and the deceleration dice scores 8, then the vehicle slows down to 14-5 = 9" this turn. An 'out of control' vehicle which decelerates to a halt remains halted so long as it remains out of control.

Direction is determined using a D6. Vehicles either go straight ahead or turn with a radius equal to their speed in inches.

1-2 Turn to the left.
3-4 Turn to the right.
5-6 Go straight ahead.

Vehicles moving out of control should be moved before other models. and damage from collisions worked out immediately.

A vehicle colliding with another vehicle or a solid object will go out of control for the duration of its following turn (unless destroyed/immobilised by resulting damage).

TRAVELLING OVER MAXIMUM SPEED

A vehicle attempting to travel over its maximum speed will go out of control for the duration of its following turn on the D6 score of a 6. if turning, this is increased to a 5 or 6, if out of control in the previous turn it is increased to 4, 5 or 6.

COLLISION

If two vehicles collide, the damage suffered by each equals D4 points per 5" (or part) of the combined speed. plus the opposing vehicle's toughness minus its own toughness.

A vehicle hitting a scenic feature, such as a wall, hedge, building or boulder, receives D4 damage points for each 5" (or part) that it moved plus the object's toughness minus the vehicle's toughness. The feature receives D4 damage for each 5" (or part) moved by the vehicle plus the vehicle's toughness. minus the object's toughness. Rocks and similar solid objects can be assumed to have a roughness of 10.

If a vehicle hits a creature it receives D4 damage points for each 5" (or part) that it moved plus the creature's toughness minus the vehicle's toughness. The creature receives 04 damage for each 5" (or part) moved by the vehicle plus the vehicle's toughness, minus the creature's toughness.

AUTO-SYSTEMS

Most vehicles incorporate robotic systems that arc capable of performing one or more tasks normally accomplished by driver or crew. The effect of these is simply to remove the need for an associated crewman. The following systems are available.

Auto-drive. The vehicle will drive itself according to a verbal instruction. Auto-drives are sophisticated, intelligent computers, and will avoid danger, take evasive action and otherwise behave in a manner comparable to a living driver.

Auto-aim. An auto-aim unit can fire and contol one mounted weapon. It is activated verbally, and will select appropriate targets as instructed.

Auto-fac. This unit provides automatic facilities such as opening doors, hatches and operating other equipment.

All auto-units can relay information via telescreens or verbally and are sufficiently discriminating to ask for information, or alert the crew in the event of a malfunction or possible danger They can be thought of as small robotic devices with a degree of sentience, nut limited spheres of interest. Auto-units can speak to crew members and each other, and may even possess a built in 'friendly' personality. This is especially tine of units built for civilian vehicles, whose auto-units emit constant pleas to, 'please fasten your safety belt' and, 'have a nice day'.

The standard abbreviations for each type are Ad, Aa and Af respectively.

DREADNOUGHT SUITSAlternative rule available

Many of the types of armour described in the Equipment section offer almost complete immunity - - at least from the common weapons. However, there is one kind of armour which is even more powerful than any of these - the dreadnought suit (also known as battle suits, battle armour. mech suits and mech armour). These suits are quite literally one-man tanks , and it would, perhaps, be better to think of then, as small, mobile vehicles rather than as normal armour. A man (or other creature) wearing a dreadnought suit is a force to be reckoned with; quite capable of taking on twenty times his own number of ordinary troops.

Dreadnought suits usually stand between 3 and 4 metres tall. It is possible to manufacture even larger suits, but it is doubtful whether the gain in physical aura compensates for the inevitable loss in mobility. The wearer, or pilot, sits in an enclosed cockpit - usually contained in the mid-section of the suit, His arms and legs do not fit into the robotic limbs themselves. instead, the pilot crouches in a foetal position, suspended in a protective amniotic jelly. Information from tile suit's sensors (vision, sound. touch, etc) is fed directly into his consciouness by means of a spinal link. Impulses from the pilot are translated instantly into bio-mechanical instructions that move the suit's limbs, fire the weapons, etc. To the pilot, the suit feels and behaves just as if it were his own body, even though his real body remains inactive and senseless. The suit and pilot exist in a complete symbiosis that cannot easily be broken - once accustomed to the suit's functions and senses it is very hard for a pilot to readapt to normal life. Trying to do so often causes severe mental damage, represented by a reduction of D4-1 points from one randomly determined personal characteristic every time tile suit is removed.

PROFILES FOR DREADNOUGHT SUITS

Because of the unique nature of these suits, they have their own profile - the only change is that wounds are replaced by damage points as we are dealing with a machine rather than a creature. Profiles vary a great deal, as there are many different types of suit, and even examples of the same type may differ in many respects. One of the resons for this is that systems are extremely complex and never absolutely reliable. Suits often contain salvaged parts from other suits, improvised repairs or field modifications. The Equipment section gives a random generation system so you can design your own dreadnoughts. A typical dreadnought suit is Imperial Battle Armour.

M WS BS S T W I A Ld Int Cl WP
6 6 6 6 6 6 6 3 As pilot
Saving throw 3, 4, 5 or 6
Technical level 8
Weapons 4 points
Equipment 4 points

The number of weapons carried and the types of equipment are described in the same way as for vehicles. The suit described above can carry 4 basic weapons, 2 heavy weapons or 1 heavy and 2 basic.

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THE EFFECT OF DAMAGE ON DREADNOUGHT SUITS

Once all of the suit's damage points are gone it is considered destroyed. The pilot is dead unless he can make his ejector seat saving roll, assuming he has one (see Equipment for details).

As with vehicles, a dreadnought suit may suffer special damage effects. In any turn that the suit suffers one or more damage points roll a D6. A score of 6 indicates that something has malfunctioned. Roll a D10 and consult the chart to determine what has gone wrong. As with vehicles, if the suit suffers more than 1 damage point during the turn add +1 to the D6 and D10 dice for each additional point.

Dice Roll Effects  
1-2 Right/Left arm The power for 1 entire arm fails, losing any in-built weaponry and the ability to use that arm (determine which arm is affected randomly).
3-4 Loss of coordination Subtract 1 from all to hit dice. From coordination now on, the move rate is randomised, roll a D6 to determine the number of inches the model must be moved.
5-6 Power loss Halve the model's move allowance. Subtract 1 for all to hit dice. Subtract D4 from the suit initiative as the suit slows down.
7 Mechanical jam Whatever action took place this turn, moving, firing, etc, must continue from now on. Weapons continue to fire in the same target. movement continues in the saute direction at the same speed, etc.
8 Weapon loss 1 (random) in-built weapon system is destroyed. The pilot becomes confused (see Psychology - no need to roll, the effect happens automatically).
9 Systems failure Everything stops! auto-systems lock and the suit grinds to an immediate halt.
10 Control loss The suit goes berserk, moving out of control, tiring and moving in an amusing manner randomly determined by the GM.
11 Smell of burning The suit suffers a systems failure as Burning for 9, the inside fills with smoke, whilst sparks fly and flames gush from the casing. Roll a D6 at the beginning of each turn from now on. On the roll of a 6 the suit explodes as described below.
12+ BANG! The suit explodes killing the pilotunless he can make his basic saving throw or use his ejector seat if he has one. Saved models can be placed anywhere next to the wrecked suit.

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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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PSIONICS

The use of psychic powers is encompassed by the term psionics. Individual creatures capable of employing such powers are described as psychic or as psykers. There are, of course, countless other names applied to these creatures (some rather derisory). Within human society they may be called witches, warlocks, telepaths or any one of countless other names.

PSYCHIC MASTERY

Some psykers are more powerful than others, this is reflected in their psychic mastery or mastery for short. There are four grades, each corresponding to a progressively more powerful individual. So, for example, a first mastery psyker is the least powerful, whilst a fourth mastery psyker is the most powerful.

It would be possible to imagine psykers of even greater powers than those encompassed by the fourth grade od mastery - the Emperor of the Imperium is an individual of that rank, and many psykers believe the voids of warp-space to be populated by comparable entities. However, for our purposes the four grades will suffice.

PSIONIC LEVEL

As psychic powers are used the psyker will tire. If he continues to use his powers he will literally run out of energy and will have to rest before he can use his abilities again. This psychic energy is measured for game purposes in psychic points, or just psi-points. The maximum number of psi-points a character may hold at one time is called his psionic level, or psi-level.

This chart summarises the typical amount of energy available to an average psyker of each of the mastery grades. The random column shows how you can generate a random psi-level for a psyker of a given mastery.

Mastery Psi-level Random Psi-level
Mastery 1 10 3D6
Mastery 2 20 6D6
Mastery 3 30 9D6
Mastery 4 40 12D6
As a psyker uses his abilities, psi-points are deducted from his total until he has none left.

PSYKER ABILITIES

There are 40 distinct psychic powers or abilities described in this section. Not all psychics can use all of the powers described. Very few psychics have more than 10 distinct abilities. The number of abilities is limited by the creature's intelligence characteristic, the normal maximum being 10.

A psyker can only employ abilities of a level equal to or less than his own mastery. So for example, a character with a mastery of 2 may employ only level 1 and level 2 psychic abilities.

GENERATING PSYCHIC ABILITIES

The number of abilities can be taken from the chart below. This gives typical values and a randomly generated number to be used if you prefer.

Mastery Typical number Random number
Mastery 1 3 1D6
Mastery 2 6 2D6 (max 10)
Mastery 3 9 3D6 (max 10)
Mastery 4 10 4D6 (max 10)
There are several ways of determining abilities for a psychic creature. When he works out the scenario, the GM can decide for himself what abilities psykers should have. Alternatively, the player can be allowed to select his own abilities, up to the number indicated. The third way is to generate the abilities randomly.

To determine which abilities are possessed by a psyker roll on the random charts, noting down the abilities on a piece of scrap paper. If an ability is rolled twice the result may be ignored. No creature may have more abilities than its intelligence characteristic. If the intelligence characteristic is lowered, for some reason, then random abilities will be lost to bring the total in line.

