Warhammer 40k 8th Edition Rules Reference
WEAPON TYPES Assault: If a model Advanced this turn, it may fire this weapon with a -1 to the hit roll. Heavy: If model Moved, subtract 1 from Hit rolls with this weapon. Rapid Fire: Double the number of attacks against targets within ½ this weapon’s maximum range. Grenade: When a unit Shoots, one model may throw 1 equipped grenade instead of firing its Ranged weapons. Pistol: Model can fire all its pistol weapons, even if an enemy unit is within 1” of its own unit. In this case, it may also fire if other friendly units are within 1” of its target. Model must choose between shooting all pistol or non pistol ranged ranged weapons before before rolling any dice. WOUND ROLL
Attack Strength vs Target Toughness Strength doubles (or more) Toughness Strength greater than Toughness Strength equal to Toughness Strength lower than Toughness Strength half (or less) than Toughness
D6 Roll to Hit 2+ 3+ 4+ 5+ 6+
unit that Charged has fought. Select one of your own eligible unit and immediately Fight with it. I nsane nsane B rave ravery (2 CP) C P):: Automatically pass a single Morale test. Must be used before taking the test. R eturn to the the Shado Shadow ws (1 ( 1 CP ): Use this stratagem at the end of your Movement phase. Select a GENESTEALER CULTS INFANTRY unit from your army that is more than 6" away from any enemy model (you cannot select a unit that has arrived as reinforcements reinforcements this turn). Remove that unit from the battlefield. At the end of your next movement phase that unit returns to the battlefield using the Cult Cult Ambush Ambush ability. Meticulo Meticulous us Upri Upri sing (1 CP) : Use this Stratagem before rolling on the Cult Ambush Ambush table. table. Roll two dice instead of one and choose either of the results. If the unit you are rolling for is a Primus, or is arriving along with a Primus, roll three dice instead of one, and select any of the results. GENERAL RULES Unit Coherency. Each model in a unit must end all movement within 2” (or 6” vertically) of at least 1 model in its unit. If it cannot, the unit can’t move until it can end its movement in Coherency.
Rerolls. A dice may only be rerolled once. Rerolls happen before any modifiers are applied, i.e. only “natural misses” are rerolled. 1. MOVEMENT
COMMAND POINTS AND STRATAGEMS Start with 3 CP.
Note: In Matched Matched Play, a player may not use the same Stratagem twice in the same phase.
Comm Command R er oll (1 CP) C P) : Re-roll a single dice. Counter-Offensive (2 CP): Use after an enemy
Models must end en d all movement more than 1” away from enemy models. A unit may perform one of the following actions: 1. Move. Cannot move through wall-like terrain or other
models unless the unit has Fly. May move vertically up terrain. 2. Advance. Roll a dice and add it to the unit’s Move value. Units who Advance cannot shoot or charge this turn. 3. Fall Back. A unit within 1” of an enemy unit can remain stationary or fall back. To fall back, unit must end its Move at least 1” away from all enemy models. Units who fall back cannot Advance or Charge this turn. Units also cannot Shoot unless they have Fly. *Minimum Move. Flying models may have a minimum/maximum move value. A flying model must move its minimum move value or be destroyed. destroyed. A flying model model that moves moves off the table is also destroyed. 2. PSYCHIC 1. Choose a Psyker Each Psyker may attempt 1 unique power per phase. If playing playing Matched Play, each non-Smite non-Smite power may only be attempted attempted once per turn, turn, rather than once per Psyker. Unless otherwise noted, Psykers know Smite* in addition to its other powers. 2. Make Psychic test** Roll 2d6. If the number matches or exceeds the power’s warp charge charge value, the the power is successfully manifested. A Psyker can only attempt each power once per turn, whether or not it is successful. 3. Enemy may Deny the Witch One enemy Psyker within 24” may attempt to deny a successful manifestation. manifestation. Enemy rolls 2d6. If it exceeds your roll, the power is negated. negated. Each spell may only have one Deny the Witch attempt, regardless of the number of enemy
Psykers within range.
**Perils of the Warp. If you roll a double 1 or double 6 when taking the Psychic test, Psyker immediately suffers d3 mortal wounds. If slain by Perils of the Warp, the power fails and and each unit within 6” suffers d3 mortal wounds.
can fire Overwatch. 3. Overwatch. Can only fire Overwatch if no enemy is within 1”. Resolve Overwatch just like shooting, but a 6 is always required for a hit, regardless of BS or modifiers. 4. Make Charge Move. Roll 2d6 to determine unit’s Charge distance. First model moved must end within 1” of a targeted enemy unit or charge fails. No model may move move within 1” of an enemy unit that wasn’t targeted, or charge fails.
3. SHOOTING
H er oi c Inte I nterr vention: vention: After opponent completes
1. Choose a unit that did not advance or fall back, or is not not within 1” of an enemy enemy unit.
all charge moves, you may move any of your Characters within 3” of an enemy unit up to 3” closer to the nearest enemy model.
*Smite. Charge value 5. The closest visible enemy unit with 18” suffers d3 mortal wounds. If the result of the Psychic test was 10+, the target suffers d6 mortal wounds instead.
2. Choose Targets. Each model may target different units. A unit must be within range and line of sight of the attacking model, and cannot be within 1” of friendly models. Models can see through other models in their unit. Models with Pistols may shoot even while within 1” of enemy models. See Pistol in Weapon Types. A character model cannot be chosen unless it is the closest visible unit to the model shooting it. This does not apply to models with a Wounds characteristic of 10+. 3. Resolve Attacks. Remember that a roll of 1 always fails on the hit, wound, and saving roll. 4. CHARGE 1. Choose Unit to Charge With. Must be within 12” of an enemy unit. Cannot charge if advanced or fell back this turn. 2. Choose Targets. Select one or more enemy units within 12” as the target. Each target unit
F ocus ocus of A dor dor ati ati on: Friendly GENESTEALER CULT INFANTRY units can perform a Heroic Intervention whilst they are within 6" of this Warlord, even if they are not CHARACTERS. 5. FIGHT 1. Choose Unit to Fight With. All units that Charged this turn fight before any other unit. Beginning with the active player, players take turns activating their units that are within 1” of enemy models until all eligible models have fought. 2. Pile In. Move each model up to 3” towards the closest enemy model, even if it’s not part of a unit that was Charged. 3. Choose Targets. An enemy model can be targeted if: The attacking model is within 1” of the target, or The attacking model is within 1” of a model from its own unit that meets the previous requirement.
Models that Charged this turn can only target units they Charged this turn. Models and Units can split their attacks between different enemy models. You must declare how the Unit’s attacks will be split before rolling any dice, and resolve all attacks against a target before moving moving on to the the next one. The model’s Attack stat determines stat determines its number of melee attacks. 4. Choose Melee Weapon. A model may use any equipped melee weapon for each attack. If a model has no weapon listed, it has a Close Combat Weapon with Strength: User and Damage: 1. 5. Resolve Combat Attacks. This is like resolving Shooting, except you use the model’s Weapon Skill for hits. 6. Consolidate. You may move each model in the unit up to 3” closer to the nearest enemy model. 6. MORALE
Active player takes Morale Tests first. Tests are taken for each unit that had a model slain this turn. Roll a dice and add 1 for each model in the unit slain this turn. Compare this to the highest Leadership within the unit. If it exceeds that number, the test is failed. For each point above the Leadership, a model flees and is removed from play.