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März Warhammer Rulebook Download Free (epub, Pdf) this full color edition of the 6th reboot of 40k is, in my opinion, the nicest in terms of. 4 days ago Warhammer Fantasy 6th Edition Rulebook - [Free] Warhammer [PDF] [EPUB] Warhammer (formerly Warhammer Fantasy Battle or 40k? One page 40k is a single-page ruleset that you can play with your warhammer 40k. Warhammer 40k 6th Edition Apocalypse PDF ePub Mobi first edition of the rulebook was published in october ; the latest edition is the.
It appears this is an appeal to new players whose first army was the Dark Vengeance box set. With this rule, all Troop units in this detachment can control objectives even if an enemy unit is within range of the objective, unless the enemy unit also has this rule. One of the tournaments I went was a 2v2, my buddy and I created 2 space marines balanced list. General Structure The hardback book has pages and the cover is printed in colour. Next Warhammer 40, 6th Edition Rulebook So far the only thing that can hit flyers reliably are guns with Skyfire and other flyers.
Good in that we no longer have a scapegoat to point at for ruining our favorite armies. All Open-topped transports are Assault Vehicles. Vehicles moving at Cruising Speed fire all weapons as Snap Shots. On a 6, the psychic power is canceled out completely. So that is what the Bonding Knife Ritual does. If players cheese out the rules to make the most wonky lists that encourage steamrolling the opponent, then I'll find another game. Next Discussions Each Chapter also gets its own Chapter Tactics mostly consisting of two extra special rules , which vary widely in quality but are largely pretty good.
This can be seen as a good move and a bad. They dislike the Black Templars and Tau, though. So I make it home and what do I find? More Divination-capable psykers than any other army? The most important rule then is that the rules aren't all that important!
So long as both players agree, you can treat them as sacrosanct or mere guidelines - the choice is entirely yours. Almost all of the dice rolls in Warhammer 40, use standard six-sided dice usually referred to as D6. Rolling a D3 In rare circumstances you may be told to roll a D3. Roll a D6 and halve the score, rounding up. Modifying dice rolls Sometimes, you may have to modify the result of the roll.
Roll the dice and add or subtract the number to or from the score to get the final result. Sometimes, you may have to modify the result of the dice roll. You may also be told to roll a number of dice in one go, which is written as 2D6, 3D6, and so on. Roll the indicated number of dice and add the scores together, so a 2D6 roll is two dice rolled and added together for a score of between Another method is to multiply the score of a dice by a certain amount, such as D6x5 for a total between 5 and Finally, a combination of methods may be used, such as 3D giving a total of Sometimes, you may have to divide a dice roll or a characteristic or any other number.
Unless stated otherwise any fractions are always rounded up. Scatter dice Some weapons can cause damage even as their shots dont hit the target. To determine where the shot lands instead, you are told to roll a scatter dice.
The scatter dice is marked on four sides with an arrow, and on two sides with a cross-hair, called HIT symbol. Simply roll the scatter dice near the target point to see in which direction the shot has deviated.
If you roll a HIT, you will find a small arrow on the symbol to determine the direction. DICE Dice D6 In a Warhammer 40, battle you often need to roll dice to see how the actions of your models turn out - how effective their shooting is, what damage theyve done to a vehicle, how far they.
Re-roll In some situations, the rules allow you a re-roll of the dice. The second score counts and no single dice can be re-rolled more than once. If you re-roll a single 2D6 or 3D6 roll, you must re-roll all of the dice and not just some of them, unless the rule.
In rare circumstances you may be told to re-roll both a passed and a failed test. In this case the two rules cancel each other out and the dice is not re-rolled. It is important to know exactly which parts of a model are considered to be part of the body or hull. Body The body includes the torso, head, arms and legs, but excludes tails, wings, etc.
Weapons and minor details like spikes, ammunition, banners are not part of the body. Every part of the model that horizontally juts out of the area defined by the models base is not part of the body. This rule is intended to limit the effect of large conversions on the game.