RANDOM ABILITY CHARTS

Random psychic abilities can be generated from each level using a D10. Random levels can be determined using a D4. Random determination between three or two levels can be made using any appropriate dice (such as a D6).

Level 1 Level 3
1 Aura of Resistance
2 Cure Injury
3 Hammerhand
4 Immunity from Poison
5 Mental Blow
6 Steal Mind
7 Telekinesis 1
8 Telepathy 1
9 Teleport 1
10 Wind Blast
1 Aura of Recalcitrance
2 Animate Weapon
3 Cause Confusion
4 Cause Fear
5 Destroy Aura
6 Mental Blitz
7 Rout
8 Telekinesis 3
9 Telepathy 3
10 Transfer Aura
Level 2 Level 4
1 Aura of Protection
2 Ectoplasmic Mist
3 Jinx
4 Mental Bolt
5 Rally
6 Sense Presence
7 Smash
8 Telekinesis 2
9 Telepathy 2
10 Teleport 2
1 Aura of Invulnerability
2 Change Allegiance
3 Cure Wounds
4 Limbo
5 Mental Blast
6 Stasis
7 Strength of Mind
8 Telekinesis 4
9 Telepathy 4
10 Temporal Distort

INNATE PSYCHIC ABILITIES

All psykers are sensitive to psychic vibrations and auras, and have certain abilities because of this. These are additional to the normal 'level' abilities and do not count towards the individual's maximum number of psychic abilities. A psyker can employ one of these abilities during his turn, he may not use another ability at the same time. Innate abilities work automatically and do not require the expenditure of psi-points - there is no need to test for success.
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Psychic Sense. If a psychic touches an object which has psychic powers, or which has been affected by psychic powers, this will be apparent. The psyker will not be aware of the function or purpose of the power, only that it is present. A psyker will be able to sense that another creature is psychic by touching, such as shaking hands.

Psychic Awareness. A psyker who remains totally inactive for an entire turn, neither moving, fighting, or using other psychic powers, will be aware of the presence and rough direction of any other psykers within 48".

ABILITIES

Each ability includes the following information.
Level Abilities are divided into 4 levels of complexity equivalent to the 4 grades of mastery. Level 1 abilities are the easiest to use and require least expenditure of psi-points, level 4 abilities are the hardest and require the greatest expenditure of psi-points.
Psi-points When a psyker attempts to employ his powers he uses energy in the form of psi-points, the psi-points are deducted from the psyker's remaining psi-point total.
Description Description Each ability is different in its effects, range, etc.

USING AN ABILITY

A psyker may attempt to employ any of his abilities during the psionics part of his turn. If the psyker has 12 or more psi-oints remaining he can use his powers without testing for success - they will always work. If the psyker has less than 12 points remaining then he must test to see if his powers work or not.

Test for success by rolling 2D6. If the result is equal to or less than the psyker's remaining psi-points the ability can be used. A score of more than the psyker's remaining psi-points indicates that the ability has failed.

After attempting to use psychic powers, and whether the psyker succeeds or fails, deduct the psi-points required for the ability from the remaining total.

THE PSYCHIC SAVE

Any individual suffering from psychic attack may attempt to make a saving throw. The player rolls 2D6 for each model affected. If the score is equal to or less than the model's will power the ability has no effect. If the score is more than the will power the save has failed and the ability has full effect.

AUGMENTED SAVES

A psyker under psychic attack may use psi-points to augment his own psychic saving throw. Before making his saving throw the player must declare how many psi-points he is going to use to augment his save. Each psi-point used adds one to the psykers will power for the purposes of that save. After the save has been resolved the will power returns to normal, and the psi-points used to augment it are deducted.

ENHANCED ATTACK

A psyker making a psychic attack may use psi-points to lower his target's will power. The psyker declares how many psi-points he is using, and the target's will power is temporarily reduced by one for each psi-point. Once the save has been determined the target's will power reverts to normal.

Where an enhanced attack and an augmented save are to be made at the same time it is best to have each player secretly write down the number of psi-points used in each case. A character's own will power temporarily lowered or increased during psionic attack is altered only for the purposes of the psychic save.

RESTING AND REGAINING PSI-POINTS

A psyker who rests from the beginning of his turn until the beginning of the next turn regains 1 psi-point. Resting psykers must be totally inactive, they cannot move, fight or even speak.

INTELLIGENCE AND ABILITIES

Psykers are limited in the number of abilities they can have by their intelligence. No psyker may have more than he has intelligence. Innate abilities do not count towards the total.

PSYCHIC ENGINEERING

A psyker draws power from within himself. Psychic power is inherent in many living organisms and can be channeled or retained within specially constructed objects. Weapons designed to channel or enhance psychic powers are usually called force weapons after the force - a common term for psychic energy and its use. A typical weapon of this kind is the force sword.

For a thousand days the great barge of the Adeptus Astronimica sailed towards earth. The the thirteen holds, each as cavernous as a temple nave, our human cargo sent up great wailing and moaning. There where over two thousand souls bound for service, men, wonam, and children; young and old; the sick and the sound. Only the children did nok know. But I am a psyker like them and i know thier pain. I felt the chains as if they where uppon my own limbs. I knew their fate, they had been tested and found wanting, they where too vulnerable, too dangerous to live. I am a guardian of the Adeptus Astronomica. Souls such as these I carry to the Emperor's table.

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LEVEL 1 ABILITIES

Aura of Resistance
Level 1 Psi-points 2
Description: Auras are powerful emanations that protect the psyker from harm. The aura provides a physical barrier - a sort of force-field - that gives the psyker a basic saving throw of a 6 on a D6. This can be combined with existing armor as a +! Save. Auras may be destroyed by some psychically attuned weapons and so are not a guarantee of invulnerability. A character may only bear one aura at a time, and can remove his own aura whenever he wishes. Bearing an aura does not prevent a psyker from using other abilities.

Cure Injury
Level 1 Psi-points 3
Description: This ability can be used by the psyker to heal either himself or one character by touch. 1 wound is instantly restored to the character. This ability will not work on a character who is suffereing from more than 1 wound - it will not even heal a single wound.
A psyker who attempts to use this ability and fails will cause 1 wound rather than heal: there is no psychic or other saving throw. This ability will not work on a creature that is already slain.

Hammerhand - combat attack 1
Level 1 Psi-points 2
Description: This ability allows the psyker to channel raw psychic energy through his body - turning him into a powerful fighter. He may fight in hand-to-hand combat with twice as many attacks as normal, and blows struck will be at +2 strength. The ability takes effect immediately and lasts until the psyker is wounded, when it is destroyed.

Immunity from Poison
Level 1 Psi-points 2
Description: This ability gives the psyker the power to transmute poisons and other harmful chemicals into harmless ones. This power may be given to the psyker himself or any other single creature within 3". It takes effect immediately and gives the bearer complete immunity from poisons, animal venoms, choke, hallucinogen, scare, stun, toxin and virus grenades, needler chemicals, frenzon and stimulants for the remainder of the day.

Mental Blow - mental attack 1
Level 1 Psi-points 1
Description: This ability enables the character to directly attack the mind of his target with a bolt of mental energy - a sort of psychic punch! Target restrictions apply in the same way as for normal missile fire. A mental blow has a maximum range of 24". There is no need to roll to hit, the blow automatically hits its target, causing a hit with a strength of 3. A damaging strike causes D3 wounds. A psychic save can be attempted, but no armor saving throws are allowed.

Steal Mind
Level 1 Psi-points 4
Description: This ability enables a psyker to reach into the mind of an enemy and to temporarily disconnect all higher functions. The victims appears to be a slavering idiot, remaining aware of what is happening, although unable to do anything about it. The target must be within 12". The victim can do little other than sit on the ground, gibber, dribble and eat grass. The effect is only temporary, lasting for D6 of the affected model's turns. The dice can be rolled by the GM in secret, and the result not revealed until the effect wears off.

A mindless creature cannot defend itself and has a defensive WS of 1. It will move randomly at half-pace.

Telekinesis - telekinesis 1
Level 1 Psi-points 1
Description: Telekinesis is the power to move objects by pure will. A psyker with this ability may move any one unsecured object within 12", weighing a kilo or less, up to a distance of 6". Alternately, the object may be made to hover, or suspend itself in mid-air. Most hand-held equipment, including grenades, weigh less than a kilo, and lever pulling and button pushing can be achieved by means of this ability.

Telepathy - telepathy 1
Level 1 Psi-points 1
Description: This ability enables the psyker to establish momentary one-way contact between himself and another individual within 24". A brief message may be given - the equivalent of about 10 words.

Teleport - teleport 1
Level 1 Psi-points 3
Description: A psyker with this ability can use it to teleport a distance of up to 24". This happens immediately, the model disappearing and rematerializing all within the psionic portion of the turn. Characters cannot teleport through walls, solid objects, etc.

Wind Blast
Level 1 Psi-points 2
Description: The psyker generates a sudden and powerful disturbance of the atmosphere by releasing a burst of psychic energy. The wind blast is treated like an area weapon with a radius of 2" - but does not deviate. Maximum range is 24".

Troops hit will be knocked to the ground and may not move or fire. The effect lasts for as long as the psyker wants, so long as the character does not use other abilities, move or is engaged in hand-to-hand combat. Troops behind hedges, walls, in buildings or cover of any kind are not affected. If the blast is directed into units which are engaged in hand-to-hand combat both sides will be affected: the total number of combat hits caused by each side duringt he next round of combat will be halved (round down).

LEVEL 2 ABILITIES

Aura of Protection (+2 aura)
Level 2 Psi-points 3
Description: This is an improved version of the aura of resistance (level 1). The aura of protection operates identically except that the psyker receives a basic saving throw of 5 or 6 on a D6. This can be combined with existing armor as a +2 save.¨

Ectoplasmic Mist
Level 2 Psi-points 4
Description: The psyker draws energy from himself and fuses it into a gray, cold and cloudy fog called an ectoplasmic mist. It is placed by the player anywhere on the gaming table. Troops caught in the mist cannot see out of it or through it, and troops outside cannot see into it or past it. Troops inside move at half-rate. The mist will last for 2D6 turns, and disperses at the end of the last turn. The GM should keep a record of how long the mist will last: this can be determined secretly if desired.

