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ASSAULT By Ian Pickstock 4m this first part of a two part article we take a look at expanding your games of Warhammer 40,000 ‘with fortified defences such as trenches, emplacements and razorwire. ‘An this first part of the assault article I will deal with rules for some basic types of defences for use in your games of ‘Warhammer 40,000. In the next istue I will cover larger fortifications like strongholds, watch towers aunt luge wall, sections. I won' go into great deal of details of how to include the defences covered in this article in games or how to play attacker|Aefondor type gamex ATlof these wil be courted next issue. For the time being if we simply say that any defences purchased as part of an army, including Battle Bunkers are placed in exactly the same way as Baitle Bunkers. Defences are deployed before troops, with the player with the lowest strategy rating placing their defences first. Defences can be placed any where within the players own deployment zone. Some defeines mney pled wry where un your ow lait of die table, details of these will shown on the detafexes printed atthe end ofthis article. If any defences are placed ouside your own deployment zone: then they can only he manned hy ire with ‘the Inflation ability. Any race may purchase fortifications ap pert of their Support ‘allowance. This moans you may never spend mors than SO% of ‘your points on fortifications. ‘Ietther side as chosen wo use forificarions then they may use {he new Mission Card printed atthe end ofthis acticle. Li you have included fortifications in your army then you may use the Hold the Line mission cerd (printed in White Dwarf 169). 1¢ your opponent hag included fortifications in his force then you ‘may use the new Storm the Fort mission card. CONCEALED UNITS Some typeof fortifications ike tenche, ae very good at Iding defending Woops ts is beesuse he forahcetons by (ear sais ceca aces cs wy Tn inntawate of any defining nope boxcar heated tt rey slaay ied ahs cera Teaser ortaneioas See eee {ed coneaed bunkers. Ia typeof forties can conceal troops ten ey unis a you ply int eto he leeiclnget i pera foaled Coen ae have to be placed onthe table, Instead take one of the onceled unit markers, mark on a sporate pce of paper what models or unit the counter represents and place the count in he foricaon whore thal unt wil be concede Important: All te moda represented by We conceded wat omer mast be placedin he es orteston an etfs Convealal comer eun neve rpretes more models ha cat ‘be accommodated by the fortification. 24 ‘While that unit is concealed it may not be shot at, and cannot ‘be charged by enemy models. If any or all the members of a ‘concealed unit wishes to moves or shoot then it must give up ts Concealed status and the uuil sepreseuted by the waisted ‘marker must be placed on the table. A concealed unit may go into overwatch without giving up its concealed status, but ax ssonn as it Frac it will give away ite paeitian and Tose i concealed status. A unit ean only start the game concealed, if ‘any models enters a fortification that can conceal troops then they can only hide. Revealing and Placing Concealed Unlts Concealed units are revealed in the same way as spotting hidden troops. TF a concealed nit connter ix the spotting distance of a model then they have been spotted. The spotting distance for a model is equal tothe model's Inidative characteristic in inches. The concealed unit counter is flipped over to show it’s “detected” side. OF course if an enemy ‘trooper gets into a position whereby itis obvious that they ‘would be able to 2eo the coneoaled trope then they are Concealed models which are spatted are all placed in the {orification in which the concesled counter was placed, Detecting Concealed Unite ‘Concoaled nits can be detected like hidden troops by using some devious and cunning piece of wargear like a Scanner or the Helm of Durfast. Firing on Concealed Units Concealed units that are detected can be fired upon in the same way as doweted hidden troops. The units that spotted the concealed unit can shoot at dhem as usual and the reat of the army ean fire on them with any weepons with a Blast marker, hitting eny concealed model caught under tho template on the D6 roll of 4 or more. Moving Concealed Troops Concealed toops may 2ot move, but they may give vp their concealed ctatus and beoome hidden. This means the ‘concealed unit has to be placed on the table but allows the unit tomove as long as they stay out of LOS of the enemy. TRENCHES Teds quite