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Warhammer​ ​40k​ ​8th​

​ ​ ​Edition​ ​Rules​ ​Reference​ ​v​ ​1.01 Created​ ​by​ ​Ray​ ​Burns


1.​ ​Choose​ ​Game​ ​Type:​ ​Open,​ ​Narrative,​ ​or Unit​ ​Coherency.​ ​Each​ ​model​ ​in​ ​a​ ​unit​ ​must​ ​end
Matched. Attack​ ​Strength​ ​vs​ ​Target D6​ ​Roll​ ​to​ ​Hit all​ ​movement​ ​within​ ​2”​ ​(or​ ​6”​ ​vertically)​ ​of​ ​at
2.​ ​Select​ ​the​ ​mission​ ​and​ ​set​ ​up​ ​terrain​ ​(see Toughness least​ ​1​ ​model​ ​in​ ​its​ ​unit.​ ​If​ ​it​ ​cannot,​ ​the​ ​unit
Rulebook). Strength​ ​doubles​ ​(or​ ​more) 2+ can’t​ ​move​ ​until​ ​it​ ​can​ ​end​ ​its​ ​movement​ ​in
3.​ ​Choose​ ​1​ ​model​ ​to​ ​be​ ​your​ ​Warlord.​ ​If​ ​it’s Toughness Coherency.
a​ ​character,​ ​roll​ ​a​ ​d3​ ​or​ ​choose​ ​a​ ​trait: Strength​ ​greater​ ​than​ ​Toughness 3+
1.​ ​Legendary​ ​Fighter:​ ​If​ ​this Strength​ ​equal​ ​to​ ​Toughness 4+ Model​ ​Costs.​ ​A​ ​model’s​ ​cost​ ​is​ ​equal​ ​to​ ​the​ ​cost
Warlord​ ​charges​ ​in​ ​the​ ​Charge​ ​phase,​ ​+1 Strength​ ​lower​ ​than​ ​Toughness 5+ of​ ​the​ ​model​ ​plus​ ​any​ ​equipment​ ​it​ ​brings,
Attack​ ​until​ ​end​ ​of​ ​Fight​ ​phase. Strength​ ​half​ ​(or​ ​less)​ ​than 6+ including​ ​default​ ​equipment.
2.​ ​Inspiring​ ​Leader:​ ​Friendly​ ​units Toughness
within​ ​6”​ ​add​ ​1​ ​to​ ​their​ ​Leadership. Rerolls.​ ​A​ ​dice​ ​may​ ​only​ ​be​ ​rerolled​ ​once.
3.​ ​Tenacious​ ​Survivor:​ ​Roll​ ​a​ ​die COMMAND​ ​POINTS​ ​AND​ ​STRATAGEMS Rerolls​ ​happen​ ​before​ ​any​ ​modifiers​ ​are
each​ ​time​ ​this​ ​Warlord​ ​loses​ ​a​ ​Wound.​ ​On​ ​a Missions requiring Battle-forged armies give applied,​ ​i.e.​ ​only​ ​“natural​ ​misses”​ ​are​ ​rerolled.
6,​ ​Warlord​ ​does​ ​not​ ​lose​ ​the​ ​Wound. each player 3 Command Points (CP), though
4.​ ​See​ ​the​ ​mission’s​ ​rules​ ​for​ ​deployment. more​ ​can​ ​be​ ​gained​ ​elsewhere.
WEAPON​ ​TYPES Players may spend Command Points to use the
A​ ​Battle​ ​Round​ ​consists​ ​of​ ​the​ ​first​ ​player
following Stratagems (in addition to any other
Assault​:​ ​If​ ​a​ ​model​ ​Advanced​ ​this​ ​turn,​ ​it​ ​may completing​ ​the​ ​following​ ​6​ ​phases​ ​in​ ​order,
Stratagems​ ​they​ ​have​ ​access​ ​to):
fire​ ​this​ ​weapon​ ​with​ ​a​ ​-1​ ​to​ ​the​ ​hit​ ​roll. followed​ ​by​ ​the​ ​second​ ​player​ ​doing​ ​the​ ​same.
Heavy​:​ ​If​ ​model​ ​Moved,​ ​subtract​ ​1​ ​from​ ​Hit Command​ ​Reroll​ ​(1​ ​CP):​ ​Re-roll​ ​a​ ​single​ ​dice. Within​ ​each​ ​phase,​ ​resolve​ ​an​ ​entire​ ​unit’s
rolls​ ​with​ ​this​ ​weapon. Counter-Offensive​ ​(2​ ​CP):​ ​Use​ ​after​ ​an​ ​enemy​ ​unit actions​ ​before​ ​choosing​ ​another​ ​unit.
Rapid​ ​Fire​:​ ​Double​ ​the​ ​number​ ​of​ ​attacks that​ ​Charged​ ​has​ ​fought.​ ​Select​ ​one​ ​of​ ​your​ ​own