Jinx
Level 2 Psi-points 4
Description: This is a very general ability, allowing the character to interfere with mechanical, electric, hydraulic or similar mechanisms. It can be used to fudge a door so that it won't open, a weapon so that it cannot be fired or a vehicle so that it goes out of control. Conversely, it can be used to open a locked door or repair a broken system. Once used, the target remains 'fudged' unless a psyker uses the same ability to reverse the process. The ability can only be used on one item at a time, and has a range of 24".

Mental Bolt - mental attack 2
Level 2 Psi-points 4
Description: This is a powerful version of the mental blow. A mental bolt enables the character to attack the mind of his target with a bolt of mental energy. Target restrictions apply in the same way as for normal missile fire. The maximum range of a mental bolt is 24". There is no need to roll to hit, the bolt automatically hits its target, causing a hit with a strength of 4. A damaging strike causes D4 wounds. A psychic save can be attempted, but no armor saving throws are allowed.

Rally
Level 2 Psi-points 4
Description: This ability enables the psyker to form a brief telepathic link with the minds of his colleagues, banishing fear and panic from the minds of routing troops. Only one unit may be affected. At the end of the turn, when a unit would otherwise test to rally, the unit is rallied automatically - without recourse to a dice throw. No psychic saving throw is made.

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Sense Presence
Level 2 Psi-points 3
Description: This ability enables the psyker to sense the presence and location of living creatures within 12" of himself. This ability can be used to locate a hidden target prior to shooting at it - in which case the character takes his 'psionic' part of the turn out of sequence (before he shoots).

Smash
Level 2 Psi-points 3
Description: This ability utilizes raw psychic energy to destroy material objects, such as a door or wall. It will not work on a living creature. The psyker must touch the surface to be affected. The ability causes a strength 10 hit on the target, causing D4 wounds/damage if successful.

Telekinesis - telekinesis 2
Level 2 Psi-points 3
Description: using this improved version of the telekinesis ability a psyker may move any one or more unsecured objects weighting less than 10 kilos in total up to a distance of 6". This ability has a range of 12". Alternately, the object may be made to hover, or suspend itself in mid-air. An assortment of loose objects can be employed as a missile attack causing a strength 3 hit, and D4 wounds/damage is successful.

Teleport - teleport 2
Level 2 Psi-points 6
Description: This is a longer-ranged, more powerful version of the first level teleport ability. It allows a psyker to teleport a distance of up to a mile in any direction. This is achieved immediately, the model disappearing and rematerializing all within the psionic part of the turn. He is able to teleport through walls, solid objects, etc, so long as the thickness of interposing matter is no more than a meter.

LEVEL 3 ABILITIES

Animate Weapon
Level 3 Psi-points 6+2 per turn to maintain
Description: This ability allows a psyker to pass on a little of his power into an inanimate object - such as a weapon. The weapon, or other single piece of equipment, can now act independently of either the psyker or other operator. Where appropriate the weapon can be considered as having a profile of M6, WS6, BS6, S4, T6,I6, and A1. The weapon can not only fire on its own accord but may move about, floating in the air if it has no obvious means of propulsion. The effect lasts until the beginning of the psyker's following turn. After the fist turn the psyker must expend a further 2 psi-points to maintain the effect until the psionic part of his following turn. This does not prevent him from using other psychic powers at the same time.
Aura of Recalcitrance (+3 aura)
Level 3 Psi-points 3
Description: This is a greatly improved version of the aura of resistance. It operates in the same way, except that it allows the psyker a basic saving throw of 4, 5 or 6 on a D6. This can be combined with existing armor as a +3 save.

Cause Confusion
Level 3 Psi-points 5
Description: This ability opens up the target unit's mind to a barrage of confusing, conflicting and thought-destroying data. The unit becomes instantly confused, as if it had just failed a confusion test. A subsequent test is made during each succeeding turn until the unit makes a successful save.

Cause Fear
Level 3 Psi-points 5
Description: The psyker induces fear into a unit of troops within 24". The unit becomes subject to fear against all potential hand-to-hand combat opponents, and must make the appropriate psychological test whenever they charge or are charged.

The unit receives an initial psychic saving throw to see whether the ability takes hold or not.

Destroy Aura
Level 3 Psi-points 4
Description: This ability enables the psyker to make a direct attack against another character bearing an aura of levels 1 or 2. The maximum range is 24" The character does not receive a psychic saving throw, the aura is instantly dispelled. Note that this ability does not affect auras of a higher level. Mental Blitz - mental attack 3
Level 3 Psi-points 6
Description: This is a powerful version of the mental bolt. A mental blitz enables the character to directly attack the mind of a target using a bolt of mental energy. Target restrictions apply in the same way as for normal shooting. The maximum range of a mental blitz is 24". There is no need to roll to hit, the bolt automatically hits its target, causing a hit with a strength of 6. A damaging strike causes D6 wounds. A psychic save can be attempted, but no armor saving throws are allowed. Rout
Level 3 Psi-points 6
Description: This ability is the inverse of the rally ability. The psyker forms a brief telepathic link with the target unit, instilling a sense of unreasoning fear and panic. This ability is used against a whole unit. Maximum range is 24". The unit will rout automatically if it fails a psychic saving throw, as if it had just benn routed during hand-to-hand combat. This does not affect any other units in any way, not even units in combat with the one being routed.

Transfer Aura
Level 3 Psi-points 5
Description: Auras can only be created by and around the psyker himself. However, an existing aura can be transferred onto any other character within 2".

Telekinesis - telekinesis 3
Level 3 Psi-points 6
Description: Using this much-improved version of the telekinesis ability, a psyker may move any one or more unsecured objects with a total weight approximately equivalent to that of a small vehicle. The ability has a range of 24" and the distance moved can be up to 12". If used against a moving small vehicle it must test to go out of control. Alternately, the object may be made to hover, or suspend itself in mid-air. An assortment of loose objects used as a missile attack causes a strength 5 hit, and D6 wounds if damage is scored.

Telepathy - telepathy 3
Level 3 Psi-points 6
Description: This ability enables the psyker to establish two way contact between himself and another individual within 24". The individuals remain in contact for as long as both parties wish, but the link is severed if either suffers wound damage.

LEVEL 4 ABILITIES

Aura of Invulnerability (+4 aura)
Level 4 Psi-points 8
Description: This is the most powerful version of the aura of resistance. It operates in the same way as the level 1 aura except that it gives the psyker a basic saving throw of a 3,4,5 or 6 on a D6. This can be combined with existing armor as a +4 save.

Change Allegiance
Level 4 Psi-points 8
Description: This ability allows the psyker to tamper with the fundamental personality of the target unit or character, changing motivations and loyalties. The ability has a range of 24". The target has a normal psionic saving throw. If affected, the target changes sides for the rest of the day, and can now be controlled by the player as if it was one of his own units/characters.

Cure Wounds
Level 4 Psi-points 10 per wound
Description: This ability can be used by the psyker to heal either himself or one character by touch. 1 wound is instantly restored for each 10 psi-points used.

This ability will not work on a slain creature.

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Limbo
Level 4 Psi-points 8
Description: This ability enables the psyker to disassemble the physical part of himself, turning into a phantasm. As such he is absorbed into the psychic universe, unable to act upon or even realize what is happening in the 'real' universe. The psyker remains in this incorporeal state for D6 days, after which he may rematerialize anywhere within the universe. Alternately, he may remain as a phantasm, adrift upon the psychic winds for as long as he chooses. The use of this ability has a weakening effect upon the psyker. Every time it is used D6 points are lost from the psi-point total.

Mental Blast - mental attack 4
Level 4 Psi-points 10
Description: This is the most powerful of all the mental attacks enabling the character to directly attack the mind of his target with a bolt of mental energy - a sort of psychic punch. Target restrictions apply in the same way as for normal shooting. The maximum range of a mental blast is 24". There is no need to roll to hit, the blow automatically hits its target, causing a hit with a strength of 8. A damaging strike causes D6 wounds. A psychic save can be attempted, but no armor saving throws are allowed.

Stasis
Level 4 Psi-points 12
Description: This ability allows the psyker to alter the laws of time and space, temporarily creating a stasis comparable to that caused by a stasis grenade. The range is 24", and an area is affected with a radius of 2". Models failing their saving throw within the affected area will remain in stasis for a period of approximately 24 hours, and may not do anything at all during this time. Other models may not fire or move through the stasis during this time.

Strength of Mind
Level 4 Psi-points 6
Description: This ability channels psychic energy into the mind of the psyker, allowing him to increase one of his personal characteristics (Ld, Int, Cl and WP) by 1. This can take levels above the theoretical maximum of 10. The effect lasts for the rest of the day, and will have worn off by the next morning. This ability cannot be used repeatedly, so long as one characteristic remains enhanced the ability will not work again.

Telekinesis - telekinesis 4
Level 4 Psi-points 9
Description: The most powerful form of the telekinesis ability. This allows the psyker to move any one or more unsecured objects with a total weight approximately equivalent to that of a large vehicle (two medium, or three small vehicles). The range of the ability is 24" and the distance moved can be up to 12". If used against moving vehicles they must test to go out of control. Alternatively, the object may be made to hover, or suspend itself mid-air. An assortment of loose objects used as a missile attack causes a strength 7 hit, and D10 wounds if damage is scored.

Telepathy - telepathy 4
Level 4 Psi-points 8
Description: This ability enables the psyker to establish two-way contact between himself and any or all individuals within 24". The individuals remain in contact for as long as all parties wish, but the link will be severed if any suffers wound damage.

Temporal Distort
Level 4 Psi-points 12
Description: The psyker can utilize his powers to create a disturbance in the fabric of space, causing repetitions and negations in the time stream. A skillful individual can manipulate this to his advantage.

