WH40k 3rd Rules clarification v4.pdf

(82 KB) Pobierz
Clarifications marked with a [*] are currently part of the Grand Tournament rules pack
Chapter Approved – Warhammer 40,000 Main Rules Clarifications (v4.0)
Shooting
1. Shots from a flamer may not be repositioned, but the flamer template must
be placed so that it will affect the maximum number of models in the target
unit.
2. When shooting at units partially in cover, hits are allocated to models in the
open first. After hits are allocated, saves are taken.
3. When repositioning a Blast template on your unit after an opponent has hit
it, you may reposition it so that it covers enemy models as long as it still
covers at least as many of yours as it did originally.
4. When a unit fires multiple Blast templates on the enemy (say a Devastator
squad firing four frag missiles), and several missiles hit, place one Blast
template and multiply that by the number of hits to determine how many
models might be wounded.
5. When a barrage lands in close combat, everyone underneath can be hit.
6. Troops assaulting a vehicle with a WS attribute may not be shot at, but
those assaulting a vehicle without a WS attribute may be.
7. Pistols are just like rapid-fire weapons in that if you fire twice you can't
assault.
8. Markers that are placed by a player – whether they use the large or small
Blast template – and which do not have to test for scatter may be
repositioned.
9. A unit must test for pinning each time it suffers casualties from a pinning
attack from a different enemy unit.
10. The only circumstances in which crossfire does not destroy a falling back
enemy unit are when the unit’s fall back path passes through:-
A unit that forced it to fall back in close combat;
A unit which is falling back itself or which has performed a sweeping
advance or consolidate earlier in the same Assault phase;
A unit which is pinned;
A unit that is separated from them by impassable terrain (in this case,
the falling back unit would divert around the impassable terrain
anyway).
11. Only terrain and vehicles block line of sight to a vehicle.
12. If a model has +1 Strength and a power fist you should double their
Strength before adding the +1.
191653135.002.png
13. When firing weapons from a bike only those weapons actually built-in to
the bike (normally a twin bolter) count as being stationary if the bike
moves. Any other hand-held weapons such as bolt pistols, plasma pistols,
plasma guns etc. count as moving if the bike moves. The Bikers Shooting
section on page 94 of the rulebook is quite clear about this.
Weapons
1. Use the target model’s original Toughness for working out instant kills. No
modifiers for things like bikes, wargear or other special abilities are taken
into account (for example, in Codex: Chaos Space Marines, taking the
Mark of Nurgle will add +1 to the model’s Toughness as it confers
Daemonic Resilience, but you’d use the original Toughness for instant kill
purposes).
2. Sniper rifles affect the Wraithlord, Avatar, and Greater Daemons.
3. Cover from an Ordnance barrage attack is determined from the location of
the centre of the blast. Cover is assessed for non-barrage ordnance based
on the firer’s position relative to the target.
4. Multiple types of grenades can be used in the same turn.
Assaults
Note: These clarifications refer to the rulebook assault system. They do
not apply to the revised Assault rules presented in White Dwarf 273
(UK).
1. Outnumbering is calculated on a unit-by-unit basis, so even if one model
from a unit is fighting, he’ll get the benefit of the rest of his unit backing him
up when it comes to intimidating the opposition. Likewise, if the models
actually fighting are killed but there are a million more of them in the unit,
they’ll still outnumber the unit they were fighting.
2. When determining if a side is outnumbered in a multi-unit combat, work it
out as whole sides, just like totalling up wounds inflicted in multiple
combats.
3. A unit that declares a charge but fails to get any models into contact due
to, for example, difficult terrain, does not fight a close combat even if it has
models within 2” of the enemy. Note that if the charging models do not
make contact, they are not moved at all.
4. Because units can fight more than one enemy unit in a close combat, the
attacks of the unit must be allocated before the dice are rolled. Attacks
must therefore be allocated against enemy in base-to-base contact or
within 2” if a model is not in base-to-base contact. If equal priorities exist
then you may choose a target. Enemy characters (including unit upgrades
191653135.003.png
such as Nobs) are always treated as being in a separate unit for the
purposes of allocating attacks.
5. You may allocate attacks made by a character against a specific target
model in an enemy unit if the enemy model is in base-to-base contact with
him. These hits do not then carry through to hit other enemy models if the
original target is killed.
6. You may allocate attacks against a model with different WS or T to the rest
of the unit.
7. When removing casualties then the requirement that all models within 2”
must be removed before those more than 2” away applies within each
target unit as described above. For example, a unit of Chaos Space
Marines with three men and a Champion in mêlée (or within 2”), and three
others more than 2” away, suffers five casualties on the unit and none on
the Champion. The three Marines in mêlée, and two of those in support,
are killed even though the Champion remains within 2”.