against​ ​targets​ ​within​ ​½​ ​this​ ​weapon’s eligible​ ​unit​ ​and​ ​immediately​ ​Fight​ ​with​ ​it.
maximum​ ​range. Insane​ ​Bravery​ ​(2​ ​CP):​ ​Automatically​ ​pass​ ​a​ ​single
Grenade​:​ ​When​ ​a​ ​unit​ ​Shoots,​ ​one​ ​model​ ​may Morale​ ​test.​ ​Must​ ​be​ ​used​ ​before​ ​taking​ ​the​ ​test.
throw​ ​1​ ​equipped​ ​grenade​ ​instead​ ​of​ ​firing​ ​its Note:​ ​In​ ​Matched​ ​Play,​ ​a​ ​player​ ​may​ ​not​ ​use
Ranged​ ​weapons. the​ ​same​ ​Stratagem​ ​twice​ ​in​ ​the​ ​same​ ​phase.
Pistol​:​ ​Model​ ​can​ ​fire​ ​all​ ​its​ ​pistol​ ​weapons,
even​ ​if​ ​an​ ​enemy​ ​unit​ ​is​ ​within​ ​1”​ ​of​ ​its​ ​own
unit.​ ​In​ ​this​ ​case,​ ​it​ ​may​ ​also​ ​fire​ ​if​ ​other
friendly​ ​units​ ​are​ ​within​ ​1”​ ​of​ ​its​ ​target.​ ​Model
must​ ​choose​ ​between​ ​shooting​ ​all​ ​pistol​ ​or
non-pistol​ ​ranged​ ​weapons​ ​before​ ​rolling​ ​any
1.​ ​MOVEMENT 2.​ ​PSYCHIC *Smite.​ ​Charge​ ​value​ ​5.​ ​The​ ​closest​ ​visible
Models​ ​must​ ​end​ ​all​ ​movement​ ​more​ ​than enemy​ ​unit​ ​with​ ​18”​ ​suffers​ ​d3​ ​mortal​ ​wounds.
1”​ ​away​ ​from​ ​enemy​ ​models. 1.​ ​Choose​ ​a​ ​Psyker​ ​and​ ​its​ ​powers If​ ​the​ ​result​ ​of​ ​the​ ​Psychic​ ​test​ ​was​ ​10+,​ ​the
A​ ​unit​ ​may​ ​perform​ ​one​ ​of​ ​the​ ​following target​ ​suffers​ ​d6​ ​mortal​ ​wounds​ ​instead.
● The​ ​number​ ​of​ ​powers​ ​a​ ​Psyker​ ​can
attempt​ ​is​ ​noted​ ​on​ ​its​ ​datasheet.
**Perils​ ​of​ ​the​ ​Warp​.​ ​If​ ​you​ ​roll​ ​a​ ​double​ ​1​ ​or
1.​ ​Move. ● Each​ ​Psyker​ ​may​ ​attempt​ ​1​ ​unique​ ​power
double​ ​6​ ​when​ ​taking​ ​the​ ​Psychic​ ​test,​ ​Psyker
per​ ​phase.​ ​If​ ​playing​ ​Matched​ ​Play,​ ​each
immediately​ ​suffers​ ​d3​ ​mortal​ ​wounds.​ ​If​ ​slain
● Up​ ​to​ ​the​ ​unit’s​ ​Move​ ​value​ ​in​ ​any non-Smite​ ​power​ ​may​ ​only​ ​be​ ​attempted
by​ ​Perils​ ​of​ ​the​ ​Warp,​ ​the​ ​power​ ​fails​ ​and​ ​each
direction.* once​ ​per​ ​turn,​ ​rather​ ​than​ ​once​ ​per
unit​ ​within​ ​6”​ ​suffers​ ​d3​ ​mortal​ ​wounds.
● Cannot​ ​move​ ​through​ ​wall-like​ ​terrain Psyker.
or​ ​other​ ​models​ ​unless​ ​the​ ​unit​ ​has ● Unless​ ​otherwise​ ​noted,​ ​Psykers​ ​know
Fly. Smite*​ ​in​ ​addition​ ​to​ ​its​ ​other​ ​powers.
● May​ ​move​ ​vertically​ ​up​ ​terrain. 1.​ ​Choose​ ​a​ ​unit​ ​that​ ​did​ ​not​ ​advance​ ​or​ ​fall​ ​back,
2.​ ​Make​ ​Psychic​ ​test**
or​ ​is​ ​not​ ​within​ ​1”​ ​of​ ​an​ ​enemy​ ​unit.
2.​ ​Advance.
● Roll​ ​2d6.​ ​If​ ​the​ ​number​ ​matches​ ​or
● Roll​ ​a​ ​dice​ ​and​ ​add​ ​it​ ​to​ ​the​ ​unit’s exceeds​ ​the​ ​power’s​ ​warp​ ​charge​ ​value,
Move​ ​value. the​ ​power​ ​is​ ​successfully​ ​manifested. 2.​ ​Choose​ ​Targets.
● Units​ ​who​ ​Advance​ ​cannot​ ​shoot​ ​or ● A​ ​Psyker​ ​can​ ​only​ ​attempt​ ​each​ ​power ● Each​ ​model​ ​may​ ​target​ ​different​ ​units.
