40K - Trial Assault Rules v7.pdf

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Rules Introduction
THE ASSAULT PHASE
While firepower may be enough to drive an enemy back from open ground or lightly held positions,
shifting a determined foe from a fortified bunker or ruined settlement will need sterner measures. In an
assault troops storm forward, screaming their battle cries, eager to strike at their foe with knives, claws, gun
butts or anything else in a desperate close combat. The term Assault covers all seven steps summarised
below: -.
1: Declare Charges . Announce which of your units intend to charge.
2: Move Charging Units . Move units which are charging.
3: Fight Close Combat. Troops fight in close combat. Models roll to hit, wound and saving throws are
made through ten Initiative steps
4: Determine Assault Results . Total up wounds inflicted. The side which inflicted the most wounds in
each combat is the winner.
5: Loser Checks Morale. The loser has to pass a Leadership test or fall back. If the loser fails the test
go to step 7.
6: Pile in. If units are still locked in close combat then any models not in base to base contact are
moved towards the enemy to continue the fight next turn.
7: Losers break-off and winners consolidate. Units falling back from close combat must test to see if
they successfully break off, the winners may try to keep them in combat, engage a new foe or
reorder their ranks
1. DECLARE CHARGES
In his own assault phase a player can declare a charge with any of his units that are within Assault range of
an enemy unit and not already in close combat. Assault range is typically 6” but some units can assault 9”,
12” or more, where this is the case it will be noted in the units’ special rules. The unit may charge any
enemy unit that can be contacted by at least one of its models making an assault move which avoids any
obstructions such as impassable terrain or other enemy units which you do not wish to contact.
A unit that fired in the shooting phase of the current turn may only declare a Charge against the unit it shot
at. A unit that remained stationary in the movement phase in order to fire heavy weapons or fire twice with
pistols or rapid fire weapons may not charge at all in the assault phase.
A unit may Charge multiple enemy units but only if the charging unit can reach them all without losing unit
coherency. Select one unit as the primary target and move to engage that one first as detailed below. If the
unit fired in the shooting phase it must start its charge by engaging the unit it shot at first.
Designers Note: The change to having to charge the target of your shooting is an important one, the old
assault unit tricks of hitting one unit with ranged attacks and then charging a different enemy can no longer
be used (unless you can reach both of course). This helps bring assault units more into line with firepower
based ones in that they can only attack one enemy unit in their turn. The one exception to this is units such
as Hormagaunts which are both very fast and very numerous as these may be able to engage several enemy
units at once, effectively swamping the enemy defence. Also note that a unit doesn’t have to charge the
nearest enemy unit, although it can be difficult to bypass one unit to reach another as we’ll see later.
2.MOVE CHARGING UNITS
Charging units may now move into close combat with the unit (or units) they have declared charges
against.
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Once a model is in base to base contact with an enemy model it is said to be ENGAGED (as in engaged in
combat) the unit that the models belong to are then said to be LOCKED (as in locked in close combat).
Move all the models in each charging unit before moving on to the next unit. The charging player decides
the sequence in which his units will move. All the models in a charging unit make an extra 6" move in
exactly the same way as if moving in the movement phase, note some units may be able to charge further
than this, where this is the case it will be noted in their army list.
Start the charge by moving a single model from the charging unit. The model selected must be the one
nearest the enemy being charged. Move the model into contact with the nearest enemy model in the unit
being charged, This is the start point of the close combat. Next move each model in the charging unit in
turn up to 6” toward the unit or units they have declared a charge on. Remember that if the enemy is not
within 6” of at least one model the charge does not happen.
After the first model in the unit has been moved you can move the others in any sequence you desire. There
are some constraints on their movement though. The most important one is that each model must end its
charge move in coherency with another model in the same unit that has already moved.
If possible the model must contact an enemy model which is not already Engaged in combat. If there are no
unengaged models in reach then you must contact an enemy model that is already engaged with one or
more friendly models. If you cannot reach any enemy models you must try to move within 2” of one of
your own models that is Engaged with an enemy model. If this is impossible then the charging model must
just obey the main rule and move to within 2” of a member of its own unit that has already moved.
If you follow this sequence you will end up with all the models in the charging unit in 2” unit coherency
distance of one another, having engaged as many enemy models as possible with as many chargers as
possible.
In all cases models may not move through friendly or enemy models and may not pass through gaps
narrower than their base diameter. You may not move models within 1” of enemy models they are not
charging.
Terrain Effects
Models assaulting into, out of or through difficult terrain will be slowed down in the same manner as
models moving through it in the movement phase. Roll two D6 and pick the highest to see how far they can
move. If their move is insufficient to reach the target unit then the charge does not proceed and no hand to
hand combat ensues, the models are not moved and it is assumed they simply did not have time to scramble
through the difficult terrain or thought better of it due to their poor progress.
Didn’t make it?
Enemy units that have been charged but have not been contacted are not considered to be Locked and are
not involved in the combat in any way.