Once this ability has been used, the psyker can alter the game sequence in any of the following ways. At the end of that turn all the models on that side may repeat any one part of the turn sequence - moving, shooting, hand-to-hand combat or psionics. If repeating hand-to-hand combat only models on the same side as the psyker strike blows. Alternately, during the enemy's next turn, the psyker can cause all the models on that side to miss a part of the sequence. If hand-to-hand combat is missed the enemy may not strike blows, but the psyker's own side still fights as normal.

MUTANTS

Since the Twentieth Century mankind has suffered constant mutation as a result of exposure to carious types of genetically damaging radioactive and chemical pollution. Nuclear wars ravaged many worlds during the Dark Age of Technology and the ensuing Age of Strife. As a result, the human gene-stock is far less stable then it was during the pre-atomic age and mutation is common. Families with no record of mutation might reasonably expect to run a 5% risk of mutated offspring. Amongst mutant parents the chances are over 90%. These same factors also affect aliens, although they may be more or less susceptible to mutation than humans.

The position of mutants within the Imperium varies from world to world. On the majority of primitive and medieval worlds they are slain as soon as they are born. On the majority of technically advanced worlds they are permitted to live, but rarely enjoy the boon of full citizenship. On many worlds they are segregated from the normal population, outlawed, or forbidden to live in certain areas. Generally speaking, they form a huge downtrodden portion of the population of the Imperium. Their dissatisfaction occasionally erupts as rebellion. Such revolts occasionally allow mutants to take control of planets or even groups of planets for a short period. Usually, however, retaliation is swift and effective.

Mutation is widely regarded as a mark of deviance that should be suppressed. However, some mutations are not apparent immediately, and in such cases a mutant may rise to a position of social or military prominence. When this happens individuals may be powerful enough to maintain their position despite a generally known or widely rumored mutation.

CREATING MUTANTS

You can create mutants by taking any basic creature and adding a number of the mutations described below. An average number of mutations can be determined by rolling a D3. Mutants occasionally act in cohesive groups - perhaps as space pirates, rebels or bandits. Long isolated planets may develop populations which are almost entirely mutant. A group of these creatures may take a while to generate in detail, but the result will provide an interesting and unusual game.

Roll a D100 for each mutation. Note the results as you go along. Many mutations involve some sort of characteristic modifications or special rules. These must be noted down by the player concerned.

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Random Chart

01 Acid Excretion 51-52

Limb transference

02

Albino

53

Long legs

03

Arms elongate at will

54

Long neck

04

Atrophied limbs

55

Long nose

05

Beaked

56

Long spines

06-07

Bestial face

57

Mace tail

08

Beweaponed extremities

58

Massive intellect

09

Big ears

59

Metal body

10

Bird feet

60

Mindless

11

Black skin

61

Moronic

12

Breathes fire

62-63

Multiple arms

13

Brightly patterned skin

64

Multiplication

14

Bulging eyes

65

One eye

15

Burning body

66

Overgrown body part

16

Cloud of flies

67

Pin head

17-18

Cloven feet

68

Pointed head

19

Cowardice

69

Powerful

20

Crest

70

Prehensile tail

21

Crystalline body

71

Quadrupedal/bipedal

22

Emits cloud of poisonous gas

72

Rapid regeneration

23

Enormous involuntary noise

73

Razor sharp claws

24

Enormous leonine mane of hair

74

Rearranged face

25

Enormously fat

75

Regeneration

26

Extra joints

76

Rotting flesh

27

Evil eye

77

Scaly skin

28

Extremely thin

78

Scorpion tail

29

Eyestalks

79

Short legs

30

Feathered hide

80

Shrink

31

Featureless face

81

Silly voice

32

Furry

82

Silly walk

33

Great fangs

83

Skull face

34-55

Great horns

84

Snake tail

36

Growth

85

Spits acid

37

Headless

86

Subject to fits

38

Hideous appearance

87

Suckers

39

Hopper

88

Tail

40

Horrible stench

89

Tentacles

41

Huge head

90-91

Three eyes

42

Hunchback

92

Timeline slip

43

Hypnotic gaze

93

Transparent skin

44

Illusion of normality

94

Very agile

45

Invisibility

95

Very fast

46

Iron hard skin

96

Very strong

47

Irrational fear

97

Very warty skin

48

Irrational hatred

98

Vividly colored skin

49

Levitation

99

Walking head

50

Limb loss

100

Wings

Acid excretion. The creature's skin exudes a repulsive and extremely potent acid. The creature itself is not affected by this vile substance, however, anyone or anything else will be horribly burned. If the creature can land a successful combat blow then the strength of the blow is increased by +4 and the damage is increased from 1 to D6 wounds (or by +D6 id more than 1 already). If faced with steel, or other solid barriers, the creature can melt through given time - typically taking 1 turn to penetrate 10cm of hardened steel or its.

Albino. The creature is a perfect albino with eerie white skin and glowing red eyes. Such creatures generally suffer from poor eyesight, especially in dim light. Albinos never have infra-vision, even if their race normally has this attribute, and cannot use infra-vision equipment. In addition their eyes are especially sensitive to light, and photochromatic eye protection is less effective than normal. Saving rolls are always counted as 1 'pip' less to allow for this, i.e. a normal save might be a 5 or 6 and an albino saves on a 6.

Arms elongate at will. The creature has a complex system of ligaments and muscle instead of normal arm bones. This peculiar arrangement permits the individual to elongate the arms a distance of 1+D6" in order to make a single close combat attack. The victim may not fight back. Having made the attack, the arms immediately withdraw and the target is free to move, shoot, etc as normal.

Atrophied limbs. This mutation affects the limbs and/or head resulting in imperfectly formed and often useless body parts. Roll a D6 to see how many parts are deformed.
1-3 = 1
3-5 = 2
6 = 3
Roll a D6 to determine which parts are affected.
1 Head. The creature is a moronic pinhead (see moronic)
2-4 Arm. One arm is useless
5-6 Leg. One leg is useless. A creature with 1 leg may move at half-rate. A creature with no legs is immobile.

Atrophication of limbs results in general loss of coordination and balance. For each limb lost reduce the creatures initiative by 1. Limb loss is also indicative of a broader deficiency. To represent this, reduce the creatures toughness by 1 for ever 2 limbs lost.

Beaked. The creature has a horny beak similar to that of a bird, in close combat the creature gains a single bite at normal strength. This does not count as an improvised attack.

Bestial face. This mutation changes the facial structure so that it resembles that of a beast. It is extremely common amongst mutated humans and has spawned a sub-race of Beastmen. Apart from leaving its victim in a state of sickening ugliness this mutation is neither harmful nor beneficial.

Beweaponed extremities. The creature's arms or normal manipulative limbs are formed into the shape of clubs, often with spiky nodules or exposed bone. Although useless for holding weapons, these do make excellent hand-weapons in their own right, so that the creature need never worry about counting as improvised in combat.

Big ears. This mutation affects the tissue of the ears, which become so swollen and prominent as to resemble those of an elephant. This is rather inconvenient to put it mildly, making it almost impossible to wear a helmet for instance! However, the creature's hearing becomes quite acute, so that the slightest sound can be easily detected. This allows the creature to function as if equipped with a bio-scanner sensitive to any animal source.

Birds feet. The creature suffers from a mutation that leaves the feet clawed and scaled like those of a bird. This confers no advantage or disadvantage but is unattractive.

Black skinned. This is an abnormal mutation affecting the skin structure. All light reaching the skin is completely absorbed, without reflecting even the tiniest amount. The creature is seen only as a black shape, with no actual detail or structure apart from a pitch-black outline. This does not affect the creature in any way, other then making it totally invisible in darkness.

Breathes fire. This terrible mutation permits the creature to breathe flame. Fire breath can be used in close combat or at a distance with a maximum range of 8". The strength of all attacks is the same as the mutant. Successful attacks cause 1 wound.

Brightly patterned skin. The creature has a brightly patterned skin, striped, spotted, multi-colored, etc. Such mutations are odd looking, even occasionally attractive, but are only superficial. They have no assciated advatages or disadvantages.

Bulging eyes. This mutant has huge, goggling, frog-like eyes. Aside from looking rather strange, this mutation confers the advantage of infra-vision upon creatures that would otherwise not have it.

Burning body. The creature's body chemistry is distorted in a very strange and unnatural way, the skin burning constantly. A creature with a mutation of this kind is invulnerable to normal fire and takes only half damage from all heat based weapons (laser, plasma, melta-guns). Odd half-wounds can be resolved by rolling a D6, a score of 1-3 indicates no damage, a score of 4-6 is 1 wound. In close combat the creature's immense body heat causes discomfort and panic in opponents who must deduct 2 from their 'to hit' dice. Any wounding hits inflicted by the mutant automatically cause +1 wound above normal.

Cloud of flies. This mutation is especially unpleasant, affecting the skin in such a way that the flesh becomes loose and putrescent. The creature is permanently surrounded by a great swirling mass of flies which live off its disgusting hide. The flies not only feed from the semi-liquid mess, but lay their eggs upon it and maggots can be seen wriggling beneath the skin. The flies do give one advantage however; any hand-to-hand opponent will be so disoriented that he suffers a -1 'to-hit' penalty as flies gather around his mouth, crawl around his eyes and fly up his nose.

Cloven feet. This is another common Beastman mutation. The creature has feet cloven like those of a goat. In addition, legs are often hairy and sometimes the whole torso may be goat-like.

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Cowardice. The creature is genetically chicken! It will never willingly enter close combat and if charged will run away if possible.

Crest. This mutant has a huge crest like that of a bird. Mutations of this kind mimim many of the popular hair-styles of the hive-worlds, and are not always looked upon with disfavor.

Crystalline body. The creatures body appears to be made from a form of living glass. It is tough but flexible. The creatures toughness is increased by +1. At the same time its wounds are reduced to a maximum of 1. All saving rolls made by this creature are at a -1 modifier, i.e. a normal save of 5 or 6 becomes a modified save of a 6.

