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The following are amended rules for 40K 8th ed.

Turn Order:

All players set orders, face down in secret, for each of their units in play. Available orders are
ADVANCE, FIRST FIRE, CHARGE and FALL BACK. Units in transports must be given the
ADVANCE order to disembark.

Once all orders are placed, then players reveal orders by flipping the markers face up. Units
then activate in the following order:

Fall Back units act first. Units activate in order of their Leadership statistic, including any

First Fire units act second. Units activate in order of their Leadership statistic, including any

Charge units act third. Units activate in order of their Leadership statistic, including any

Advance units are the last to act. Units activate in order of their Leadership statistic, including
any modifiers

During a units activation it can Move, cast Psychic Powers, Charge, then Fight, in that order.
Some orders will preclude certain types of actions (eg units on First Fire cannot charge, units
that March cannot shoot etc.) Once all units have activated, resolve Morale, then this turn ends
and the players move on to the next turn.

Start your Movement phase by picking one of your units and moving each model in that unit
until you’ve moved all the models you want to.You can shoot or charge with this unit at this
point. Units move in order of activation (see ORDERS) so complete all of a units actions before
players move on to the next one. No model can be moved more than once in each Movement

Moving. A model can be moved in any direction, to a distance, in inches, equal to or less than
the Move characteristic on its datasheet .No part of the model’s base (or hull) can move further
than this.It cannot be moved through other models or through terrain features such as walls, but
can be moved vertically in order to climb or traverse any scenery.
Difficult Terrain- Ruins, Woods, Craters, Razorwire and other terrain can be declared Difficult
Terrain at the start of the game. Units halve their Movement stat when traversing difficult terrain,
unless they have a special rule that declares otherwise.

If the datasheet for a model says it can FLY,it can move across models and terrain as if they
were not there.
Minimum Move. Some models that can FLY have a Move characteristic consisting of two
values. The first is the model’s minimum speed –in the Movement phase, all parts of the model’s
base must end the move at least that far from where they started. The second is its maximum
speed –no part of the model’s base can be moved further than this.If a model can not make its
minimum move, or is forced to move off the battlefield because of its minimum speed, it is
destroyed and removed from the battlefield– the model has either stalled and crashed or been
forced to abandon the battle.

Enemy Models. All models in the same army are friendly models.Models controlled by an
opposing player are enemy models.When you move a model in the Movement phase, it may not
be moved within 1" of any enemy models unless it is charging.

ADVANCE ORDER. When you pick a unit to move under the effect of the Advance order, you
can declare that it will March. Roll a dice and add the result to the Move characteristics of all
models in the unit for that Movement phase. A unit that Marches can’t shoot or charge unless a
rule specifically states otherwise.

Warriors hurl themselves into battle to slay with blade,hammer and claw.

1.Choose Unit to Charge With. The unit must be under the affect of a charge order, and cannot
be falling back.
2.Choose Targets Once you have chosen an eligible unit,select one or more enemy units as
the target(s) of the charge. Each target unit can then attempt to fire Overwatch.
3.Overwatch Each time a charge is declared against a unitunder FIRST FIRE ORDERS,the
target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially
fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1"
of it. Overwatch is resolved like a normal shooting attack and uses all the normal rules except
that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill
or any modifiers.
4.Make Charge Move After any Overwatch has been resolved, roll 1D6 and add the units
Movement.Each model in the charging unit can move up to this number of inches– this is their
charge distance this turn.The first model you move must finish within 1" of an enemy model from
one of the target units.No models in the charging unit can move within 1" of an enemy unit that
was not a target of its charge.If this is impossible, the charge fails and no models in the charging
unit move this phase.

Units under the First Fire order plant their feet and unleash a hail of firepower at the enemy
forces. A unit under the effect of this order halves its Movement and cannot Advance or Charge,
but can fire Overwatch. When they shoot, their is no maximum range to their weapons, but if
they shoot beyond the maximum range of their listed weaponry, they must re-roll successful hits
for each range band incurred (a range band is the maximum range of the weapon eg a bolter
firing up to 24” suffers no penalty, 25”-48” is 1 re-roll, 49”- 72” is 2 re-rolls, etc.)


Units elected to fall back must move as per the Advance order, but finish further away from any
enemy models than at the start of their move, and closer to their own Deployment Zone. In the
Morale phase, they are counted as being -1 Leadership.

All Psychic, shooting, fighting and weapon rules from the core rules apply.