Thus, you can make your model as impressive as you like without worrying about the impact on the game. Hull The body of a vehicle is called hull. The hull includes the fuselage, turrets, rudders, engines, aerofoils, etc. Dozer blades, rollers and other ramming devices in front of the vehicle are considered to be part of the hull. Merely cosmetic spikes, etc. Weapons are not part of the hull, but their mountings and sponsons are.
This rule is intended to ensure that players dont get penalised for having impressive gun barrels. Exhausts, sails, crew, antennas, barrels, extra ammo, etc are not part of the hull. Roll off If the rules require players to roll-off, this simply means that each player rolls a dice and the player that scores the highest result wins the roll-off. If the players that rolled the highest have the same result, they roll another dice and add the result to their previous roll until one player is the winner.
Each model is an individual playing piece with its own capabilities. To represent all the different types of models, each one has its own characteristics profile as described in the next section. Bases Citadel miniatures are normally supplied with a plastic base. If so, they must be glued onto their bases before they can be used in the game. Some players like to mount their models on impressive scenic bases. As mounting your models on different-sized bases might affect the way they interact with the rules, make sure before the game that your opponent does not mind this.
If you own a classic version of a model, you may always choose to mount it on the base the newest version of the model is supplied with. UNITS Warriors tend to band together to fight in squads, teams sections or similar named groups individuals do not normally go wandering off on their own for obvious reasons! In Warhammer 40,, we represent this by grouping models together into units. Units fight in loose groups with gaps between each model.
This gives the troopers the freedom to move over difficult terrain quickly, and enables them to take advantage of such things as minor folds in the ground, scrub, and other small features, to shelter from enemy fire.
Similarly, vehicle squadrons are made up of a number of vehicles. The different elements of the unit have to stay together to remain an effective fighting force. This is detailed more fully in the Movement section on page A unit will usually consist of several models that fight as a group, but it can also be a single, very large or powerful model, such as a battle tank or a lone hero.
In the rules that follow, all of these things are referred to as units. Unit Coherency Units have to stick together, otherwise individual models become scattered as the unit loses its cohesion as a fighting force.
Models in a unit must form an imaginary chain where the distance between one model and the next is no more than 2". We call this unit coherency. During the course of a game, it is possible a unit will get broken up and lose unit coherency, usually because it takes casualties. A unit out of coherency can act as normal. The unit cannot break the coherency voluntarily. If the unit is not in unit coherency at start of its Movement phase it must restore it immediately see page Because a unit must end up in unit coherency when it moves, it sometimes restores its coherency on a natural way before its next turn.
Fortunately, in most cases the reference point will be on the edge of the base, allowing you to measure distances conveniently from base to base. When measuring distances between two units, use the closest models as your reference points, as shown in the diagram below. In general, players are not allowed to measure any distances except when the rules call for it e. Models at different heights Often while measuring distances you will need to measure between two models at different heights.
A notable exception is measuring movements. In order to free you from the scientific task to survey the landscape of the battlefield, movements are always measured flat on the table. Project the starting and the ending position of the model vertically onto the table and measure the distance of these points or hold the tape measure in the air.
Squad Leaders Units are lead by heroic individuals - veterans of many battles, superiors in the chain of command or simply the strongest and meanest soldier in the squad.
These champions are called squad leaders. Squad leaders are used in various situations like directing the units fire, regrouping or to make characteristic tests for the unit. You will learn more about squad leaders in the Character section on page Because the contact point is often on the models base, being in contact is often referred to as being in base-to-base contact in older Codex books.
Determining the line of sight is described further in the Shooting phases section. But it is important to note that the line of sight is drawn solely to the models body or hull and never to its base. To represent the different abilities of these creatures in the game, there are nine categories that describe the various aspects of their physical and mental make-up.
