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Apoc 10 e Manual

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0% found this document useful (0 votes)
44 views12 pages

Apoc 10 e Manual

Uploaded by

Aquele Pedro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Warhammer 40,000:

Apocalypse
10th edition field manual
v0.1b
TABLE OF CONTENTS
THE RULES OF ENGAGEMENT............................................................................. 3
THE TURN .............................................................................................................. 4
1. INITIATIVE PHASE ........................................................................................................... 4
2. ORDERS PHASE ................................................................................................................. 4
3. ACTIONS PHASE ............................................................................................................... 5
4. DAMAGE PHASE................................................................................................................ 7
TERRAIN FEATURES ............................................................................................. 8
MARKERS................................................................................................................ 9
DATASHEETS.........................................................................................................10
FACTION ABILITIES..............................................................................................11
WARMASTER TRAITS ...........................................................................................12
THE RULES OF ENGAGEMENT
MISSIONS When you use a Stratagem, reduce your CP total by the amount listed
Before fighting a battle, you must pick a mission. The mission will tell on that Stratagem. If you do not have enough CP for a specific
you how to create your battlefield, how to select and deploy your Stratagem, you cannot use it. You can use the same Stratagem
armies, any special rules that apply, and (most importantly!) what multiple times during a battle, and stratagems can be used multiple
you need to do to win. times in the same turn, but the cost increases by 1 for each use.

UNITS THE BATTLEFIELD


Models move and fight in units. A unit can have one or more models The size of your battlefield should commensurate with the size of the
from a single datasheet (see below). Models and units from the same armies you are using. A good measure of the size of the army is its
army are said to be friendly in relation to each other. Models and Power Level. As a rough guide, we suggest consulting the table below
units from your opponent’s army are referred to as enemy models to give you an idea of how big a battlefield you will need, and
and units. If a rule affects ‘models’ or ‘units’ without specifying that approximately how long such a battle should take, based on the
they are friendly or enemy, that rule affects all models or all units, combined power of all the models used in the battle (so the combined
regardless of whose army they are in. Power Level of both your and your opponent’s armies).

KEYWORDS TOTAL POWER BATTLEFIELD BATTLE LENGTH


All datasheets have a list of keywords, separated into Faction LEVEL SIZE
keywords and other keywords. Faction keywords can be used to help 300-450 6’ by 6’ Up to 3 hours
you decide which models to include in your army, but otherwise both 451-600 6’ by 8’ Up to 4 hours
sets of keywords are functionally the same. In either case, keywords 601-750 6’ by 10’ Up to 5 hours
appear in KEYWORD BOLD. Keywords are sometimes linked to (or
751-900 6’ by 12’ Up to 6 hours
‘tagged’ by) a rule. For example, a rule might say that it applies
Etc. Etc. Etc.
to INFANTRY units. This means it only applies to units that have
the INFANTRY keyword on their datasheet. The pluralisation (or
otherwise) of keywords does not affect which units the rule in NOMINATING COMMANDERS
question applies to. When a detachment is created, each player must nominate one unit in
each of their Detachments to lead it as its Commander. This must be
ENGAGEMENT RANGE the unit with the best Leadership characteristic in the Detachment. If
Engagement Range represents the zone of threat that models present two or more units are tied, you can choose which among them is the
to their enemies. While a model is within 1" horizontally and 5" Detachment’s Commander.
vertically of an enemy model, those models – and their units – are
within Engagement Range of each other. TAKING COMMAND
If the Commander of a Detachment from your army is destroyed
UNIT COHERENCY during the battle, you immediately designate a new commander and
A unit that contains more than one model must be set up and end any place a Commander marker next to them. This must be chosen just as
kind of move as a single group, with all of its models within 2" the NOMINATING COMMANDERS section. Note that the Detachment’s
horizontally and 5" vertically of at least one other model from that new Commander does not become a Warlord, even if they are a
unit. While a unit has seven or more models, all of its models must Character.
instead be set up and end any kind of move within 2" horizontally and
5" vertically of at least two other models from that unit. This is called ATTACHED UNITS
Unit Coherency. Some CHARACTER units have the Leader ability, which lets them
merge with other units (known as Bodyguard units) to form an
If for any reason a model in a unit cannot be set up in Unit Coherency, Attached unit. For the purposes of rules that are triggered when a
that unit is destroyed. If a unit cannot end a move in Unit Coherency, unit is destroyed, such rules are still triggered when one of the
it cannot make that move and its models are returned to their individual units that made up an Attached unit is destroyed.
previous positions.
Blast markers must be resolved against bodyguards before Leaders.
DETACHMENTS
Before the battle begins, all of the units in each player’s army must be WARLORDS
organized into Detachments. Each Detachment consists of one or If a detachment’s Commander has the CHARACTER keyword, that
more units that move and fight together, and each Detachment is led unit is a Warlord and gains the WARLORD keyword. WARLORDS
by a Commander. Detachments will need to stay in close proximity to generate command points for your army each turn.
each other or risk being routed from the battlefield (12” from the
Detachment’s commander). Detachments should be limited to 25- SELECTING A WARMASTER
50PL, with the goal being around 3 detachments per 100PL. Once the players have nominated all their Commanders, each player
must select one of them to be their army’s Warmaster – this must be a
Teams should strive to have the same number of detachments to keep WARLORD if there are any in your army. After selected a Warmaster,
the game in sync. if it is eligible for a Warmaster Trait, the player determines what that
[Note: All units in a Detachment will carry out the same order Warmaster Trait is.
(aimed fire, assault, advance), so be sure to design them to
function together! You probably won’t want fast melee units with
long fragile firepower] MODIFYING CHARACTERISTICS
You may encounter abilities and rules that modify one of a unit's
STRATAGEMS AND COMMAND POINTS characteristics. All modifiers are cumulative, though you should apply
Rather than using command asset cards found in the default any multiplication or division to the characteristic before applying
Warhammer: 40,000 Apocalypse ruleset, command points and addition or subtraction. When halving a characteristic, round
stratagems have been introduced. fractions up before applying other modifiers (if any) to the result.
Command points are earned at the start of the Orders Phase. These
can be spent on Stratagems defined for each faction. Every turn each Irrespective of the source, characteristics of ‘-‘ can never be modified,
player generates 1 command point, then 1 additional command point and the Attacks and Leadership characteristics of a unit can never be
for every Warlord in their army that is on the battlefield. modified below 1.
THE TURN
1. INITIATIVE PHASE
At the start of each turn, before doing anything else, both sides roll a D12.
The side with the highest result has the Initiative for the rest of the turn. If
TURN SEQUENCE
the rolls are tied, the team who did not have the Initiative in the last turn Each turn consists of the following phases:
has the Initiative during this turn; if the rolls are tied and it is the first turn,
roll off until the tie is broken. 1. INITIATIVE PHASE
Determine which player has the initiative this turn