charge​ ​this​ ​turn. once​ ​per​ ​turn,​ ​whether​ ​or​ ​not​ ​it​ ​is ● A​ ​unit​ ​must​ ​be​ ​within​ ​range​ ​and​ ​line​ ​of
successful. sight​ ​of​ ​the​ ​attacking​ ​model,​ ​and​ ​cannot
3.​ ​Fall​ ​Back.
be​ ​within​ ​1”​ ​of​ ​friendly​ ​models.​ ​Models
3.​ ​Enemy​ ​may​ ​Deny​ ​the​ ​Witch
● A​ ​unit​ ​within​ ​1”​ ​of​ ​an​ ​enemy​ ​unit​ ​can can​ ​see​ ​through​ ​other​ ​models​ ​in​ ​their
remain​ ​stationary​ ​or​ ​fall​ ​back.​ ​To​ ​fall ● One​ ​enemy​ ​Psyker​ ​within​ ​24”​ ​may unit.
back,​ ​unit​ ​must​ ​end​ ​its​ ​Move​ ​at​ ​least attempt​ ​to​ ​deny​ ​a​ ​successful ● Models​ ​with​ ​Pistols​ ​may​ ​shoot​ ​even
1”​ ​away​ ​from​ ​all​ ​enemy​ ​models. manifestation. while​ ​within​ ​1”​ ​of​ ​enemy​ ​models.​ ​See
● Units​ ​who​ ​fall​ ​back​ ​cannot​ ​Advance​ ​or ● Enemy​ ​rolls​ ​2d6.​ ​If​ ​it​ ​exceeds​ ​your​ ​roll, Pistol​ ​in​ ​Weapon​ ​Types.
Charge​ ​this​ ​turn. the​ ​power​ ​is​ ​negated. ● A​ ​character​ ​model​ ​cannot​ ​be​ ​chosen
● Units​ ​also​ ​cannot​ ​Shoot​ ​unless​ ​they ● Each​ ​spell​ ​may​ ​only​ ​have​ ​one​ ​Deny​ ​the unless​ ​it​ ​is​ ​the​ ​closest​ ​visible​ ​unit​ ​to​ ​the
have​ ​Fly. Witch​ ​attempt,​ ​regardless​ ​of​ ​the​ ​number model​ ​shooting​ ​it.​ ​This​ ​does​ ​not​ ​apply​ ​to
of​ ​enemy​ ​Psykers​ ​within​ ​range. models​ ​with​ ​a​ ​Wounds​ ​characteristic​ ​of
*Minimum​ ​Move​.​ ​Flying​ ​models​ ​may​ ​have​ ​a 10+.
minimum/maximum​ ​move​ ​value.​ ​A​ ​flying 4.​ ​Resolve​ ​psychic​ ​power
model​ ​must​ ​move​ ​its​ ​minimum​ ​move​ ​value If​ ​a​ ​successful​ ​manifestation​ ​wasn’t​ ​denied,
or​ ​be​ ​destroyed.​ ​A​ ​flying​ ​model​ ​that​ ​moves resolve​ ​the​ ​power’s​ ​effects.
off​ ​the​ ​table​ ​is​ ​also​ ​destroyed.
4.​ ​Resolve​ ​Attacks. Wounds​ ​does​ ​carry​ ​over​ ​to​ ​other​ ​models. 5.​ ​FIGHT
Remember​ ​that​ ​a​ ​roll​ ​of​ ​1​ ​always​ ​fails​ ​on​ ​the 1.​ ​Choose​ ​Unit​ ​to​ ​Fight​ ​With.
hit,​ ​wound,​ ​and​ ​saving​ ​roll. 1.​ ​Choose​ ​Unit​ ​to​ ​Charge​ ​With. ● All​ ​units​ ​that​ ​Charged​ ​this​ ​turn​ ​fight
1. Hit​ ​Roll​.​ ​Roll​ ​1​ ​dice​ ​for​ ​each​ ​attack​ ​a ● Must​ ​be​ ​within​ ​12”​ ​of​ ​an​ ​enemy​ ​unit. before​ ​any​ ​other​ ​unit.
model​ ​can​ ​make.​ ​If​ ​equal​ ​to​ ​or​ ​greater ● Cannot​ ​charge​ ​if​ ​advanced​ ​or​ ​fell​ ​back ● Beginning​ ​with​ ​the​ ​active​ ​player,
than​ ​Ballistic​ ​Skill,​ ​it​ ​scores​ ​a​ ​hit. this​ ​turn. players​ ​take​ ​turns​ ​activating​ ​their​ ​units
2. Wound​ ​Roll.*​ ​Roll​ ​a​ ​dice​ ​for​ ​each​ ​hit. that​ ​are​ ​within​ ​1”​ ​of​ ​enemy​ ​models
Compare​ ​the​ ​weapon’s​ ​Strength​ ​with until​ ​all​ ​eligible​ ​models​ ​have​ ​fought.
the​ ​target’s​ ​Toughness.​ ​Consult 2.​ ​Choose​ ​Targets.​ ​Select​ ​one​ ​or​ ​more​ ​enemy
Wound​ ​Roll​ ​chart​ ​for​ ​the​ ​target units​ ​within​ ​12”​ ​as​ ​the​ ​target.​ ​Each​ ​target​ ​unit​ ​can