These are called characteristics. The characteristics are: For all models except vehicles the characteristics are given a value on a scale of - the higher, the better except for a models Armour Save, where the opposite is true.
This means that you take the positions of models and terrain at face value, and simply look if your warriors have a view to their target. This is different to other, more abstract systems where terrain is assigned a height value and you have to calculate what warriors can see. We have chosen true line of sight because it makes the game feel much more cinematic and real.
Theres nothing quite like getting a models eye view to bring the game to life. Of course, this method does mean that occasionally there are-border line cases when it is quite hard to decide if a model can see a target or not, but sporting players will always be generous and give their opponent the benefit of the doubt.
Weapon Skill WS This characteristic defines how skilled and vicious a creature is with his weapons in close combat. The higher the score, the more likely the warrior will land blows on a close combat opponent. This is normally 1 for most models, but a heroic leader or a large beast can have 3 or even more Attacks. The number of Attacks a creature makes may be increased if it has the added impetus of assaulting into its foes or is fighting using two weapons, for example.
Note, that these effects can increase the number of attacks above 10 as these bonuses dont modify the profile itself. Ballistic Skill BS Ballistic Skill shows how accurate a creature is with ranged attacks, such as guns, rockets or energy weapons. The higher this score is, the easier a creature finds it to hit when it shoots at something.
Some monsters have natural weapons that can be used at range they may be able to spit venom, for example and their BS is used to determine whether they hit or not.
Leadership Ld The Leadership of most models is around an average value of 7 or 8. A creature with a higher Leadership value is courageous, steadfast, and well-trained. A creature with a lower value is temperamental, unpredictable and cowardly.
Models that represent generals, heroes, sergeants and other such characters often have a high Leadership that allows them to lead others, inspiring them on to greater feats of valour. Strength S Strength shows how physically strong a creature is. An exceptionally puny creature may have a Strength of 1, a deadly Wraithlord has S10 and most humans have S3. Strength tells us how hard a creature can hit in close combat or how easily it can hurt an enemy.
Most creatures have an armour save based on what kind of armour they are wearing, so this characteristic may be improved if they are equipped with better armour.
Other creatures may receive a natural saving throw from having thick bony plates or a chitinous shell. Toughness T Toughness measures a creatures ability to resist physical damage and pain, and includes such factors as the thickness of its flesh, hide or skin.
The tougher a creature, the better it can survive enemy blows or shots. A human is T3, while a resilient Ork is T4. The smaller and faster, the better the Evasion Value of a warrior. This characteristic is not part of the models profile as it depends on the speed of the model. This characteristic is described on page Wounds W Wounds show how much damage a creature can take before it either dies or is so badly hurt it cant fight any more.
Most man-sized creatures have only a single Wound. Heroes and large monsters are often able to withstand several injuries that would slay a lesser creature, and so have a Wounds value of 2, 3, or more. If a rule refers to the native or initial Wounds of a model, the characteristic value of the model as printed in the Codex book is used and not the number of Wounds it has left.
Move M Squads do not move with the same speed. Galloping cavalry and alien flying troops are many times faster than infantry. Jetbikes are only matched by aircraft capable of supersonic flight. The venerable tanks of mankind are outspeed by the clunky yet fast buggies of the Orks. How quick a unit moves under combat conditions depends not solely on its speed.
Units have to take cover, look out for enemy units, crouch through vegetation, navigate, climb slopes, carefully inch through unstable rubble, give comrades covering fire and receive orders. Pure speed, battlefield awareness, reflexes, intuition, boldness, an efficient command structure and agility are equally important to be able to advance quickly.
The Move value M represents all these factors. Initiative I How alert a creature is and how quickly it reacts is shown by its Initiative. In close combat, faster creatures gain a massive advantage over slower ones because they get to strike first. A normal human is Initiative 3, while an agile Dark Eldar warrior is Initiative 5. Attacks A Warriors of exceptional skill and particularly ferocious monsters can unleash a flurry of blows against their opponents.