commen for defending infantry units to make thst down over, tere ae gute snply encive dus inthe goad, Providing hard cover snd allowing oops to sie in areas of {pen ground waiting for enemy frtaton to par o they can ‘beambushed.Trenchos canbe dug in any shape atench oold belong line ori could be around pit, whatever the shape a Single tench setion shouldn't beable hold more than ton Tnfery models Mole monars may be place in wonches tnd walkers end dreadnoughts may be placed in trenches. But Temember the walker of dreadnought wil not be able wo leave the onc ithe sides ofthe wench are higher than the models Knee. Your tench models can have a open end or ene to allow other sections to be joined together, There ie tench dates abe end ofthis are ‘Moring into, out of and over Trenches ‘Models in trenches can move along trenches as normal, any ‘moviale wanting 19 mave ait nf a tranch enmnt ae moving across an obstacle and must surender half their movement 10 do s0. Models can move into trenches for free as long as their is enough room to place the model inthe trench. Models which ‘charge models in trenches may enter the trench if thei is room to place them in the tench. If their isn't room to place the ‘modo in the tronah then they must etack from the edge of the tench. Of course attacking from the edge ofthe trench means the attacker gets a +1 bonus for higher ground, this means trenches are very vulnerable to close combat attacks, An attacking model can uss its follow up move to enter the wench, there should be room now! Models only move trenches if they axe in their possession or are empty. Crossing a trench counts ‘as moving over an obstacl ‘Vehicles attempting to cross the trench should treat it as an ‘obstacle and should follow all the miles for recsing caries ‘and collisions as printed in the Washammer 40,000 Rulebook, Attacking from the Trenches ‘Models that are in a trench may fie from the trench using the ‘normal shooting rues. Shnoting at the Trench Models in trenches can be fired at using the normal shooting rules, receiving the benefit of the -2 modifier for hard cover. ‘When firing weapons with a blast marker at models in tenches the normal rules for shooting a weapon with a Blast marker are used to place the blast marker. IF the hole in the centre of the blast marker is inside the trench then shot is assumed to have exploded inside the teeucly, damage is sesulved with « +1 srongih heme ta repracent the ancloeed epace ofthe trench, If the hole inthe centre ofthe blast marker is outside the trench Dut models inside the trench are under the blast marker, then the shot is assumed to have exploded outside the tench with ‘most of the blast flying over the heads any models in the trench, Rell @ DS for cach model in the wench that in under the template, they are hit on aol of 4, 5 or 6. On a roll of 1, 2or 3 the model dackbacks as the blast flys over his head and he is ‘completely unaffected by the blast. Trenches do not provide any protection against ges weapons and models under the blast marker ate affected a> sous. Destroying the Trench ‘Because trenches ae just holes in the ground, they don’t have ‘any physical cubetance thie mals thom vory difficult to destroy. The only way of destroying a trench is to disrupt the ground around the tench with such a force that it causes the trench to cave in. The following weapons have a chance of collapsing a trench and follow the special rules printed below. ‘Vibro-cannons: A tench which i hit by a vibrocannon suffer damage exactly as if it were a vehicle. The irench is automaticaly hit andthe Eldar player must rol to penetrate the trench’s ‘armour, the trench has an armour value of 14, IF ‘sunnessfl the Eldar player rolls on the tench damage table on the tench datafax with +3 modifier to the rol, Barrages Ifthe tronch ia hit by the strategy cord — barrage then as well as affecting any models under the template, the arbital barrage can also damage the trench. Roll 10 penetrate the twench’s armour, the trench has an armour value of 14. If ‘successful then 10ll on the wrench damage table printed on the ‘wench datafax ‘Mole Mortars: If amole mortars used to atiack a trench, then roll on the following this table instead of the Mole Mortar Accuracy Table printed inthe Wergcar Dok: MOLE MORTAR DAMAGE TABLE 1 ‘Off Target. The torpedo's guidance system draws itofftarget. Randomly determine scater as normal then reoll on the Mole Mortar ‘Accuracy table in the Wargeaz book. 2 rst. The torpedo emerges on target, spins cut ofthe ground and explodes in a devastating lairbursi. Work out damage as described in he ‘Wargear book for an airburst. $4 Surface iurst."Ihe tompedo emerges on target and explodes as it breaks the surface. Work out ‘umnage a described in the Wargear book for an surface burst. 