Emits clouds of poisonous gas. The creature emits noxious gases from one or more of its bodily orifices. Each cloud is represented by a 2" radius burst marker. The creature can emit a single cloud during any turn on the D6 roll of a 5 or 6. Up to D6 such clouds can be released in a game. (The size and frequency of gas clouds can be varied at the GM's whim - if the creature is especially large for example). Clouds move D6" per turn in a random direction, or follow the course of any wind where appropriate. There are 6 different types of gas. Roll for each cloud as it is emitted.

1-2 Poisonous. Automatically kills by inhalation. All models suffering a hit are slain. Assume WS3 for this and all subsequent gas attacks.
3 Paralysis. Automatically paralyses by inhalation, All models suffering a hit are paralyzed and can do nothing. A recovery can be made on the D6 roll of a 6 made at the beginning of the victim's turn.
4 Noxious. This causes sickness and dizziness. All models suffering a hit must subtract -1 from all dice rolls made for the rest of the game.
5 Oily black gas. This cannot be seen or targeted through by any troops - even those with infra-vision.
6 Hallucinogen. Roll for effects as you would for hallucinogen gas.

Enormous involuntary noise. This is a singularly embarrassing mutation that affects the digestive system. Periodically the creature produces an unexpected, involuntary and very loud noise. This happens on any turn on the D6 roll of a 6. If the creature is a member of a fighting unit its fellows will have grown accustomed to its peculiarities and are not affected by the odd belchings, burblings, rumblings, etc. Other creatures within 6" will be startled by the sudden noise and subtract -1 from all dice rolls made that turn.

Enormous leonine mane of hair. The creature sports an enormous leonine mane like that of a lion. This may extend to the head generally, which may be lionish with a great deal of facial hair.

Enormously fat. This mutation affects the creature's metabolism so that it becomes enormously fat and bloated. This mutation affects Ogres to a certain extent, but in its more extreme form there are associated disadvantages. Individuals occupy twice as much space as normal (i.e. counts as 2 vehicle crew). Fatties attempting to go through a normal sized door, hatch, etc, will get stuck on the D6 roll of a 4,5 or 6 and can only free themselves on the subsequent roll of a 6.

Evil eye. This weird mutation enables the creature to make a single gaze attack instead of normal shooting. The gaze has a range of 4" - the creature must roll 'to hit' as normal. If hit by the evil eye, a characters karma will be severely disturbed, suffering a -1 dice modifier on all rolls made during the rest of the game.

Extra joints. This mutation endows the limbs of the creature with extra joints in its arms or legs. Despite making the individual appear rather odd, this confers no real advantage/disadvantage except in sexual situations.

Extremely thin. The creature is unnaturally thin and emaciated, bones protrude through skin, ribs stick out like keys on a piano, eyes bulge comically. Such creatures have their strength reduced by 1 (to a minimum of 1) and find it impossible to buy clothes in chain stores.

Eyestalks. This mutation deprives the creature of normal eyes, replacing them with stalk eyes like those of a crab. Such creatures cannot use the normal range of infra-vision or photochromatic gear.

Feathered hide. This is a mutation which affects the creature's skin. The creature is covered with feathers, often of a garish pattern, and may have vestigial wing membranes between arm and body.

Featureless face. This rather sad mutation leaves the creature with no facial features at all. Such creatures are blind. They are forced to eat and breathe via an additional orifice, often situation upon some hidden or embarrassing part of the body.

Furry. The creature's body is covered in long, dense fur. If naturally furry, then a mutated creature is even more. Its features and even general shape are completely obscured.

Great fangs. The creature has huge fangs. These are so large that the creature can use them in close combat without having to count as improvised weapons.

Great horns. This mutation is fairly common amongst beastmen. Huge pointed horns grow menacingly from the creature's skull. This confers the same advantages as great fangs.

Growth. Unnatural growth affects the creature's body, so that it becomes D3+! Times larger than normal. Characteristics are increased as follows.
Growth M WS S T W I
X2 x1½ - +2 +1 x1½ -1
X3 x2 -1 +3 +2 x2 -3
X4 x2½ -2 +4 +3 x2½ -5

Headless. The creature has no visible head, all of its normal cranial organs and functions are accommodated within the torso.

Hideous appearance. This mutation leaves the creature in such a disgustingly sickening condition that it causes fear in all intelligent creatures (Int 5 or more).

Hopper. The creature has but a single huge foot, moving along by hopping. This does not affect movement other than making it impossible to scale ladders.

Horrible stench. The creature's metabolism is savagely distorted, producing a variety of fetid and unpleasant odors. Roll a D6 to establish the range of the stench in inches. All models with thins range are subject to a disadvantageous -1 modifier on all dice rolls, members of the creatures own unit are immune, having become accustomed to the horrible smell.

Huge head. The creature has a vast, balloon-like head that wobbles ridiculously on top of its narrow deformed shoulders. Intelligence is increased by +1.

Hunchback. This mutant has a terrible, conspicuous and ugly hump right in the middle of its back. Although gross and a great inconvenience to its tailor, this mutation in no way affects the creature's fighting prowess.

Hypnotic gaze. This is a very special power which enables a creature to transfix an enemy model once per turn. Maximum range is 12". The victim must make a saving throw against its will power, needing to score equal to or less than WP on 2D6. If this is failed the model is transfixed and may do nothing until released by the mutant. Release is automatic once the mutant either moves to more than 12" away or attempts to transfix a further enemy.

Illusion of normality. This mutant has at least 1 other mutation, but appears perfectly normal. The appearance is kept up right until the creature is touched, when its true form will become apparent.

Invisibility. By some freak of cell structure this mutant appears invisible. The GM must carefully record the creature's position at all times. Only by using equipment, carrying things, etc. will the creature give itself away.

Iron hard skin. The creature has hard, chitinous, often warty or scaly skin. This confers a basic D6 saving throw of 5 or 6, or adds 2 'pips' to the creature's normal armor save.

Irrational fear. This mutant suffers from a severe disorder that renders it subject to fear against one of the following.

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1. Any creature larger than itself
2. Any Alien creature
3. Any creature of it's own race
4. Creatures making loud noises or firing guns
5. Plants
6. Other mutants

Irrational hatred. The creature has a mental disorder similar to irrational fear but this time manifested as hatred. Use the chart for irrational fear to establish what the creature hates.

Levitation. The creature may levitate by up to 1m from the floor and also move horizontally at normal move rates.

Limb loss. The creature loses 1 or more limbs determined as follows.

Roll a D4.
1 Both arms
2 Both legs
3-4 One Arm

Limb transference. This is a common mutation. Creatures have their limbs swapped around. Not only limbs but also facial features can be affected. Determine how many parts are affected with a D6.

1-4 1 part
5 2 parts
6 D3+1 parts

Determine which parts are affected with a D10:
1-2 Head
3 Eyes
4 Mouth
5-7 Arm
8-10 Leg
Determine the location the part is moved to as follows:
1 Head 6 Groin
2 Chest 7 Elbow
3 Back 8 Knee
4 Stomach 9 Hand
5 Hip 10 Foot

Long legs. The creature has enormously long legs. This is quite advantageous in some situations, allowing the creature to traverse difficult and very difficult ground with only half the normal penalty.

Long neck. The creature has a long, giraffe-like neck.

Long nose. This mutation endows the creature with a large, bulbous, extremely long nose or snout.

Long spines. The creature's body is covered with long spines or spikes. Any close combat opponent will find it difficult to get near the creature and must subtract -1 from 'to hit' rolls.

Mace tail. The creature has a tail, often with a knobby or spiked end rather like some dinosaurs. This can be used in close combat, giving an additional attack at the creature's basic strength.

Massive intellect. This mutation boosts the creature's intelligence to 10. This is irrespective of normal maximum levels. The mutant may well suffer from perceptible bulging of the cranial region.

Metal body. The creature's skin is formed from some sort of naturally deposited metal, making them very tough indeed! The creature has a +1 Toughness above normal.

Mindless. The mutant is totally without a brain. It will obey the commands of anyone within 4" - usually the nearest but if two are equally close determine randomly. The creature is too thick to respond to psychological threats. Intelligence is 0.

Moronic. The creature is congenitally dense. The intelligence score remains as normal, but every time the creature uses a piece of equipment it must test to see if the task is accomplished correctly. This applies no matter how simple the item, - e.g. door handle, sword, button. The creature is completely unable under any circumstances to open cartons of milk or yogurt. The character also loves listening to the 'Spice Girls' for some inexplicable reason.

Multiple arms. This creature is blessed with extra arms. These enable additional close combat weapons to be carried and hence give additional attacks. Only one weapon may be used during shooting however.

1-4 2 extra arms
5-6 4 extra arms

Multiplication. This bizarre mutation enables the creature to spit into two or more entities for a limited time. This can be done only in moments of stress - if the creature is fired upon for example. At such times roll a D6, a score of 6 indicates that the creature has split into D6 additional parts, each identical to the original. All personal equipment, clothing and weapons are also duplicated. At the end of D6 turns the creatures reunite into a single entity at a point equidistant between all the parts. As long as one part survives the mutant is restored to full healtth. This can only happen once during a battle.

One eye. This mutation gives the creature a single large eye like a cyclops. Eyesight is unimpaired, except that all shooting becomes more difficult and shots over short range are subject to a further -1 'to hit' modifier.

Overgrown body part. Throw a D10 to determine the part affected.