This characteristic. The Move value is not part of a models profile but of its unit type. Thus all units of the same type move up to the same distance. The Move value can be higher than Zero Level Characteristics Some creatures have been given a 0 or a - for certain characteristics, which means that they have no ability whatsoever in that field.
If a model lacks a certain characteristic in its profile altogether, this is the same as having a value of zero. The effects of a zero value characteristic are explained in the box below. Usually the model cannot hit and wound an enemy and is hit and wounded automatically. I If the squad leader of a unit has an Initiative of 0, the unit cannot execute Sweeping Advances. A A model with a Attack value of 0 cannot attack in close combat, but can still use different Combat actions and can use its Weapon Skill to defend against enemy attacks.
Ld A model with a Leadership characteristic of 0 automatically fails Morale checks. As you can see, both are similar in some respects. They have the same Ballistic Skill value which means they will hit equally often in shooting. Both creatures have 1 Wound and 1 Attack, which is the norm for man-sized creatures.
The greater Strength value gives the Space Marine a better chance of injuring or killing the Veteran in hand-to-hand combat. Chaos Space Marines are extremely robust, with their high Toughness meaning they are better than ordinary humans in surviving damage inflicted on them. The Chaos Space Marine has a Leadership of 9, which is higher than the average Leadership for most warriors. The Chaos Space Marines thicker armour gives him another marked advantage over the Imperial Guard Veteran, as most shots or blows that hit the Space Marine are deflected on a D6 roll of 3 or more.
The Veteran instead needs a roll of 5 to be saved by his Flack Armour. Obviously, even veterans of the Imperial Guard are no match for Chaos Space Marines when fighting one to one but, as Guardsmen are usually found in large numbers, they can be lethal opponents, even for Chaos Space Marines. However no modifier may raise any characteristic above 10 or lower it below 0. If a model has a combination of rules or wargear that both add to and multiply one of its characteristics, first multiply the basic value and then add the extra points.
In rare circumstances a characteristic is replaced with another value altogether. If not stated otherwise, this is applied before any other manipulation. Note that if a model uses a weapon with a fixed Strength in its profile to shoot or attack shooting weapons, pistols and grenades, etc , modifiers to the models profile are not applied to the weapon and vice versa. Vehicle characteristics Set in the far future, the Warhammer 40, universe is home to all sorts of tanks, war machines and other combat vehicles, both human built and alien.
To reflect the many differences between creatures of flesh and blood and constructs of steel and iron, vehicles lack most of the characteristics, i. To make up for it, vehicles have a characteristic called Armour Value.
Vehicle characteristics are described in more detail in the Vehicles section see page In the Codex books for each army, you will find profiles for many races and creatures. For example it might have to tests its Strength to avoid being sucked into an extra-dimensional rift.
In order to take the test, roll a D6. To succeed, you must score equal to or lower than the value of the characteristic involved. Note that if a 6 is rolled, then the model automatically fails the test regardless of the characteristics value or any other modifier that might apply, and conversely a 1 is always a success. Of course, if a model has to take a test for one of its characteristic with a value of 0, it automatically fails. Most notably the unit type of a model tells you how far the model is able to move.
In addition, it assigns a number of special rules to the model. Unit types are explained in detail later in their own section that covers some of the more unique rules. In order to make it easier to learn the rules, every section of the book covers the basic rules that apply to all unit types.
At the end of each section there is a list with special rules that alter the general rules. Unit types are associated with one or more of these special rules. In addition, every unit type has a Move value that determines the maximum distance a model of this type can be moved in its turn. Actions are presented in the following form:.
Tests on the Leadership Tests made against the Leadership characteristic of a model are called Morale checks and are explained in greater detail on page In the case of a Morale check, roll 2D6 two dice added together, as explained earlier.