5:6 Cave In! The torpedo explodes under the tuench. Sending massive shock waves through the ground, causing the sides ifthe trench 10 cave in. The wench and any models in it re destroyed. Kemove tne trench mode! end replace ‘twith a crater, EMPLACEMENTS Emplacement are used by many forces attempting to defend a position. Although a lot more difficult to construct than, euvite they du wonfer a umber of additional benefits, An emplacement consisis of x rampart Kang up w wall, Uelind ‘which is araised platform for tops to stand on. ‘Emplacemenis can ofler protection tor up to ten human sized, ‘oops or a single support weapon. The emplacements may have open ends to allow you to form long lines of ‘ermplacement. EMPLACEMEN’ Obstacle (Cost half move to cross) Difficult Ground (half move rate) Moving Into, Out of and Over Emplacements Modale in amplacemente can move along the omplaremnts ‘normal. Models wanting to leave towards the fore of the ‘emplacement count as moving across an obstacle and must surrender half their movernent to do so. Models wanting to leave or enter towards the rear of the emplacement may do so for free. Models can only enter the emplacement if there is room w place diem un die eusplivenient, Models wishing 12 charge models in emplecerents may do so using the notival ‘movement rules. The sloping ground in front ofthe wall count fr difficult ground and may anly he erncced 2! hall move ate. ‘The wall itself counts as an obstacle and a model must surrender half its movement to cross it. Therefore the only way ‘charging model can enter an emplacement is if he starts his ‘charge at the base of the emplacement, a model with a basic ‘move of 4" will use 4” of it's charge move to cross the difficult ‘ground and the final 4” to cross the obstacle. If a model ‘manages thar then they an auuck ue defeaders xo wot. OF ‘course models don T have to Nave to cross the obstacle, but then defender will get the bonus for defended obstacle, Note, thece movenaent zewictions apply to madels with Imp Parke using their 4” move to engage in hand to hand combat. Alco if models with Tump Pack leap over your emplacoment and attack from the rear, the defenders will sill get a bonus for being on higher ground, hence the platform. Vehicles attempting to cross the Emplacement should teat it ae an obstacle and shovld follaw all the miles for erossing ‘obstacles and collisions ae printed in the Warhammer 40,000 Rulebook. Acuucking from the Emplaceareut ‘Models tat are on an emplacement may fire from Wie using, the normal shooting rules. Shooting at the Emplacement Models in emplacements can be fired at using the normal shooting rules, receiving the benefit of the -2 modifier for hard cover. 26 When firing weapons with e blest marker at models on ‘emplacements the normal rules for shooting « wespon with a Dns marker are used w ple the blast maker. Ifthe hoke in the centre of the blast marker is behind the wall of the replacement then shot is assumed to have exploded inside the fmplacement, eny maudele wnder the hlact marker are affrcted by the weapon following the normal rules. If the hole in the centre of the blast marker is on or in front of the wal of the ‘emplacement but models on the emplacement are under the blast marker, then the shot is assumed to have exploded ‘ulside the emplacement with most ofthe blast fiying over the hheads of any models on the emplacement, Rell « D6 for each niodel it die eusplaveuieut that is under the template, thoy ere hit on a roll of 4, 5 or 6, On a roll of 1, 2 or 3 the model sdnekhaces asthe blast ys over his head and he is completely Unaffected hy tha hiaet Femplacments da not provide any protection against gas weapons and models under the blast marker ae affected as usual. Models sliuting at the emplacement may attempt to destroy the emplacement itself. The player must nominate that they are tying to destroy the emplacement itself before rolling to hit. Thi ic the omy way to desteny the emplacement stray shots from weapons with blast markers will only affect any toops standing on the emplacement. Histing dhe emplacement is relatively easy to accomplish as it is a large stationary target. ‘To represent this attacks made at long range count the emplacement as « large target and receive a+] modifier to their hitrolls, Atiacka mode st ahort range hit the emplacement ‘automatically. ‘Ifyou hit the emplacement then roll to see if you penctrate the femplacement’s armour, Emplacements have as armour value fof 20. If the srmour is penentreted then roll a D6 on me Emplacement Damage table on the emplacement Datafax. CONCEALED BUNKERS Concealed bunkers are used as first line of defence against enemy ausck, A concealed bunker ip ¢ stall, heavily ‘camoflaged dugout. Bach concealed bunker ean conceal two troops. It is quite common for concealed bunkers o be placed {aily deep into the batlafield and on the Marks Using Concealed Bunkers in Battles Concealed bunkers can be a very useful defence. When using concealed bunkers you must purchase enough to house a ‘complete squad. Concealed Bunkers are’ plated vx the table, instead a special Concealed Bunker marker is placed when ‘deploying forifestine, represent the area thatthe bunkers tro in. A Concealed Bunker marker miy never repersent mow then three concealed bunkers. The opposing player may make no action against the bunkers as the opponent isn't aware of their exisistance. fan enomy unit, charestor or vehicle movso within 12" of the ‘Concealed Bunker marker and has Line of Sight to them, then they can make an initiative tes 1 soe if they spot them. The ‘opponent must roll equal to or under thei initiative to spot the ‘bunkers, «roll ofa 6 will always fail. Ifthe unit made x run ‘move that turn they must edd +1 to the roll and will automatically fail on a 5 or 6. A squad may use their leaders initiative, Space Wolves may double their initiative ‘characteristic for these purposes. If they pass the initiative test the bunkers will have been spotted and they should be placed ‘on the table. Ifthe oceupants of a conecaled bunker shoot then they must automatically reveal themselves. When placing ‘concealed bunkers, one bunker should be placed on the ‘concealed bunker marker, any other bunkers must be placed so that they are with in 4” ofthe first bunker. Revealed bunkers ‘may be fired at by the troops that spotted them and the rest of tho opposing army may target them with wespons with a blast marker, ‘Moving into, out of and over Concealed bunkers ‘A concealed bunker may not be entered by any models, only the models that sceupy the concealed bunker atthe beginning Of the game are ever placed in the concealed bunker. Models inside a concealed bunker may leave during their own tntwrmnest phen, 31 ente then WAI the mcwerenttn Wave ‘One of them will prime and throw a special demolition charge {in the concealed bunker, destroying the bunker automatically. The models may not periorm any other ation int Sen Attacking the Concealed bunker ‘The models that are in the concealed bunker may not be directly atiacked even if they fired out of the vison sit in their previous tar, Decause of the way thatthe actual concealed hunker is consineted it is very difficult ta discern what ix actually « pat of the concesied bunker that could be damaged and what is merely some of the surrounding ground that wil, absorb the shot harmlessly. To represent this any one firing at the concealed bunker suffers a -1 penalty to hit. When the concssled bunker is hit by a ranged altace roll ts son which, area was hit and what damaged was eaused just as if you were attacking a vehicle, using the concealed bunker demage table printed below. Weapons with a blast marker will only affect the concealed bunker if they hit it directly, scattered shots are not purposely sind atthe voncealed bunker and thesefoxe wil rot damage it. Weapons with a blast marker will only affect ‘one location on the concealed bunker, determined by rolling om the chart as normal. Concealed bunkers can also be attacked in hand-to-hand combat in the same way as you would a vehicle, ‘Models within 1” of the front of a concealed bunker may choose to fire or throw grenades through the vision slit at models inside, Roll to bit and wound the target using the ‘normal shooting rules. Special Weapons Harlequin’ Kiss: A model armed with harlequin’s kiss that is wil 1" uf dhevonealed bunke'> visi slit nay use dhe ‘weapon to attack any models inside the concealed bunker, Roll con the harlequin kiss Vehicle Crew Penetration Table in the ‘Wargear book to see what happens to any models inside the concesled bunker. Hand Flamers, Flamers & heavy flamers: The flames from these weapons will wash over the concealed bunker and flow ‘through the vision slit affect the models inside. Ifa flamer is ‘usd to ltack a concealed bunker then it will automaticaly hit 4 Vision slit. Roll a DS for each model inside the concealed ‘bunker, they are hit by the flames on a roll of 3 or more. Note that flamers do not receive the bonuses normally applied to ‘weapons with a blast marker in building. Graviton Gun: Ifa graviton gun hits @ concealed bunker then it ignores armour penetration, Roll on the concealed bunker amage table edding +1 to the die score, Distort Cannon: Roll a D6 if any part of a concealed bunker falls under a Distort Area template. On a roll of 4, 5 or 6 the concealed bunker and all ite ocoupant are affected by the distort cannon. Make one distort cannon test to see What happont tothe contesled tuker and its cocupante Mole Mortars: Ifa mole mortar is used to ack a concealed ‘bunker then roll om the following table instond of the Male ‘Mortar Accuracy table printed in the Wargear book. MOLE MORTAR DAMAGE TABLE “ (Umr Yarget.'Ine torpedo’ gusaance system draws it off target. Randomly determine seater fas normal then re-coll on the Male Mortar ‘Accuracy table in the Wargear book. 2:5 _Airburst. The torpedo emerges on target, spins ‘outof the ground and explodes inthe bunker. AIL the models inthe concealed bunker take a strength 4 hit with -2 save modifier. 5-6 Cave Int The torpedo explodes under the concealed bunker, causing the bunker 1 cave ‘in. The concealed bunker and any models init are destroyed. Remove the concealed bunker ‘model and replace it witha crater. (Choke, Hallucinogen, Seare & Toxin: Ine gas trom these weap will seep dough the vision slit into the concealed ‘bunker. Ifthe front of the concealed bunker is covered by the blast marker template for the grenade then roll a DS for each ‘model inside. On a roll of 3, 4, 5 or 6 then the model may be affected by the grenade as described in the Wargear book. Photon Flash Flare: Photon flash flares that go off outside the ‘concealed bunker will not affect any models inside the ‘concealed bunker. If the flare goes off inside the concealed bunker then it automatically effeets any models inside the conecaled bunker, and] ja added to the dico rll on tho Flach Effect able printed in the Wargoar book. Yibro-cannons: A concealed bunker which is hit by a vibrosannon miffer damage exactly az if it ware 2 vohicle. Tae concealed bunker is automatically hit and the eldar player must roll to penetrate the concealed bunker’s armour, the concealed bunker has an armour value of 22. IT successful the Eldar player rolls on the Bunker damage table on the concealed bunker datafax with +3 modifier (the roll 27 RAZORWIRE Razorwire is used to restrict enemy troop movement and channel enemy units so as to maximise the defenders concentration of fire. Razorwire cosists of large coils of razorsharp wire. The razorwire is coiled and torqued in such a fashion that anyone attempting to interfere with the wire will cause Ue wine wy eat viviealy, withing aud lshag out a i ithad a life of ts own. ‘Moving through Razorwire ‘Moving through razorwire is not advisable as it tends to be a Dit prickly. Anyway some fool is bound to want to try to move ‘through i 0 here is some rules o try and deter you. Razorwire ‘oulls > very diffmulttexeain and must be eiosoed at quater move rate. Models may not run through razorwire. An ‘models that run will come to an immediate halt if they come in fnvenmtert with eerrwiee and wil nt move any fthes that tum. Any model whoes hase is wholly or partially in the razorwire at the end of any movement phase will take an aulomatic strength 4 hit with a -1 save modifier. Also every ‘model must roll under or equal to their initiative on a D6 10 ‘void becoming ensnarred in the razorwite, a roll of « 6 ‘automaticaly fails, Models wholly within the razorwire add 1 to their rol, and therefore will automatically fil on a Sor 6. Models which fall have become entangled and may do node ‘until the end of their next movement phase when they should test apain Movels in eazorwire may nat shoot in the shooting phase: ‘Vehicles attompting to cross the Rezorwire should teat it as an ‘obstacle and should follow all the rues for crossing cbstucles ‘and wolisins a printed ire Warlenaves 40,000 Rulebook, ‘Any vehicle crossing Razorwire should roll a D6, Vehicles “aith Ram hare or Riilldazer hlades may’ add a +2 modifier to represent the fact that they have a better chance of ripping the razorwire up. On a roll of a 6 the vehicle has damaged the Razorwire, roll a 16 on the Kazorware Damage table, Destroying Razorwire ‘Although the stuff that rezorwire is made of is not very toueh, very dificult tn destroy. The only weapons with «hope of

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