Designers Note: The rules for charging have been tightened up considerably for the sake of clarity. During
the initial charge the attackers are subject to the normal movement rules with the exception that they can
now move within 1” of the enemy in order to fight them in close combat. It is possible to set up units to
block the path of a charge however since models may still not move through each other. Tight terrain can
also mean initial charges become ‘choked’, although if the combat continues it is assumed to sprawl out as
detailed later. Note that difficult terrain is handled differently to the Movement phase, this way we save lots
of pointless assault moves which won’t result in combats occurring.
3.FIGHTING A CLOSE COMBAT
How good creatures are in close combat depends almost entirely on their physical characteristics, in other
words how fast, strong, tough and ferocious they are. Armour remains useful for warding off blows and
shots but ranged weaponry becomes a secondary consideration – the best gun in the galaxy won’t help if
your opponent is bashing your brains out with a rock!
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In close combat both players’ models fight. How many blows are struck and who strikes first is discussed
below. The rules are written assuming that there is only a single close combat occurring in the turn, of
course there may be several separate assaults being fought simultaneously in different parts of the
battlefield. If this is the case the player whose turn it is can choose what order to fight the combats in.
Who can fight?
Close combat is a swirling mêlée of fighters leaping forward, spinning, hacking and slashing at one
another. As well as fighting hand-to-hand, warriors will be firing at point blank range at any target that
presents itself.
Models in base to base contact with the enemy fight with their full number of attacks and count the benefits
of any special close combat attack forms they have. All models that are within 2" of an friendly model
which is engaged in combat will take part in the fighting as well, not just those in base contact. They only
get a single attack though regardless of the number of attacks on their profile and get no benefit from any
special close combat attack forms they have.
WHO STRIKES FIRST
Troops who are defending cover have a massive advantage in an assault. They can fire from their hiding
place at their approaching enemies and then smite them down as they struggle to get to grips with their
hidden foe. It’s all in the reflexes when it comes to combat in the open: slow lumbering opponents can be
quickly dispatched by a faster and more agile foe. Unfortunately, lumbering opponents such as Orks are
tough enough to be able to withstand a vicious pummelling and still come back for more.
In close combat models defending in or behind cover strike first. Resolve all their attacks and remove any
casualties before moving on to the rest of the models. Fighting for the remainder is resolved according to
the Initiative value of the models. Models with the highest Initiative attack first, then the next highest and
so on.
Work your way down the Initiative scores in each separate combat until everyone has fought (assuming
they haven’t already been killed by a model in cover or with a higher Initiative). If both sides have models
with the same Initiative, attacks are made simultaneously.
COVER
Models in or behind cover normally fight in close combat with Initiative 10. This represents the advantage
of cover – their attacks include not only close fighting but also shots against the enemy as they charge in.
Apart from this cover does not affect hits or anything else in an assault. After the first round of close
combat fighting is assumed to have swept into the cover so it gives no further advantage to models in it.
Note that cover advantage applies only to models in cover that are being charged. Some units count as
being in cover all the time because of psychic abilities or weird force fields, these are of no benefit if the
unit charges.
Sometimes a unit will only count as being in cover if it is assaulted from a specific direction from which the
cover has an effect. For example a Space Marine squad behind some oil drums is in cover if assaulted over
the oil drums but not if assaulted from the rear. If a direct line from any of the assaulting models to the
closest enemy model, before assaulting troops are moved passes through the cover then it is assumed to be
enough of an obstruction to count.
Designers note: The cover rules are intended to make it hard to dislodge defending units without a
concerted effort or plenty of armour. Grenades can help to mitigate this as they can force the enemy under
cover during the vulnerable charge. Units with special abilities which confer ’continuous cover’ do not
benefit from its advantages when charging as they have to move up to close quarters and their concealment
is less effective.
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ATTACKS
Attacks in close combat work like shots in shooting – each attack that hits has a chance to wound, the
wounded model gets a chance to save, and if it fails is (generally) removed as a casualty. Each model base-
to-base with an enemy model strikes with the number of Attacks (A) on his characteristics profile. In
addition the following bonus attacks apply.
+1 Two Weapons. Models in base-to-base contact with an additional close combat weapon or pistol in
each hand have an extra +1 Attack. Models with more than two weapons gain no additional benefit – you
only get one extra Attack regardless of whether you have two or more close combat weapons.
+1 Charge . Models in base-to-base contact who launched the close assault that turn (ie charged) get +1
Attack on their normal profile for that turn only if they did not fire in the shooting phase. Models belonging
to units which fired in the shooting phase do not receive the charge bonus.
Exception: Models such as Terminators, Bikes, Dreadnoughts and Walkers which always count as
stationary when firing always receive the charge bonus whether or not they fire before entering close
combat.
Models not touching an enemy, but within 2" of a model from their own unit that is touching an enemy,
may make one Attack regardless of their profile, armament or whether they charged.