Roll

Part

Growth

 

Bonus (if any)

   

D6

   
         

1

Arm

1-2

x2

none

   

3-4

x3

+1 strength

   

5-6

x4

+2 strength, -1 initiative

2

Arms

1-2

x2

+1 strength

   

3-4

x3

+! strength, +1 attack

   

5-6

x4

+2 strength, +1 attack, -1 initiative

3

Leg

1-2

x2

half movement

   

3-4

x3

-1 weapon skill and half movement

   

5-6

x4

-2 weapon skill and half movement

4

Legs

1-2

x2

movement increased by 50%

   

3-4

x3

movement increased by 100%

   

5-6

x4

movement increased by 150%

5

Head

1-2

x2

no effect

   

3-4

x3

-2 initiative

   

5-6

x4

-4 initiative

6

Hand

1-2

x2

no effect

   

3-4

x3

no effect

   

5-6

x4

+1 strength, -2 initiative

7

Hands

1-2

x2

no effect

   

3-4

x3

+1 strength, -1 initiative

   

5-6

x4

+1 strength, -2 initiative

8

Foot

1-2

x2

-½" movement and –1 initiative

   

3-4

x3

-1" movement and –2 initiative

   

5-6

x4

-2" movement and –3 initiative

9

Feet

1-2

x2

-1 initiative

   

3-4

x3

+1" movement and –2 initiative

   

5-6

x4

+1½" movement and –3 initiative

10

Torso

1-2

x2

+1 strength

   

3-4

x3

+1 strength, +1 toughness, -1" movement

   

5-6

x4

+1 strength, +1 toughness, +1 wound and half movement

Pin head. The creature has a tiny head barely big enough to support its shrunken little face. Intelligence is reduced by -1.

Pointed head. The creature's head is pointed in such a way that makes it difficult to obtain a decent helmoet. This affects intelligence, reducing the creature's normal score by -1.

Powerful legs. The creature has immense kangaroo legs and can leap a clear distance equivalent to its normal movement allowance, either vertically or horizontally. Normal movement (by hopping) is unaffected.

Prehensile tail. The creature has a mobile tail, easily able to wield an additional close combat weapon.

Quadrupedal/bipedal. If normally bipedal the creature becomes quadrupedal, losing the use of its arms. If normally quadrupedal the creature becomes bipedal, gaining the use of arms.

Rapid regeneration. This is a very useful mutation that affects the creature's metabolic functions and ability to heal itself. It can only

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be used by creatures with more than 1 wound on their profile. A creature which has taken wound damage will automatically recover 1 wound per turn until it reaches its normal total. This ability is no use once all of the creature's wounds are gone - in which case the individual is dead and cannot regenerate.

Razor sharp claws. The creature has steely claws that can be used in close combat instead of another weapon. The mutant need never count as using improvised weapons in close combat.

Rearranged face. The creature's features are all jumbled up - the eyes may be below the mouth, the nose on the forehead, the mouth positioned vertically, etc.

Regeneration. This is a similar mutation to rapid regeneration, although not quite as effective. It affects only creatures with multiple wounds in the same way as rapid regeneration. It the mutant suffers wound damage, but still has at least 1 wound left, it can try to regenerate 1 wound at the beginning of its turn. Roll a D6 - if the score is 5 or 6 one wound is recovered, otherwise there is no change but the creature may try again next turn. This power cannot he used by a creature with zero wounds - such a creature is dead and beyond regeneration.

Rotting flesh. This mutation causes the flesh to rot visibly upon the creature's body. This is a sickening sight and the creature smells pretty awful as well, digits may be missing from hands and feet, the face is barely recognisable and internal organs may he seen poking through ruptures in the weakened flesh. The mutant suffers -l initiative, -1 strength and -1 toughness.

Scaly skin. The creature's skin is scaly like that of a reptile. On the 06 roll of a 4,5 or 6 this will be hard and horny enough to increase its roughness by +1.

Scorpion tail. The creature has a tail like that of a scorpion, equipped with a barbed sting. This is used in combat giving an extra attack at a strength of 1 point higher than the creature's normal strength.

Short legs. The creature's legs are amazingly and improbably short. All difficult and very difficult ground counts as twice as difficult for this mutant.

Shrink. The creature is shrunken and generally small and shrivelled. To determine the extent of shrinkage roll a D3+1, the amount shown is the fraction of the creature's normal size - i.e. 2 = 1/2, 3= 1/3, 4=1/4. Consult the chart for effect. No characteristic may fall to below 1.

Size

Move

Strength

Toughness

Wounds

initiative

½

-l

   

+1

1/3

-1

-1

-l

-I

+2

1/4

-1½

-2

-2

+3

 
Silly voice. The mutant speaks with a squeaky, stuttering. trumpeting, honking or other unusual voice.

Silly walk. An extreme mannerism in the creature's perambulatory technique endows it with a ridiculous gait.

Skull face. The creature has a head in the form of a skull.

Snake tail. This mutant has a tail terminating in the head of a snake. With such a tail the creature may make an additional close combat attack at the creature's normal strength.

Spits acid. This unusual mutation allows the creature to spit corrosive acid. This can be used in close combat as an additional attack at +2 strength to the creature's normal, and with a saving throw modifier of -2.

Subject to fits. This creature is subject to fits brought about by

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Stress. When it is charged the creature makes a test against cool. Roll 2D6 - if the score is equal to or less than the cool the test is passed and all is well. If the score is greater than the cool the test is failed and the creature is thrown into a compulsive fit rendering it completely useless. This lasts until a 6 can be rolled on a D6 at the beginning of a subsequent round.

Suckers. The creature's limbs and body are entirely covered with powerful suckers. The mutant can use these suckers in close combat to attach itself to its opponent, which it does automatically when scoring a hit (whether or not the hit caused damage is immaterial). Once the creature is attached it doubles its number of attacks whilst the opponent may make no attacks at all. A 'suckered' opponent may try to escape by rolling the equivalent of a normal combat 'to hit' and is then considered to be free from the beginning of the following round.

Tail. The mutant has a long tail.

Tentacles. Instead of arms this creature has long curling tentacles. These function in the same way as normal manipulative organs.

Three Eyes. This common mutation endows the mutant with three eyes. This makes it very hard to buy spectacles, but makes no difference to the creature otherwise.

Timeline Slip. This unusual mutation gives the creature the ability to literally jump out of time for a brief period. At the beginning of any of its turns the mutant may disappear from the table - the individual has jumped ahead of time and will reappear in the same position D6 turns later. The mutant has a degree of control over the time jumped, and so may add or subtract 1 from the dice roll - this roll should be kept secret from the opposition for obvious reasons.

Transparent Skin. This is a fairly nauseating mutation rendering the creature's skin and much of its organic tissue completely transparent. Deeper organs can clearly be seen pulsating and throbbing away - quite disconcerting in fact!

Very Agile. The creature is astoundingly fast and agile. It has +2 attacks and may add +1 to any saving throw to account for its additional mobility.

Very Fast. This creature can perform actions at incredible speeds - drawing guns, moving, typing shoe laces, etc. To an observer, the creature appears as a blur, moving too fast for the eye to follow. The creature moves four times as fast as normal (movement x 4), and may strike in combat four times as many blows (attacks x 4). Other wise all actions can be done approximately four times as fast as normal. A slow-loading weapon can move and fire with a -¼ rate movement penalty. Psionics and thought processes are not speeded up.

Very Strong. The creature is fabulously strong for its racial type. Add +D4 points onto its strength characteristic. Such creatures are usually large and well muscled, with bulging torsos and huge crushing hands. Creatures with a +3 or more automatically add 1 to toughness as well.

Very Warty Skin. This mutation affects the creature's skin, which becomes covered in large, ugly warts.

Vividly Colored Skin. This affects skin pigmentation. Not only can skin be colored in any one of a number of vivid and unusual colors, but it might also be striped, spotted, or patterned in some entertaining fashion.

Walking Head. This mutation turns the creature into a simple walking head with arms and legs directly attached to its oversized skull.

Wings. The creature acquires a pair of wings which can be used to fly. These may be feathered, bat-like or reptilian in form. Creatures with wings can hover and so have no minimum flight speed. Their maximum flight speed can be determined as 4x2D4". Acc/dec is always ¼ of the maximum flight speed. Turn radius is always 1.

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POINTS VALUES

Many gamers find it difficult if they don’t have a third person to act as their GM, and are forced to do without, relying instead upon their own honesty and knowledge of the rules. Whilst it is a simple matter for two opponents to deal with the mechanics of fighting a battle, designing a scenario for the game is always tricky. In a normal game, it is largely up to the GM to determine the sides, because only the GM is fully aware of the capabilities and objectives of the opponents, or of any special obstacles, problems and other situations in the scenario. Without a GM how can the players ensure that their sides are fair? The obvious answer is to se a points system. Each creature, weapon and piece of equipment is given a points value. When two opponents meet it is possible for each side to consist of an evenly balanced value of troops.

THE POINTS SYSTEM

Points for creatures are worked out from the profile. Points values are given for all the creatures listed in the Background section. The human profile given below is considered to be average and has been given a base value of 5 points. The values of other creatures are worked out relative to this.

Fighting characteristics

Personal characteristics

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

Wp

4

3

3

3

3

1

3

1

7

7

7

7

 

To work out the cost of other creatures, consider each characteristic in turn. For each unit of characteristic that is higher than the base level add the modifier shown. For each unit of characteristic below the base level subtract the modifier shown.

Fighting characteristics

Personal characteristics

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

Wp

1/4

½

1/4

1

1

4

1/4

4

1/4

1/4

1/4

1/4

 

For example – a Squat has a profile as given below and has a points value modifier as indicated.

Fighting characteristics

Personal characteristics

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

Wp

3

4

3

3

4

1

2

1

9

7

9

9

-1/4

   

+1

 

-1/4

 

 

 
Total 5 - ¼ + ½ + 1 – ¼ +1/2 + ½ + ½ = 7 ½ points.

Minimum points value. The minimum points value for creatures is 1.

Maximum points value. There is no maximum points value.

POINTS VALUE MODIFIERS

Values worked out from the formula given above tend to undervalue the larger creatures. To compensate for this, a modifier is applied to any creature whose points value works out greater than 10. This is done before adding up weapons, equipment or other factors. Firstly, round the value up to the nearest whole number. Then apply the following multiplier.

Score as formula

Multiplier

11-15

1 ½

16-20

2

21-30

3

31-40

4

41-50

5

51-60

6

61-70

7

71-80

8

81-90

9

91-100

10

Per +1

+1

The result gives the actual points value of the creature. It does not include weapons, equipment, armor, vehicles, or mounts.