If the result is equal to or less than the models Leadership, the test is passed. The details of this action are described in the Tank section. The name of the action is stated at the top. Whether the action is executed by the whole unit or a single model and the type of the action are indicated beneath the name.
The type of an action is important when a unit is impaired in any fashion and performs actions of a certain type. For example, a model that is stunned by an explosion cannot move.
The model cannot attempt to ram a foe, because Repair has the type Move. The most common types are: Actions can be classified by several types at the same time. Models actions A model can only execute an action if itself and its unit is able to perform this kind of action.
Units actions Actions that are executed by the whole unit can only be used, if every model is able to perform this kind of action.
Models can perform action For example: If the unit is barred from performing Shooting actions because it is stunned, no model in the unit can shoot. If only one of the models is unable to attack because it was caught in a stasis field, the remaining models can attack as normal. However, the unit cannot use attacks that are executed by the whole unit like a cleansing smash, an attack used by gargantuan creatures to clear their way.
If a rule refers to the characteristic value of a unit, take the respective value of the squad leader as well. Majority Characteristics In some cases the majority of a certain characteristic in a unit is used.
If every model in the unit has the same value, the majority value obviously. If the unit consists of models with different characteristics, use the following method. If there are several such values, the controlling player can choose one.
Both Toughness values would be eligible to be the Majority value of the unit. The controlling player chooses Toughness 6 as it makes the unit a lot more resilient. Free actions Some minor tasks can be conducted even under the worst conditions. Often, Free actions are described without the traditional box.
Instead the rule text simply states that the action in question is free. Sometimes even this short notice is omitted; if there is no type specified for an action, assume that it is a Free action.
Individual and universal special rules There is an important distinction between individual special rules, universal special rules and special rules without an attribute.
Universal special rules Some skills are elementary enough so that a competent leader can advice his unit under battlefield conditions to employ it. Universal special rules are conferred to every model in the unit if at least one model has this rule. Individual special rules Individual special rules do not represent grand strategies or game changing abilities but small combat advantages or dirty tricks that can be utilized by a model alone. Individual special rules apply to the model that possesses it, no matter if it is part of a unit or not.
Special rules Most of the abilities can only be used if the whole unit acts in unity. If a single warrior is not trained in this special tactic, the whole squad cannot make use of it. If not explicitly stated otherwise, special rules are neither universal nor individual and fall into this category. Compulsory actions Compulsory actions must be performed if a unit is called upon to do so, unless it is barred from performing one or more of the actions types.
This may only be a single modifier, but can as easily replace the respective main rule altogether. Special rules are listed at the end of the section that is altered by it. Special rules are presented in the following form. A model with this special rule may perform Ramming moves. Throughout the book you will find quick references to special rules that often yield only a shortened description of the rule, but refer to the page where you can find the full text.
See page 30 for details. Some rules have different names. For example, Skilled Rider wouldnt be an appropriate ability for a foot soldier. Names aside, it is still the same rule in every regard.
A model cannot have the same rule twice, even if the rule has different names. Sometimes there are additional specifications in brackets after the special rule, e. This indicates that this particular rule deviates from the basic version in one aspect.
This is explained in the special rules description. Being it the relentless torrent of fire of your line troops, the devastating chainsaw attacks of your commander, an arcane storm unchained by your battle psyker, or the precise fire of your hidden sniper; everything that wounds or damages your and your opponents models follows the rules in this section. Shooting For shooting attacks compare the BS of the firing model with the EV of their target model and consult the Shooting To Hit chart to find the minimum score needed on a D6 to hit.
See page 71 for details. Some targets can take quite a bit of damage before they are destroyed, while some hits will not always cause appreciable damage. A hit might result in nothing more than a superficial graze or flesh wound. To decide if a hit causes a telling wound, compare the weapons Strength characteristic with the targets Toughness characteristic.
Each weapon has its own Strength value, given in the description of the weapon. The chart indicates the minimum value on a D6 roll required to convert the hit into a wound. Roll the dice together and you should use different coloured dice to pick out weapons with different Strengths or roll them separately see the box below.
