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SKIRMISH-40K SKIRMISH-40K 
INTRODUCTION
These core rules supply a way of playing skirmishes - combat with small numbers of individual models - in a way that is completely compatible with the main game (unlikethe existing rules for ‘Inquisitor’ or ‘Necromunda’). The published 40K profiles for trooptypes and weapons are used without alteration and the basic systems for movement,shooting and assault are identical. A few simple procedures have been added to helpcreate the feel of fighting with individual warriors rather than squads but players of 40K4
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edition will find themselves on very familiar ground.
TURN SEQUENCE
Movement phase
Shooting phase
Assault phaseIn their own turn, each player completes one phase with all their forces before movingonto the next.
MOVEMENT
Movement can happen in all three phases of the turn depending on circumstances.
Basic movement
In open terrain, all models on foot move up to 6” in the Movement phase.
Obstacles and climbing
Obstacles up to a model’s mid-height can be vaulted over. They count as openterrain and do not affect movement.
Higher obstacles must be climbed, in which case their height is included in thecalculation of movement distance.
Obstacles up to twice a model’s height can always be climbed while higher structures must have agreed means and locations for climbing (ladders, steps,open girders, surfaces with handholds).
A model must be able to complete a climb within the turn in order to start itsascent.
Difficult terrain
Zones of the battlefield (e.g. sludge pools or debris fields) can be classified asdifficult or even impassable terrain.
If an intended move involves entering, crossing or starting within difficult terrain,roll 2D6 for each model and pick the highest roll for its maximum movement that
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turn. This also applies to charges made in the Assault phase which involvedifficult terrain.
Hiding
If a model begins the Movement phase in cover from all enemies and does notmove, then it can be declared hidden. The enemy may know where a hiddenmodel is but the fighter is considered to be keeping his head down, presentingno target and may not be fired at. Place a marker to indicate hiding.
A model is no longer hidden once it moves, fires or is spotted by any enemywhich moves into a position which negates the cover.
Running
 
To represent the tactical flexibility of individual fighters skirmishing in denseterrain, all foot troops may ‘run’. They may opt to give up their chance of shooting in the Shooting phase in order to gain an extra D6” of movement.
The model does not have to take the extra movement, but rolling for ‘running’removes the chance to shoot anyway.
A model cannot run if it is pinned, falling back or within 6” of an enemy. (If arunning move would take it to within 6”, it must stop at that distance.)
SHOOTING
Shooting only happens in the Shooting phase
Choosing a target
By default, models must target their nearest visible enemy, even if that enemy isin cover, pinned or falling back.
Players may try to get their troops to fire at a different target by taking a Ld testfor the firing model. If passed, they may fire at any visible enemy within therange of the weapon they are using.
Firing your weapon
The number and range of shots available varies with the weapon type. (The choicesyou make about shooting will also have an effect on what you can do in the Assaultphase with each of your fighters).
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Hitting the target
To hit, roll 1D6 against the firing model’s ‘to hit’ score. This score varies with themodel’s Ballistic Skill and can easily be calculated by subtracting the BS from 7.(e.g. BS3 always needs a 4+ to hit).
Damaging the target
Damage (a wound) is caused if you can successfully re-roll any dice which hit,against your target’s Toughness. The score you need varies with the Strength of the weapon used.
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