Flying creatures are subject to an extra cost of +5 of the total (or +10% of the total including modifiers – whichever is the greater). Round fractions from the flying bonus down to give a whole number.

Burrowing creatures such as Crawlers are subject tot he same modifier as flying creatures.

Creatures with saves similar to armor saves but given to take into account horny skin, etc, cost an additional +½ point per ‘pip’ before the modifiers are applied. So a 5 or 6 save is +1, for example.

Riding/draught creatures such as horses have a minimum value of 5 points.

WEAPONS

The basic cost is assumed to include a single non-ranged close-combat weapon. This will usually be a sword, combat knife, club, a combat attachment, or other comparable weapon. It may not be a pistol or any weapon which has a range effect. Other weapons, including small close-combat weapons, cost additional points. The points values are summarized below.

 

Weapon

Points Value

Basic

Auto-gun

1 ½

 

Bolt gun

2

 

Bow

½

 

Crossbow

1

 

Flamer

2

 

Graviton gun

2

 

Handbow

½

 

Lasgun

1 ½

 

Melta-gun

7

 

Musket

1

 

Needle gun

1

 

Plasma gun

5 ½

 

Shotgun

1

 

Shuriken catapult

2

 

Sling

½

Close Combat

Antique pistol

½

 

Auto-pistol

1

 

Bolt pistol

1 ½

 

Chainsword

1 ½

 

Combat accessory

½

 

Force rod

40

 

Force sword

40

 

Hafted weapon

½

 

Hand flamer

2

 

Hand weapon

½

 

Jokaero digital

50

 

Laspistol

½

 

Needle pistol

½

 

Neuro-disruptor

5

 

Plasma pistol

4 ½

 

Power axe

6

 

Power glove

15

 

Power sword

7

 

Sawn-off shotgun

½

 

Stub gun

½

 

Sword

½

 

Web gun

2

Heavy

Auto-cannon

35

 

Conversion Beamer

50

 

Distortion cannon

40

 

Grenade launcher

15

 

Heavy plasma gun

50

 

Heavy bolter

15

 

Heavy stub

10

 

Heavy webber

20

 

Las-cannon

45

 

Missile launcher

30

 

Multi-laser

40

 

Multi-melta

50

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Very Heavy

Defense Laser

250

 

Macro-cannon

100

 

Plasma Cannon

200

Grenades*/shells

Anti-plant

½

 

Blind

1

 

Choke

½

 

Crack-normal

2

 

Crack-powerful

4

 

Frag

1

 

Hallucinogen

2

 

Haywire

4

 

Knock-out

½

 

Melta-bomb

4

 

Photon

1

 

Plasma (1)

1

 

Psyk-out

10

 

Rad

4

 

Scare gas

1

 

Smoke

½

 

Stasis

4

 

Stumm

½

 

Tanglefoot

1

 

Toxin gas

½

 

Virus (4)

4

 

Vortex (1)

25

Mines

As per shell type for 1 individual mine. Double cost for 2x2" area.

Support

Barrage bomb (1)

250

 

Bio-wire bomb (1)

85

 

Disruptor beacon (1)

35

 

Holographs (1)

10

 

Homing beacon (1)

20

 

Mine missile (1)

50+10 x shell cost

 

Missile (1)

50+(shell cost x size)

 

Nightlight (1)

10

 

Plasma bomb (1)

500

 

Scatter missile (1)

50+(shell cost x 6)

*Except for grenades and shells marked with a number, the points cost buys a sufficient quantity so that there is no need to record expenditure during a normal game. These grenades and shells are tiny compared to their modern equivalents, and a trooper might easily carry 20 or 30 with no more effort than a single 20th century grenade or shell. If necessary roll 5D10 or assume 25. Those shells/grenades marked with a number are more expensive, larger, or available only in limited quantities. The amount shown is the quantity carried for the points indicated. Expenditure is normally recorded for such items.

EQUIPMENT

Equipment also has to be added to the basic cost. The cost of equipment is as follows.

Item

Points value

Auto sense

½

Auto-system

10 each

Bio-scanner

5

Bombot

5

Breathing apparatus

Artificial gill

Filters

Gills

Mask

Respirator

1

½

5

½

½

Cameleoline

½

Communicator

½

Ejector seats (vehicles)

5

Eye protectors

Visors

Contacts

Drops

Injections

½

1

½

5

Flight pack

4

Frenzon (dose)

½

Gravity chute

1

Immune (dose)

1

Infra-vision

Surgery

Visor

Contacts

30

1

½

Jump pack

2

Las-cutter

35

Medi-pack

5

Needler chemical

1

Parawing

1

Phase-field generator

50

Polymorphine (dose)

15

Porta-rack

7

Power board

3

Power canopy (vehicle)

5

Power field generator

10*

Rad-counter

3

Rad-suit

2

Sealed suit

1

Stimulant (dose)

½

Stumm antidote (dose)

½

Syn-skin (each use)

100

Suspensor

2

Targeter

5

Teleport homer

20

Tendril sensors

25

Web anaesthetic

5

Web solvent (each use)

1

ARMOR

Item

Points value

Carapace

1 ½

Conversion field

3

Chainmail

½

Displacer field

2

Flak

½

Mesh

1

Plate

1

Powered armor

6

Refractor field

1 ½

Shield

½

Stasis field

25

BIONICS

Item

Points value

Arm (each)

30

Ears

30

Eyes

If targeter

If bio-scanner

If energy scanner

30

+10

+10

+10

Legs

30

Lungs

50

DREADNOUGHTS AND VEHICLES

Points for dreadnoughts and vehicles are worked out from the basic profile with equipment and weaponry added. The points for dreadnoughts are worked out in the same way as for creatures, with the additional modifier given.

Dreadnought +25

The points for vehicles are worked out as follows.

Maximum land speed

¼ per 1"

Acc/dec rate

½ per 1"

Maximum air speed

1 per 1"

Minimum air speed

-1 per 1"

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Acc/dec air speed

½ per 1"

Turn radius ratio

½

1

2

+10

+5

+2

Capacity

x2

Toughness

x3

Damage

x5

Save

10 per ‘pip’

Example: The Vincent Black Shadow bike without rider, weapons or equipment works out as follows.

LAND

AIR

 

TRR

Cp

T

D

Sv

Eq

W

Max speed

Acc/dec

Max speed

Min speed

Acc/dec

32

16

     

½

1

5

1

5

2

2

+8

+8

     

+10

+2

+15

+5

+20

   
Total 8+8+10+2+15+5+20 = 68 + equipment/weapons

ROBOTS

Points for robots are based on their individual profile and any weaponry as if they were normal living creatures. Most robots have their own built-in save costed at +½ per saving roll ‘pip’ before modifiers are applied (i.e. 6 is +½).

PSIONICS

The points for psychic creatures are worked out in the same way as other troops and then modified by psychic mastery, psi-level and the number of abilities they have.

Each level of psychic mastery

10

Each point of psi-level

1

Each level 1 ability

5

Each level 2 ability

10

Each level 3 ability

20

Each level 4 ability

40

Example. A basic psyker with a normal human profile and a psychic mastery of 1, with psi-level of 12 and 3 abilities works out as follows.

Basic human

5

Psychic mastery of 1

10

Psi-level of 12

12

3 level 1 abilities

15

Total

42 points

A creature which has psychic abilities not expressed in terms of levels and points (such as the Psychneulen) is given a bonus of +5 points or 10% of the total cost (whichever is greater). Round fractions from this bonus downto give a whole number.

USING POINTS VALUES

Points values have been included as an alternative to experience and intelligence consideration on the part of the GM. If you don’t have a GM then a points system does at least provide a basis for what should be a fair game. Similarly, if the GM is new to Warhammer 40,000 the points values will help towards his selection of sides. However, the points values do not (and indeed cannot) guarantee to give a fair game in all situations. There are so many special effects and special vulnerabilities that it is impossible for any points system to cope. The best method of setting up a game is for the GM to design his scenario and then carefully think about the forces involved. This is easy to do once you have played Warhammer 40,000 a few times, and should enable the GM to produce a fairer, more evenly balanced and more satisfying result than any points based system.

BASIC POINTS FOR COMMON CREATURES

This chart summarizes the points values of creatures described in the rules. Additional points must be added for equipment, etc.

 

Creature

Basic

Champion

Minor

Hero

Major

Hero

Human

5

7

36

84

Human Marine

8

9

69

124

Beastman

6

8

38

87

Halfling

18

78

Ogryn

21

32

124

210

Squat

63

90

Eldar

8

10

63

124

Ork

38

69

Gretchin

32

78

Slann

7

9

40

87

Jokaero

34

78

Tyranid

32

36

152

235

Zoat

75

81

152

235

Astral hound

24½

Enslaver

69

Psychneuein (adult)

83

Psychneuein (grub)

3

Vampire

124 + points for psychic powers

Ambull

78

Bouncer

Carniverous sandclam

1

Catachan Devil (small)

144

Catachan Devil (medium)

348

Catachan Devil (large)

600 – male 747

Catachan Face-eater

1

Crawler

1

Crotalid

63

Cthellean Cudbear

128

Genestealer

38

Grox

78

Gryrinx

Horse (riding)

5

Horse (draught)

5

Lashworm

1

Dinosaur (small)

34

Dinosaur (medium)

84

Dinosaur (large)

152

Ferro-beast

34

Giant Insectoid (small)

Giant Insectoid (medium)

32

Giant Insectoid (large)

73

Giant Spider (small)

9

Giant Spider (medium)

40

Giant Spider (large)

90

Mimic

Ptera-squirrel

Razorwing

Rippy-fish

Sunworm

66

Swarm (10 models)

120

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SCENARIO - THE BATTLE AT THE FARM

The battle at the farm represents a typical encounter between a group of Orks and a force of Space Marines. The battle has been designed to introduce players and gamemasters to Warhammer 40,000 and can be easily resolved during a single evening. You will need one persona to act as GM and two players, one to represent Orks and the other Space Marines. Apart from a tabletop you will need a few scenic features and models. Scenery can be improvised using books if you wish whilst you can use the counters provided instead of models. The counters have been printed into the book, and rather than cut your copy of Warhammer 40,000 we would suggest photocopying the page and gluing the sheet onto a piece of card. You can make as many counters as you like, and can always make some more if the originals get tatty.