Designers note: This is another important change, under the previous rules there was seldom any good
reason not to charge into close combat in order to get the bonus attack for charging (do it to them before
they do it to you). This change means that troops well armed with guns may be more inclined to stand their
ground and shoot, leading to more short-ranged ‘firefights’. Units using flamers and other short ranged
weapons must weigh up the benefits of shooting over getting an extra attack in close combat
Rolling to hit
To determine whether hits are scored roll a D6 for each Attack a model has. The dice roll needed to score a
hit on your enemies depends on the relative Weapon Skills (WS) of the attackers and their foes. Compare
the Weapon Skill of the attackers with the Weapon Skill of their opponents and consult the following chart
to find the minimum score needed on a D6 to hit.
EXAMPLE : A unit of five Space Marines fighting five Eldar would roll five D6s for their attacks. If they
were charging and did not shoot in the shooting phase they would roll ten D6s (1 Attack +1 each for
charging).
Attacks should be rolled together where the same to hit roll is needed, this approach saves time and speeds
up the game when you’ve got several big close combats going on at once. In the example above therefore
the Space Marine player would roll his ten attacks together.
Hitting units with different weapon skills
Many units in Warhammer 40,000 contain models with different levels of Weapon Skill. Attacks against a
unit are resolved using the Weapon Skill of the majority type in the unit. If for example . A mob of twenty
Grots (WS2) is led by an Ork Slaver (WS4), while the grots are in the majority attacks against the unit are
resolved using their WS of 2, however skilled the Slaver is he can’t prevent the Grots getting hit in the first
place. If there is no majority Weapon Skill type use the lowest Weapon Skill in the unit.
When models attack calculate their own to hit numbers based on their own Weapon Skill. If the Grots and
Slaver hit back at their enemies The grots to hit number will be based on a comparison of WS2 with the
enemy WS, the Slaver on a comparison of WS4 with the enemy WS.
Allocating Attacks
We simply assume that the warrior is contributing his shots and blows to the swirling combat going on.
This means we don’t have to worry about whether individual models strike their respective opponents in
base contact.
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When a unit inflicts hits they may only affect enemy models who are in contact with them or who are
within 2” of a model that is in contact with them. These are the only enemies able to strike back at them so
it is reasonable that these are the only ones who can be hurt. If all the enemy models in the 2” ‘danger zone’
are slain any excess wounds are lost.
Remember that attacks are resolved in initiative order, so its possible that all the available enemy may be
slain before some models get to strike.
WOUNDS
Rolling to Wound
Not all of the attacks that do hit will harm your enemy. They may be deflected by equipment, parried at the
last moment or merely inflict a graze or flesh wound. Once you have scored a hit with an Attack you must
roll again to see if you score a Wound and incapacitate your foe.
The procedure is the same as for shooting. Consult the chart above, cross-referencing the attacker’s
Strength characteristic (S) with the defender’s Toughness (T). The chart indicates the minimum D6 roll
required to inflict a Wound.
Example: A Space Marine (Strength 4) hits a Dark Eldar (Toughness 3). Referring to the Damage chart
above we find that the Space Marine requires a 3 or more on a D6 to wound.
What Strength To Use
In almost all cases, when rolling to wound in close combat use the Strength on the attacker’s profile,
regardless of what gun they are using. Some (but not all) close combat weapons may give the attacker a
Strength bonus, this is explained in Close Combat weapons. In a unit containing different strength models
roll their attacks separately (they’ll quite often have different Intiative characteristics too). So, for example,
in a unit of Gretchin and an Ork Slaver the Grots attacks are made with their puny Strength of 2, but the
Slaver’s attacks use his more macho Strength of 3.
Different Toughness’
If the unit being attacked contains models with different Toughness characteristics, then the hits are
converted to wounds using the majority Toughness in the unit. If there is an equal number of models with
different Toughness characteristics the owning player chooses which Toughness is used. To continue the
example above, The unit of Grots (T2) and Ork slaver (T4) will suffer to wound rolls using the Grots
meagre Toughness as long as they are in the majority. Once again remember that this is figured at each
Initiative step. So, for example, if the Grot unit was whittled down to a single grot and the Slaver
remaining.the attacks at the next Initiative step could be resolved at the Toughness of the Slaver at the
option of the owing player, all in all a smart move.
Designers note: The majority Toughness of the unit is used to prevent the combat bogging down into
allocating individual attacks against different models and having to make separate to wound rolls. There are
few units with differing Toughness values and this rule prevents weaker models ‘hiding behind’ the higher
Toughness of an anomalous individual.
ARMOUR SAVES
Models struck and wounded in close combat can attempt an armour save to avoid becoming casualties.
Models usually get to save regardless of the attacker’s Strength but some especially monstrous creatures
and powerful close combat weapons will punch straight through armour.
Note that cover provides no extra protection in close combat as it does against shooting. Remember that
invulnerable models are allowed to make invulnerable saving throws even where armour saving throws
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