Roll to hit. Roll a D6 for each attack or shot. Use the assault or shooting table to determine what score they must equal or beat to hit their target.
Roll to wound. For each attack or shot that hits, roll again to see if it wounds the target. The score needed is determined by comparing the Strength of the attacking model with the Toughness of the target. Allocate Wounds to armour groups. The owner of the target unit allocates the wounds on the units armour groups. Take Saving Throws. Each wounding hit may be cancelled by making a saving throw. Saving throws derive from the armour worn, or a different kind of protective measure.
Remove casualties. The wounds that have not been saved cause the target unit to suffer casualties. The owner of the target unit removes one model per unsaved wound. Attacks from models with the same Initiative are resolved simultaneously as well.
Sometimes there will be different weapons firing, or attackers with different WS or S in the same unit, in which case the player should use different coloured dice for them so that they can be picked out. For example, a firing squad may include several bolters, a plasma gun and a lascannon, in which case you could use white dice for bolter shots, a green dice for the plasma gun and a red dice for the lascannon.
Alternatively, you can simply make separate dice rolls for different attackers, as long as it is clear which dice rolls represent which attacks. Determine the number of shots fired or attacks made. This is explained in the Shooting and Assault phases sections.
Afterwards you roll to hit for each attack or shot. The procedure is the same but the characteristics and charts used depend on whether it is a shooting or close combat attack. Other forms of damage may skip this step altogether and hit automatically. Close combat For attacks in close combat compare the WS of the attacking model with the WS of their target model and consult the Assault To Hit chart to find the minimum score needed on a D6 to hit.
See page 60 for details. Note that N on the chart means the hit no effect. On the contrary, an A on the chart means that the hit wounds automatically. This could be because of the target's armour, some other protective device or ability, or intervening models or terrain. If all the models in a unit are the same, and have a single Wound each, such as a squad of Eldar Rangers or Necron Warriors, then this is a very simple process. You roll all the saves for the unit in one go as described below , and a model of your choice is removed as a casualty for each failure.
On the other hand, it is common for units to include models with different armour and protective abilities. In these cases we need to know exactly who has been wounded, and this requires an extra step in the shooting process.
The wounds the unit has suffered must be allocated onto specific groups of models with the same save before saving throws are taken. This extra step is explained after the basic rules see page Armour piercing weapons Some powerful weapons are quite capable of punching through even the thickest types of armour. This is shown by a weapon having an Armour Piercing value, usually referred to as AP. Nearly all weapons have an Armour Piercing value.
Some sample AP ratings for different weapons are shown below. The AP rating indicates the armour save the weapon can ignore - so lower means more powerful. A weapon shown as AP always allows the target an armour save. As do weapons that are shown as AP. If the weapons Armour Piercing value is equal to or lower than the models armour save then it is sufficiently powerful to punch straight through the armour and the target gets no save at all. The armour is ineffective against the hit. If the weapons Armour Piercing value is higher than the armour, then the target can attempt to save as normal.
Treat this rule as if the weapon had AP2.
Armour saving throws Most troops wear some sort of protective clothing or armour, even if it's only a helmet! Some creatures may have a form of natural protection, such as a chitinous exo-skeleton or thick bony plates.
If a model has a Sv value of 6 or better on its profile, it is allowed a further dice roll to see if the armour stops it being wounded. This is called an armour saving throw.
Roll a D6 for each wound the model has suffered from incoming fire and compare the results to the model's Sv characteristic. If the dice result is equal to or higher than the model's Sv value, the wound is stopped. If the result is lower than the Sv value, the armour fails to protect its wearer and the model suffers a wound. This means that, differently from other characteristics, a Sv value is better if it has a lower number.
