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"No one escapes heresy!"
AT‑43 FOR
PLAYERS
Concept, writing, editing,
CREDITS This document may be freely
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almost everything else
Credits & Table of contents
Pegasus Hobbies the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the
Rackham Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh,
the Slaanesh logo, Space Hulk, Space Marine, Space Marine
Twenty First Century Games chapters, Space Marine chapter logos, Tau, the Tau caste
designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo,
Ultramarines, Warhammer, Warhammer 40k Device, White
Assembled and painted by Dwarf, the White Dwarf logo, and all associated marks, names,
races, race insignia, characters, vehicles, locations, units,
Anonymous factory workers illustrations, images and probably everything else you care
Gurth to name from the Warhammer 40,000 universe are either ®,
™ and/or © Copyright Games Workshop Ltd 2000–2009,
variably registered in the UK and other countries around the
world. Used without permission. No challenge to their status
intended. All Rights Reserved to their respective owners.
TABLE OF CONTENTS
Introduction.......................................... 3 Ranged combat.................................. 14
Basics................................................... 4 Close combat..................................... 16
Units..................................................... 8 Morale................................................ 18
Heroes................................................ 10 Vehicles.............................................. 19
Movement.......................................... 11 Index of 40K terms............................. 21
General combat.................................. 12
INTRODUCTION
Warhammer 40,000 by Games Workshop without getting into a debate about which of
3
is the world’s most popular science-fiction the two is supposedly better than the other.
wargame, but AT‑43 by Rackham is gaining in If you are a 40K player who is wondering
popularity, also among players who are used to whether AT‑43 is a game for you, this booklet
Warhammer 40,000 (or 40K, as it is often known should provide some ideas. Before you reach
for short). This booklet tries to set out some of a definitive conclusion (whether positive or
the more important differences between the negative), it is still advisable to discuss the
two games in an objective manner. It is mainly merits and flaws of both systems with other
intended for people who are used to 40K but gamers and/or to play a few games with
have recently started playing AT‑43 and so may someone who knows the AT‑43 rules.
need a reminder of these differences, as well Note that although there are web forums
as for ones who would like to know in what dedicated to both games, many (especially
ways AT‑43 differs from 40K before deciding those set up or endorsed by the game’s
whether or not to start manufacturer) frown
playing AT‑43 as well. on discussions that
Naturally, there is a lot PAGE NUMBERS compare different game
more to the two games systems, so you may
than the differences The page numbers shown want to find a neutral
shown on the following in the following chapters refer forum to ask these
pages. However, this to the AT‑43 rulebook (which kinds of questions.
booklet constrains itself can be freely downloaded from The official English-
mainly to the game rules www.at‑43.com), so you can language AT‑43 forum
as well as some other look up the actual rules for the can be found at
factors that can be situations mentioned. en-forum.at-43.com,
compared objectively, however.
BASICS
Basics
Centimeters
4 INCHES and ranges
Distances are measured in inches, Distances are measured in centimeters,
AT-43 for 40K players
When it’s your turn, you first move A unit may move, shoot and/or fight
some or all of your units, then you a close combat in almost any order
shoot with them, and finally you make you want. The only exception is that
assault moves. You may not perform the unit’s activation ends after a close
6
these actions in a different order: once combat it initiated is resolved. This means
you shoot with a unit, no other unit may you may perform any one the following
AT-43 for 40K players
move anymore for the rest of your turn, sequences of actions with a unit:
for example. • Close combat;
• Move;
• Move, then close combat;
• Move, then shoot;
• Move, then shoot, then close combat;
• Shoot;
• Shoot, then close combat;
• Shoot, then move; or
• Shoot, then move, then close combat.
(Note that this list ignores the effects of
combat drills, which may give additional pages
options.) 58 & 59
KILLS WIN GAMES Objectives win games
Although a game normally has a Although most scenarios can be won
scenario with victory conditions, it by wiping out the enemy, actively trying
frequently turns into killing as many of to do that in order to win will often be pages
the enemy as possible to secure victory. counterproductive. 89–95
STRATEGY HAPPENS IN
THE LAST TURNS Strategy all the way
You gain no real benefit from holding If you capture or control a scenario
a scenario objective until after the game objective, you gain Victory Points that
is over and the mission’s objectives are will make you win the game, and/or get
evaluated, so players typicallyonly try Reinforcement Points to bring new
to capture objectives in the last few units into play next turn. For this reason,
game turns. (This has eased a bit with objectives are usually actively contested
the fifth edition because game length is for most of a battle.