Like all battles, this one has a story to it. Similarly, every game should have a storyline or plot - the outcome of which will depend on the result of the battle itself. The story and all game details are referred to simply as the scenario.

THE PLAYERS' BRIEF

Before every game the gamemaster should prepare a written brief for each player and one for himself too. Each player's brief contains all the information the player would know if he were the commander on the spot - so all the GM needs to do is present players with their own brief and allow them to read it. A brief contains a description of the background tot he scenario, a run down of the situation represented by the battle, profiles for the player's own troops, details of weapons, equipment, and objectives for the game. Having a written brief allows the player to keep an accurate check of his forces, and makes it unnecessary for the GM to keep on explaining important details. The brief also makes it easy for each player to keep his own details and objectives confidential. For this reason it is important that players see only their own brief. Sometimes the GM will need to discuss a detail with a player, or the player may wish clarification on some point, in which case the GM and the player can leave the room to avoid giving anything away to the opposition. Another useful feature of the written brief is that it can be used to record details during the game, and notes about the battle afterwards. If players or GM keep old briefs, an interesting record of each battle can be maintained for future reference.
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GAMEMASTER'S BRIEF

The GM's brief simply records all the details of the game not given in the player's briefs. The brief for The Battle at the Farm is quite detailed. When you invent your own scenarios you will find you can remember most of the information, and all you will need are a few notes to 'jog' your memory. Whereas the player's briefs describe the situation from the point of view of the individual commander, the GM's brief describes the situation as it really is. There is no reason why a player's brief can't contain deliberately misleading or wrong information - but the GM's brief must be accurate! When playing a scenario written by someone else (as in the battle that follows) the GM's brief must be extremely thorough.

WHAT THE GM MUST DO

Read through the entire scenario at least once. As the GM you must be familiar with the basic details of the game and the troops involved. It is your responsibility to arrange the time and place of the game with the player's and to prepare the tabletop for action. This scenario has been designed so that you need only a little scenery. If necessary, you can always improvise by using books to represent hills, card to represent walls or ruins, and plasticine to represent anything else you want! Set up the table before the players arrive, and make sure you have all the paperwork to hand out. There are three 'brief sheets'; one for you as the GM, and one for each player. Each brief sheet contains all the information the GM or player requires in order to play the game.
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The player’s brief sheets are printed in the perforated sections at the back of the book. These may be removed from the volume without damaging the binding, and given to the players at the start of the game. Alternatively, should you not wish to tear out those sections you may photocopy them. You will also need to prepare on area effect radius marker – a card circle 1½" radius. At the back of the book you will find a page of cut-out templates which you may use if you wish.

Don’t forget, you will need dice, rulers, tape measures, pencils/pens and scrap paper. If your game is going to go on into the evening, make sure you have access to some sort of refreshments – you can ask your players to contribute by bringing something along.

When the players arrive, present them with their briefs. Players must be allowed ten minutes to read through them and thoroughly digest their contents. It is important that the player’s remain unaware of the details of their opponent’s brief. If players have any questions the GM can answer them now, before the game starts. If may be necessary to take a player aside to answer any confidential questions.

BEGINNING THE GAME

The Marine player begins with his troops effectively out of sight in the buildings, or other wise hidden. Models do not, therefore, have to be placed on the table from the start. Before play begins the player may record the positions of his troops on a copy of the map – however he is still obliged to place his troops as indicated on the dispositions map. Once a model has fired, or moved within sight of an enemy, it is placed on the table; otherwise models can be moved secretly and their positions recorded. Because the game is fairly open you won’t have to do much recording.

The game starts with the Ork player moving his troops onto the battlefield. They can appear anywhere along the eastern table edge, and do not have to come on at once. Units may be kept in reserve and moved on to the table during a later turn if the player wishes. Only whole units may be kept back in this way. All troops measure their first move from the table’s edge.

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ENDING THE GAME

The game will probably end with the total defeat of one side – with all the Orks or Marines dead or routed. Troops routing from the table take no further part in the game. However, any Orks that escape the battle could conceivably fetch reinforcements and prevent the Marines from reaching New Rynn City. This could be pointed out tot he Marine player as an incentive to prevent Orks from escaping, but so long as no Ork personalities escape you can assume routers desert, get lost or are unable to remember exactly where they were when the battle took place.

If the Orks win they return to their base bearing suitable trophies – including Pedro Cantor’s head. Thrugg Bullneck’s victory is brought to the attention of no less a person than Warlord Snagrod, he is elevated to Captain of Charadon and given command of the force besieging New Rynn City. The fate of the jewels remains a mystery – but both Thrugg and Hruk may be seen sporting new armor and weapons.

If the Space Marines win they press on with all haste to the city. The Ork siege lines are scattered and remote, and there is still some fighting going on in the unwalled sections (part of the shantytowns normally occupied by the poorer classes). The Marines easily avoid

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the Orks and soon run into a group of human militia. If cantor is still alive he is whisked off to meet the planet’s governor in the governmental palace, from where the two join forces to organize the city’s defense.

THE GM’S BRIEF

Introduction. The invasion of Rynns World by the Ork Warlord Snagrod the Arch-arsonist of Charadon came as no surprise to anyone. In fact, Snagrods eternal boasting about his conquests of the neighboring system of Badlanding had come tot he attention of even Commander Pedro Cantor, Chapter Master of the Crimson Fist Space Marines. But, in common with the rest of the population, the Marine leader had always maintained that ‘it couldn’t happen here’, and that ‘no stinking little Ork Warlord is going to mess with the Crimson Fists.’ Also in common with the rest of the populace he was dead wrong.

If Cantor had taken the Ork’s threats a little more seriously things might have been different. If the planets defense missiles had not fallen tot he ground directly on top of the Marine’s Arsenal things might have been very different indeed. For one thing, Cantor wouldn’t be holed up for the night in a burnt out farm, waiting for an opportune moment to sneak into New Rhynn City – the largest settlement on the world and the only one still in human hands. The Ork patrols had passed increasingly frequently as the surviving Marines approached the city, and it was inevitable that sooner or later they would have to fight. Our battle recreates that conflict, a typical small encounter such as might take place in any battlezone. The sides are Orks and Space Marines, but might equally well be Eldar or any other antagonists described in the Background section.

The situation. Commander Pedro Cantor and the survivors of the disaster at the Marine base are trying to get to New Rhynn city – the last city still in human hands. For a description of the Space Marine forces see the Player’s Brief. They are only 5 kilometers away from the city walls: finding Ork patrols numerous and alert they hid overnight in an abandoned farm. Meanwhile Ork Leader Thrugg Bullneck leads his weary patrol directly for the farm – the rest of the patrol believing this to be a regular assignment. In fact, Thrugg has been here before, when the farm was originally attacked and its homesteaders slaughtered. During the massacre Thrugg found and hid what he believes to be a great treasure of precious stones. Only one of his patrol knows of this (Sergeant Hruk) and the plan is to recover the treasure and split it between them. The two forces clash totally unexpectedly, and a fierce battle ensues in which the objective is survival (although Thrugg and Hruk probably have other things in mind!)

The battleground. See the map for details. The farm lies in ruins following the initial assault some days earlier. The main building has survived only as a shell of broken walls about 1½ meters high. It is built of stone. Outhouses and cattlepens exist only as low stone walls. The small jadeberry orchard is largely intact, providing what little cover exists in the basically open battlefield. A low hill (Bultha’s Rise) protects the farm buildings from prevailing winds, upon its top are the remains of the farm’s wind powered electricity generator.

Main building – a rectagular series of walls counting as obstacles to cross and as hard cover to troops behind them.

Walls – obstacles and hard cover.

Orchard – counts as a wood and consequently difficult ground.

Wreckage of generator – counts as an obstacle and hard cover.

Dispositions. The Space Marines start the game within the main building where they have been sleeping. Make a copy of the dispositions map and present it to the Marine player with his brief. The 3 sentries (split 1 man units, 1 from each of the main units) are positioned as indicated on the dispositions map. It is the east sentry that first sees the Orks and communicates the alarm tot he remaining troops. The Orks enter play on the eastern table edge. At this point the Orks do no know the farm is occupied, and Thrugg’s uppermost thought must be entering the main building and recovering his booty. However, the player must be righlty suspicious and will probably want to advance cautiosuly to see if the farm hides enemy troops.

Victory conditions. The Space Marines must slay all of their opponents to prevent them from informing other Orks of their presence. Thrugg and Hruk are only interested in their treasure. To recover this they must spend 1 entire game turn alone in the main building – stuffing the jewels into their pockets and packs. Alternatively, one Ork can recover the loot in 2 turns. To win the game, the Ork player must recover the jewels and either Hruk or Thrugg must survive. If the Ork player elects to communicate the Marines’ whereabouts and succeeds he will be ordered to stand back and await reinforcements. Once he has done this the Marines have 4+D6 turns in which tot leave the table by the eastern edge. Any troops failing to do this are caught by an overwhelmingly superior force of Orks and slain automatically. Once this time limit is up Thrugg has blown his last chance of recovering the jewels – the Ork in charge of the relief force decides to build a parking lot on the site!

Many players prefer to gauge how well they have done in terms of ‘victory points’. These must be worked out by the GM before the game and are an optional system. They make no difference to the game. One advantage of using this system is that you can get a result if you agree to play for a set number of turns, without necessarily having to finish the game. The victory points for the players in this game are as follows.

Marine

Each surviving Marine

1

 

Commander Cantor survives

5

 

All Orks slain

5

 

All Orks either slain or routed

3

Orks

Each surviving Ork

½

 

Hruk survives

2

 

Thrugg survives

3

 

Treasure recovered

5

 

Marines all slain or routed

3

 

Situation communicated to base

1

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