8. Models with multiple Wounds are removed when the unit they are in has
taken enough wounds to eliminate one whole model, regardless of
whether the casualties were inflicted on different models. The owning
player chooses which model falls casualty. This is subject to the rule that
characters may allocate attacks to a model in base-to-base contact.
9. You determine whether a unit falling back from an assault is destroyed by
the pursuit based on the dice rolled not the final position of the models.
10. All Morale check modifiers are based on the situation at the time the test is
taken.
11. When unengaged models move in to help their comrades under the Partial
Contact rule, they do not count the +1 Attack for assaulting.
12. Any squad with line of sight and range to the target can shoot at a squad
making a sweeping advance.
13. When a unit contains models that can move at different speeds, all models
move and assault at the speed of the slowest.
14. Models that are charged in a sweeping advance may fire their weapons as
if they had been stationary during the Movement phase.
15. When making an advance after wiping out the enemy, you only need to
advance towards the enemy. So, as long as you end up closer to at least
one enemy unit more than when you started, all is well.
16. A squad partially in base-to-base contact that has failed a Barrage Pinning
test may not move the unengaged models into combat.
191653135.004.png
17. Voluntary fall back may not be used unless specifically stated in
competition rules or agreed with your opponent before the game.
18. Any models that are part of a unit in close combat and are supporting the
combat (ie. are within 2" but not engaged) count as being locked in combat
and may not shoot or move.
19. Grenade types, such as frag and plasma, are only ever used when the unit
possessing them is assaulting. In other words, if they are being assaulted
by a unit in cover (ie. a unit with Stormcaller cast on it or a unit of shadow-
skinned Mandrakes) the grenades are not used.
20. After an assault, if one side flees and the other pursues, each side rolls its
dice and adjusts the score for the terrain that will be encountered during
the fall back or pursuit. The modified scores are then compared to
determine if the fleeing unit is caught. The actual placement of the models
is never relevant.
Morale
1. A single squad can be forced to make multiple pinning checks in a turn, or
a Pinning check and a Morale check.
2. You may not make a Last Chance regroup attempt on the same turn you
were defeated in an assault and forced to fall back.
3. Morale, Pinning and regrouping are all Leadership based tests. Psychic
tests are different, and do not count as Ld tests as far as the rules are
concerned.
4. If a unit is broken in close combat and falls back into a unit that is currently
still in close combat, you treat the mêlée as a piece of impassable terrain
and fall back around it.
Characters
1. Characters joining a unit do not increase its size for Morale checks.
2. If a character is within 2" or less of two or more squads, he must designate
which, if either, he is in, although he may change the designation from turn
to turn.
3. You can’t shoot at an Independent Character if he’s within 6" of a unit
(even if it’s a vehicle and he’s not), unless he's the closest model at short
range (12” or less). If he has joined a unit you may not shoot at him even if
he is the closest model within short range.
191653135.005.png
4. An Independent Character cannot leave a unit he joins, which
subsequently falls back, until it regroups, and therefore if the group can't
regroup, the character can’t leave it!
5. If an Independent Character has joined a unit, which later falls back, and is
subsequently eliminated (by shooting, for example), the character can then
test for regrouping by him.
6. Note that Independent Characters with their own retinue do not entirely
cease to be Independent Characters. The statement to this effect in
various codices is really only there to indicate that they may not wander off
and leave their retinue, instead staying in unit coherency. If the retinue is
wiped out, the Independent Character status is reinstated. The character
and retinue are counted separately for Victory Point purposes so if the
retinue is wiped but the character is unhurt you would get the VP for the
retinue and not half of the VP for the character and unit combined. The
main exception to this is a Blood Angels Chaplain and Death Company
where there is a single points value for both.
7. If a unit is wiped out by shooting, except for the character, he does not
have to take a Morale check as if he were the last man as long as he is an
Independent Character who only joined the unit. He then regroups without
worrying about the rule for being in a unit below 50%.
8. If a Fearless character has joined a unit that is not Fearless and
subsequently falls back, the Independent Character must fall back with it. If
a Fearless unit is joined by a non-Fearless character then the unit must
take Morale tests and will fall back if the character does.
9. In Codex: Dark Eldar, the Reaver description says “Characters riding a
Reaver jetbike may only be armed with single-handed weapons, and may
only use one at a time (they need the other hand free to control the
jetbike).” This applies not only to the Reaver jetbike but also to all other
bike-mounted models unless their codex specifies otherwise (Orks, for
example, may use additional close combat weapons).
10. An Independent Character within 2" of a squad is not automatically part of
it; you must state that he joins it during the Movement phase (and only the
Movement phase).
11. Only vehicle characters (ie. Master of the Ravenwing) can join vehicle
units.
12. It is permissible for an Independent Character to join a unit consisting of a
single Wraithlord or Talos. Independent Characters may always join units
with a normal (non-vehicle) profile but they may not, however, join other
Independent Characters.
191653135.001.png
Zgłoś jeśli naruszono regulamin