You are on page 1of 7

Warhammer 40,000 6

th
Edition
Quick Reference Guide
Movement [Page 10]
Unit type [Page 425] Standard
Move
Fall Back
Infantry, Monstrous Creature,
Artilery
Up to 6" 2D6"
Walker Up to 6" n/a
Jump Packs, Beasts, Cavalry, Jetbikes,
Bikes
Up to 12" 3D6"
Jet Packs Up to 12" 2D6"
Skimmer Up to 12" n/a
Flyer in Zoom mode 18" - 36" n/a
All other vehicles Up to 12" n/a
Difficult Terrain roll 2 x D6, and take the highest dice roll as movement.
[Page 90]
If jump troops, make dangerous terrain test if start/end on difficult terrain.
If ground vehicle, make dangerous terrain test.
If flier or skimmer, no effect.
Dangerous Terrain on a roll of 1, unit is killed. [Page 90]
Shooting [Page 12]
To Hit (Shooting)
Ballistic skill 1 2 3 4 5
Normal to hit 6 5+ 4+ 3+ 2+
Snap shot /
Overwatch
6 6 6 6 6


To Wound


Target Toughness

1 2 3 4 5 6 7 8 9 10
W
e
a
p
o
n

S
t
r
e
n
g
t
h

1 4+ 5+ 6 - - - - - - -
2 3+ 4+ 5+ 6 - - - - - -
3 2+ 3+ 4+ 5+ 6 - - - - -
4 2+ 2+ 3+ 4+ 5+ 6 - - - -
5 2+ 2+ 2+ 3+ 4+ 5+ 6 - - -
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6 - -
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6 -
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Cover saves
Cover Type [Page 18] Save
Razor wire 6+
Forests and area terrain 5+
Ruins, ruined fortifications, trenches 4+
Fortifications 3+
Unit has "gone to ground" +1

Vehicle scenario Rules
Vehicle is obscured, with 25% of it
obscured by structure [Page 74]
Cover save as determined by
structure (see above)
Only a tiny portion of the vehicle is
displayed [Page 74]
Receives a cover save +1
Jink model (fast skimmer/motorbike)
has moved normal allowance [Page 38]
5+ cover save
Jink model (fast skimmer/motorbike)
has moved flat out [Page 38]
4+ cover save
Flier is "zooming" at 18" speed [Page
80]
Can only be hit using snap
shot unless targeted by
Skyfire weapon.
Cannot be hit by any
template weapon.

Assault [Page 20]
To Hit (Assault)


Defenders WS

1 2 3 4 5 6 7 8 9 10
A
t
t
a
c
k
e
r
s

W
S

1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+
10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+
Morale [Page 29]
Take normal leadership test if 25% of unit lost through shooting attacks
Take leadership test -1 for each wound difference lost by in assault phase
If a unit cannot wound its opponent, it can choose to fail a moral check to fall
back.
Fall back by 2D6 for normal infantry. [Page 30]
If a falling back unit was in assault, and their enemy is not still locked in assault,
their enemy can choose to make a sweeping advance. Roll off 1D6 + Initiative
for each side. If the falling back unit loses, it is destroyed. Some units like
Terminators cannot sweeping advance. [Page 26-27]
Can regroup on leadership test in following movement phase if over 25%
of original strength remains
Otherwise need double 1 roll Insane Heroism [Page 31]

Charging into assault
Unit Type Charge range Charge through Difficult
Terrain
Infantry 2D6" 3D6, discarding the
highest
Jump units with
Jump Packs
(otherwise treat as
infantry
2D6" But may reroll
both dice.
3D6, discarding the
highest
But may reroll any to all
dice if needed.
Must make dangerous
terrain test.
Jet units with Jet
Packs (otherwise
treat as infantry
2D6" 2D6, but must make
dangerous terrain test.
Bikes and cavalry 2D6" 2D6, but must make
dangerous terrain test.
Monstrous creatures 2D6" 3D6, discarding the
highest
Pskyers [Page 66]
Psychic tests taken using Psykers Leadership
Perils of the warp on a double 1 or double 6 cause model to lose wound
(no save). Double 1 causes power to still be in effect
Deny the witch can block power usage on roll of 6. This receives +1 if a
Mastery Level 1 psyker is in the unit or +2 if a Mastery Level 2 psyker is
present (such as Librarian).

Vehicles [Page 70]
Hit Points
Vehicle Type Examples Hit
Points
Light fast attack
Landspeeder, Sentinel, Piranha, Warbuggy
2
Medium vehicle
Rhino, Leman Russ, Predator, Dreadnaught,
Hammerhead, Trukk
3
Heavy tank
Land Raider, Monolith, Battlewagon
4
Damage [Pages 73-74]
Glancing blow removes a vehicle Hit Point
Penetrating shot removes vehicle Hit Point, and causes roll on Vehicle
Damage table
Roll Result
1-2 Crew shaken. Can only fire snap shots next turn.
3 Crew stunned. Cannot move, and can only fire
snap shots next turn. Zoom vehicles will still
move 18" but cannot turn.
4 Weapon Destroyed. If no weapons left,
immobilised.
5 Immobilised.
If already immobilised, remove another Hit Point.
If fast skimmer treat as destroyed
If a flier, cannot turn (must move in straight line).
5 Explodes. It's gone! 1D6" Strength 3 explosion.
Modifiers,
+1 if vehicle is Open Topped [Page 82]
+1 from an AP2 weapon
+2 from an AP1 weapon

Buildings [Page 92]
Building Armour
Building AV
Fortress or bunker 14
Plascrete palace 13
Rockcret city building 12
Brick house 11
Wooden house 10
Iron or wood shack 9
Damage [Page 94]
Glancing blow allocate a wound to a model in the building
Penetrating shot allocate a wound to a model in the building, and roll on
the Building Damage table below
Roll Result
1 Breach. Building AV reduced by 1
2 Tremour. Occupants can only do snap shots. Can only
move at 3" if exit building
3 Partial Collapse. Occupants receive 1D6 Strength 6 AP-
attacks.
4 Structural Collapse. Occupants receive 2D6 Strength 6 AP-
attacks. One building emplacement weapon is destroyed.
5 Catastrophic Breach. Building AV reduced by 1D3.
6 Total Collapse. Occupants receive 2D6 Strength 6 AP-
attacks. Building is wrecked, and all occupants must either
exit or be removed as casualties. Building now counts as
impassable terrain. All weapons are destroyed.
7 Detonation. Occupants receive 4D6 Strength 6 AP- attacks.
Building is wrecked, and all occupants must either exit or be
removed as casualties. Building now counts as impassable
terrain. All weapons are destroyed.


Assaulting Vehicles and Building with Grenades
Grenade [Pages 61-62] Armour Penetration
Plasma 4 + 1D6
Krak 6 + 1D6
Melta bomb 8 + 2D6
Hits at Initiative of 1
Roll +2 on Vehicle Damage table
Reserves [Page 124]
Roll for each unit in reserve
Turn Unit arrives on roll of
2 3+
3 3+
4 Automatically
Deep Strike Mishaps [Page 36]
Roll if the unit lands on top of friendly unit, within 1 of enemy unit or on
impassable terrain. Effects apply to any vehicle and inhabitants within.
Turn Effect
1 Terrible accident. Entire unit is lost.
2-3 Misplaced. Opponent may place unit anywhere
on board (but not impassible terrain).
4-6 Delayed. Unit is placed back into reserves.
If unit lands on difficult terrain, make a dangerous terrain roll.
Game Length [Page 122]
Turn Game continues on roll of
5 3+
6 4+
7 Game ends

You might also like