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Warhammer 40,000 6th Edition

Quick Reference Guide

Movement [Page 10]


Unit type [Page 425] Infantry, Monstrous Creature, Artilery Walker Jump Packs, Beasts, Cavalry, Jetbikes, Bikes Jet Packs Skimmer Flyer in Zoom mode All other vehicles Standard Move Up to 6" Up to 6" Up to 12" Up to 12" Up to 12" 18" - 36" Up to 12" Fall Back 2D6" n/a 3D6" 2D6" n/a n/a 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 Normal to hit Snap shot / Overwatch

1 6 6

2 5+ 6

3 4+ 6

4 3+ 6

5 2+ 6

To Wound 1 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3 6 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ Target Toughness 4 5 6 7 6 5+ 6 4+ 5+ 6 3+ 4+ 5+ 6 2+ 3+ 4+ 5+ 2+ 2+ 3+ 4+ 2+ 2+ 2+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 8 6 5+ 4+ 3+ 2+ 9 6 5+ 4+ 3+ 10 6 5+ 4+ Save 6+ 5+ 4+ 3+ +1 Rules Cover save as determined by structure (see above) Receives a cover save +1 5+ cover save 4+ cover save Can only be hit using snap shot unless targeted by Skyfire weapon. Cannot be hit by any template weapon.

1 2 3 4 5 6 7 8 9 10

Cover saves Cover Type [Page 18] Razor wire Forests and area terrain Ruins, ruined fortifications, trenches Fortifications Unit has "gone to ground" Vehicle scenario Vehicle is obscured, with 25% of it obscured by structure [Page 74] Only a tiny portion of the vehicle is displayed [Page 74] Jink model (fast skimmer/motorbike) has moved normal allowance [Page 38] Jink model (fast skimmer/motorbike) has moved flat out [Page 38] Flier is "zooming" at 18" speed [Page 80]

Weapon Strength

Assault [Page 20]


To Hit (Assault) 1 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 2 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3 5+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ Defenders WS 4 5 6 7 5+ 5+ 5+ 5+ 4+ 5+ 5+ 5+ 4+ 4+ 4+ 5+ 4+ 4+ 4+ 4+ 3+ 4+ 4+ 4+ 3+ 3+ 4+ 4+ 3+ 3+ 3+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 8 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 3+ 9 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 10 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 4+

1 2 3 4 5 6 7 8 9 10

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]

Attackers WS

Charging into assault Unit Type Charge range Infantry Jump units with Jump Packs (otherwise treat as infantry 2D6" 2D6" But may reroll both dice.

Jet units with Jet Packs (otherwise treat as infantry Bikes and cavalry

2D6"

Charge through Difficult Terrain 3D6, discarding the highest 3D6, discarding the highest But may reroll any to all dice if needed. Must make dangerous terrain test. 2D6, but must make dangerous terrain test. 2D6, but must make dangerous terrain test. 3D6, discarding the highest

2D6"

Monstrous creatures 2D6"

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
Hit Points Vehicle Type

[Page 70] Examples


Landspeeder, Sentinel, Piranha, Warbuggy Rhino, Leman Russ, Predator, Dreadnaught, Hammerhead, Trukk Land Raider, Monolith, Battlewagon

Light fast attack Medium vehicle Heavy tank

Hit Points 2 3 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. Weapon Destroyed. If no weapons left, immobilised. Immobilised. If already immobilised, remove another Hit Point. If fast skimmer treat as destroyed If a flier, cannot turn (must move in straight line). Explodes. It's gone! 1D6" Strength 3 explosion.

4 5

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 Fortress or bunker Plascrete palace Rockcret city building Brick house Wooden house Iron or wood shack 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 APattacks. 4 Structural Collapse. Occupants receive 2D6 Strength 6 APattacks. One building emplacement weapon is destroyed. 5 Catastrophic Breach. Building AV reduced by 1D3. 6 Total Collapse. Occupants receive 2D6 Strength 6 APattacks. 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. AV 14 13 12 11 10 9

Assaulting Vehicles and Building with Grenades


Grenade [Pages 61-62] Plasma Krak Melta bomb Armour Penetration 4 + 1D6 6 + 1D6 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 5 6 7 Game continues on roll of 3+ 4+ Game ends