Invulnerable SaveS Some warriors are protected by more than mere physical armour. They may be shielded by force fields, can dodge attacks or are enwrapped by mystic energies. Models with wargear or abilities like these are allowed an invulnerable saving throw. Invulnerable saves are different to armour saves because they may always be taken whenever the model suffers a wound - the Armour Piercing value of attacking weapons has no effect.
Even if a wound has an AP of 1 or 2, an invulnerable saving throw may still be taken. The Space Marine is entitled to a Saving throw of 3, so a D6 is rolled resulting in a score of 5.
The damage is therefore saved, and the model is unharmed the shot bounces harmlessly off his power armour. Rigid Saves Some models are exceptionally well protected against weak attacks, but stronger hits burst through the additional layers or protection with ease. They may have an alien metabolism that can. Rigid saving throws can be rolled in addition to another saving throw. If the weapon has an AP of 1, 2 or 3 or causes Instant Death, the target gets no rigid saving throw regardless of how good the save is.
If the weapon has an AP of 4, 5, 6 or - and does not cause Instant Death or model is saved by the Eternal Warrior special rule from Instant Death , the target can take the rigid save as normal.
A roll of 1 always fails. Of course this also includes wounds against which no save can be attempted, such as those from weapons with a very high AP. Once the number of unsaved wounds caused by the attacking unit has been determined, the player controlling the target unit decides which models have been wounded. He can even choose models of his unit that are not engaged or are not in range or line of sight of the firing unit. This may cause the unit to lose its coherency.
Models that have a single Wound on their profile and suffer an unsaved wound are immediately removed from the table as casualties.
Casualties are not necessarily dead they may be merely knocked unconscious, too injured to carry on fighting or incapacitated in some way. In any case, they are no longer fit to participate in the battle. If a model carrying a more powerful weapon is killed and removed, we can safely assume that either he was the only one trained to use the weapon or that the weapon itself has been damaged and is now useless to other members of the unit.
Cover Saves Cover saves can only be used against shooting attacks. The great thing about cover saving throws is that they are not affected by the Armour Piercing value of the attacking weapon, so troops in cover will normally get a saving throw regardless of what is firing at them. The Shooting phase section explains when a model receives a cover save.
As if this wasnt enough the model might be in cover as well. In these cases, the model still gets to make one saving throw, but it has the advantage of always using the best available save.
For example, if the Terminator described above was standing in a fortified building and was wounded by an AP2 weapon, his terminator armour would be of no use, as the shots AP is equal to or lower than his armour save. Neither of these saves is affected by the AP of the weapon so the Terminator uses the Cover Save to give him the best chance of surviving. Rigid saves are an exception to the rule above. They can be rolled in addition to a single saving throw of any kind.
The same applies for armour, rigid and invulnerable saves as well. Removed from play The various Codex books and supplements use different terms for casualties at times. A model may be destroyed, killed, incapacitated, removed from play or removed as a casualty. All these terms refer to the same thing. The model is taken from the table and does no longer take part in the game unless it has a special rule that says otherwise e.
If a unit is destroyed, every model in it is removed as a casualty. Of course many units include models with different armour. Usually at least the squad leader has an additional layer of protection. When this is the case, an extra step is needed to determine which warrior has been hit by which weapons.
This is worked out as follows:. The player must allocate the full amount of wounds to an armour group before he can pick another group.
Once all armour groups are saturated, the process is repeated and the player must saturate all armour groups before he can pick an armour group a third time, and so on. This process is repeated until all wounds have been allocated. We find that the clearest way of doing this is to literally pick up the dice that have scored wounds and place them next to the groups they were distributed to.
It is still important to know which weapon has caused which wound, because they may negate the targets save, so sticking with the same coloured dice used when rolling to hit will really help. If you have an armour group consisting of four Imperial Guardsmen and one Platoon Commander with two remaining Wounds, you can distribute six wounds to the armour group before you continue with the next group. Allocating wounds Once the number of wounds has been determined, the player controlling the target unit must decide which models are wounded.
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