number​ ​to​ ​Allocate​ ​Wound. fire​ ​Overwatch.
3. Allocate​ ​Wound​.​ ​Opposing​ ​player 2.​ ​Pile​ ​In.​ ​Move​ ​each​ ​model​ ​up​ ​to​ ​3”​ ​towards​ ​the
allocates​ ​any​ ​successful​ ​wounds​ ​to​ ​any closest​ ​enemy​ ​model,​ ​even​ ​if​ ​it’s​ ​not​ ​part​ ​of​ ​a​ ​unit
3.​ ​Overwatch.
model​ ​in​ ​their​ ​unit​ ​regardless​ ​of that​ ​was​ ​Charged.
distance​ ​or​ ​visibility​ ​to​ ​attacking ● Can​ ​only​ ​fire​ ​Overwatch​ ​if​ ​no​ ​enemy​ ​is
model.​ ​Wounds​ ​must​ ​be​ ​allocated​ ​to within​ ​1”.
3.​ ​Choose​ ​Targets.
any​ ​model​ ​that​ ​has​ ​previously​ ​lost ● Resolve​ ​Overwatch​ ​just​ ​like​ ​shooting,​ ​but
wounds. a​ ​6​ ​is​ ​always​ ​required​ ​for​ ​a​ ​hit,​ ​regardless ● An​ ​enemy​ ​model​ ​can​ ​be​ ​targeted​ ​if:
4. Saving​ ​Throw​.​ ​Opposing​ ​player​ ​makes of​ ​BS​ ​or​ ​modifiers. o The​ ​attacking​ ​model​ ​is​ ​within
a​ ​Saving​ ​Throw​ ​modified​ ​by​ ​the 1”​ ​of​ ​the​ ​target,​ ​or
weapon’s​ ​Armor​ ​Penetration.​ ​A​ ​model 4.​ ​Make​ ​Charge​ ​Move. o The​ ​attacking​ ​model​ ​is​ ​within
may​ ​instead​ ​use​ ​one​ ​of​ ​its 1”​ ​of​ ​a​ ​model​ ​from​ ​its​ ​own
Invulnerable​ ​Saves,​ ​which​ ​is​ ​not ● Roll​ ​2d6​ ​to​ ​determine​ ​unit’s​ ​Charge unit​ ​that​ ​meets​ ​the​ ​previous
modified​ ​by​ ​Armor​ ​Penetration.​ ​Final distance. requirement.
total​ ​must​ ​meet​ ​or​ ​exceed​ ​Save ● First​ ​model​ ​moved​ ​must​ ​end​ ​within​ ​1”​ ​of ● Models​ ​that​ ​Charged​ ​this​ ​turn​ ​can​ ​only
characteristic.​ ​See​ ​Terrain​ ​Chart​ ​for a​ ​targeted​ ​enemy​ ​unit​ ​or​ ​charge​ ​fails. target​ ​units​ ​they​ ​Charged​ ​this​ ​turn.
ways​ ​the​ ​save​ ​may​ ​be​ ​further ● No​ ​model​ ​may​ ​move​ ​within​ ​1”​ ​of​ ​an ● Models​ ​and​ ​Units​ ​can​ ​split​ ​their
modified. enemy​ ​unit​ ​that​ ​wasn’t​ ​targeted​ ​or attacks​ ​between​ ​different​ ​enemy
5. Inflict​ ​Damage​.​ ​Model​ ​suffers​ ​damage charge​ ​fails. models.​ ​You​ ​must​ ​declare​ ​how​ ​the
for​ ​each​ ​unsaved​ ​wound.​ ​Damage​ ​is Unit’s​ ​attacks​ ​will​ ​be​ ​split​ ​before
based​ ​on​ ​the​ ​weapon’s​ ​Damage Heroic​ ​Intervention:​ ​After​ ​opponent rolling​ ​any​ ​dice,​ ​and​ ​resolve​ ​all​ ​attacks
characteristic.​ ​Damage​ ​exceeding​ ​a completes​ ​all​ ​charge​ ​moves,​ ​ ​you​ ​may​ ​move against​ ​a​ ​target​ ​before​ ​moving​ ​on​ ​to
model’s​ ​Wound​ ​value​ ​is​ ​lost. any​ ​of​ ​your​ ​Characters​ ​within​ ​3”​ ​of​ ​an the​ ​next​ ​one.
enemy​ ​unit​ ​up​ ​to​ ​3”​ ​closer​ ​to​ ​the​ ​nearest ● The​ ​model’s​ ​Attack​ ​stat​ ​determines​ ​its
*Mortal​ ​Wounds​ ​skip​ ​steps​ ​2-3​ ​and​ ​cannot​ ​be enemy​ ​model. number​ ​of​ ​melee​ ​attacks.
prevented​ ​with​ ​a​ ​Saving​ ​or​ ​Invulnerable​ ​Save.
Mortal​ ​Wound​ ​damage​ ​exceeding​ ​a​ ​model’s
4.​ ​Choose​ ​Melee​ ​Weapon.