randomly determined, forcing players
to start taking objectives earlier than in
previous editions.) page 87
Reinforcements
RESERVES ARE RANDOM are up to you
Because you roll a die for them at Capturing strategic locations on the
the start of your turn, you cannot battlefield gives you Reinforcement
control when your reserves will become Points to spend on bringing reserve
available. When any of them do, you are units into play. At the start of your turn,
required to deploy these, even if you you can decide which ones to deploy, 7
don’t want them yet. provided you have enough points to
spend for them. page 87
Game length set
SEMI-FIXED GAME LENGTH by mission
A game lasts five, six or seven turns. At The game lasts until a condition set by
the end of turns five and six, you roll a die the mission being played is achieved.
to determine if there will be another turn. Sometimes this is a fixed length, such
If a seventh turn is played, the game as six turns, while other times the game
automatically ends after that turn is over. continues until one player has scored a pages
specific number of Victory Points. 88–95
ONE Six
The ‑logo on Games Workshop’s The ‑logo on Rackham’s dice takes
dice takes the place of the 1. the place of the 6. page 15
UNITS
10
AT-43 for 40K players
12
AT-43 for 40K players
14
AT-43 for 40K players
16
AT-43 for 40K players
Vehicles never roll Morale tests, and also the moment one of the models in
are always considered to pass them the unit is destroyed or abandoned. pages
automatically. 74–75
Valiant, disorganized
18 FINE OR FALLING BACK or routing
AT-43 for 40K players
19
A vehicle classified as a tank may "tank Any vehicle may attempt to run over
shock" an infantry unit, forcing them to infantry. Any model that would be in
make a Morale test or fall back. One the vehicle’s way may be hit and take
model may attempt to make a "Death or damage. The infantry cannot attempt to
Glory" attack to try and stop the vehicle, stop the vehicle, but may attack it during
and is automatically killed if this fails. No their next activation.
20
other models of the target unit can be
wounded or killed.
AT-43 for 40K players
page 59
RAMMING Close combat attacks
A tank may ram another vehicle to Vehicles can only damage other
cause it damage. vehicles by shooting them, or by making
standard close combat attacks against
them if the vehicle is capable of doing so. page 71
INDEX OF 40K TERMS
This index only includes Warhammer 40,000
entries, allowing players to quickly look up
common terms and conventions of that game K
to find their AT‑43 equivalents on the pages Kills Win Games................................................... 6
referenced by the index.
L
Locked in combat...............................................17
A M
All models fight...................................................17 Measure for each model.....................................15
Allocating wounds...............................................12 Morale check for casualties, tank shock and
All units may be activated....................................... 6 losing an assault..............................................18
Any unit may be activated...................................... 5 Move-shoot-assault.............................................. 6
Armour Values & facings......................................19
N
B No shooting into close combat.............................15
Base contact or within 2”.....................................16
Both sides fight...................................................16
O
One.................................................................... 7
C One wound per weapon.....................................13
Characters cannot be shot at..............................10
Codices............................................................... 4
P
Pay points per model............................................ 9
D 21
Defender chooses casualties...............................17
R
Ramming...........................................................20
Deployment before turn 1...................................... 5
Reserves are random............................................ 7
Difficult terrain.....................................................11
Roll to hit for all weapons, then resolve damage.....13
Do-It-Yourself models............................................ 5
Roll to hit, to wound, and to save.........................12
E Running.............................................................11
Everyone moves at the same speed.....................11
S
F Semi-fixed game length......................................... 7
Falling back........................................................18 Shoot in your turn only.........................................15
Fearless.............................................................18 Strategy happens in the last turns........................... 7
Fine or falling back..............................................18
Force organisation chart........................................ 8
T
Tank shock........................................................20
G Twin-linked.........................................................13
Getting the first turn............................................... 5
Going to ground.................................................15
U
Unit categories..................................................... 8
I Unit coherency..................................................... 9
I go, you go......................................................... 5 Unit leaders give upgrades..................................... 9
Immune to morale...............................................19
Inches................................................................. 4
V
Vehicle damage table..........................................20
Independent characters.......................................10
Initiative order......................................................17 W
In range: yes or no?............................................14 Weapon Skill vs. Weapon skill..............................17
Intervening models provide cover..........................15 Wounds............................................................13
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