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
27RAZORWIRE
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