● A​ ​model​ ​may​ ​use​ ​any​ ​equipped​ ​melee

weapon​ ​for​ ​each​ ​attack.
● If​ ​a​ ​model​ ​has​ ​no​ ​weapon​ ​listed,​ ​it​ ​has
a​ ​Close​ ​Combat​ ​Weapon​ ​with​ ​Strength:
User​ ​and​ ​Damage:​ ​1.

5.​ ​Resolve​ ​Combat​ ​Attacks.​ ​This​ ​is​ ​similar​ ​to

resolving​ ​Shooting,​ ​except​ ​you​ ​use​ ​the​ ​model’s
Weapon​ ​Skill​ ​for​ ​hits.

6.​ ​Consolidate.​ ​You​ ​may​ ​move​ ​each​ ​model​ ​in

the​ ​unit​ ​up​ ​to​ ​3”​ ​closer​ ​to​ ​the​ ​nearest​ ​enemy


Active​ ​player​ ​takes​ ​Morale​ ​Tests​ ​first.​ ​Tests​ ​are

taken​ ​for​ ​each​ ​unit​ ​that​ ​had​ ​a​ ​model​ ​slain​ ​this

● Roll​ ​a​ ​dice​ ​and​ ​add​ ​1​ ​for​ ​each​ ​model​ ​in
the​ ​unit​ ​slain​ ​this​ ​turn.
● Compare​ ​this​ ​to​ ​the​ ​highest​ ​Leadership
within​ ​the​ ​unit.​ ​If​ ​it​ ​exceeds​ ​that
number,​ ​the​ ​test​ ​is​ ​failed.
● For​ ​each​ ​point​ ​above​ ​the​ ​Leadership,​ ​a
model​ ​flees​ ​and​ ​is​ ​removed​ ​from​ ​play.