2. ORDERS PHASE 2. ORDERS PHASE


Mark Out of Command units, set up reinforcements,
The Orders phase is split into four steps. First the players mark any units generate Command Points, and issue orders to
that are Out of Command, then they set up their reinforcements, then they Detachments.
generate their Command Points, and then they issue orders to their
detachments. The Orders phase then ends and the Action phase begins.
3. ACTION PHASE
A) MARK OUT OF COMMAND UNITS Move, shoot, and fight with detachments
Each player places an Out of Command marker next to each of their units on
the battlefield that is more than 12” from their Detachment’s Commander
4. DAMAGE PHASE
and does not already have an Out of Command marker next to it (If a
Resolve damage for units in Detachments and test their
Commander is in Tactical Reserve, nits in their detachment are considered
to be more than 12” from that Commander.) Out of Command units are in courage
danger of being routed and being removed from the battlefield, as described
in the Damage phase.

B) SET UP REINFORCEMENTS
Players can select one or more of their Tactical Reserves units and declare
they will arrive as reinforcements this phase, then set them up on the
ENGINES OF WAR
SUPER-HEAVY units in a Detachment carrying out an
battlefield. If both teams have Tactical Reserves units to set up, alternate
Aimed Fire or Advance order can make one Shoot action
starting with the team with Initiative.
and one Fight action (instead of only being able to do one
of these.) All other rules for that order still apply.
Setting up Tactical Reserves unit is not considered a move for the unit, and
it can still make actions as normal during the turn it arrives as
reinforcements.
NO ORDERS
Any Tactical Reserves unit that has not arrived by the 4th turn counts as If you forget to place an order marker next to a
having been destroyed. Detachment in the Orders phase, it cannot carry out an
Order in the subsequent Action phase. It is considered
good sportsmanship to remind your opponent to place an
C) GENERATE COMMAND POINTS order next to any Detachments they make have
Each player generates 1 Command Point, then one additional Command overlooked.
Point for each WARLORD in their army that is on the battlefield, including
WARLORDS that are embarked within TRANSPORTS, or are garrisoning
Defensible Terrain features.

D) ISSUE ORDERS
Players simultaneously issue secret orders to each of their Detachments,
placing the appropriate order face down next to that Detachment’s
Commander. Note that a Detachment cannot be issued an order whilst its
commander is in Tactical Reserves. The order issued to each Detachment
will determine what actions the units in that detachment can make in this
turn’s Action phase. Once all orders have been issued, the players flip over
their order markers to reveal the order each Detachment will carry out

Advance – When a Detachment carries out this order, each unit in that Detachment can make one Move action.
After all units in that Detachment that you want to make a Move action have done so, each unit can then make
either one Shoot action or one Fight action

Aimed Fire – When a Detachment carries out this order, each unit in that Detachment can either make one Shoot
action or one Fight action. In either case, whilst making this action, add 1 to hit rolls for attacks made with Ranged
weapons, and subtract 1 from hit rolls for attacks made with Melee weapons.

Assault – When a Detachment carries out this order, each unit in that Detachment can make one Move action –
double each unit’s Move characteristic whilst doing so. After all units in that Detachment that you want to make a
Move action have done so, each unit can then make one Fight action.
The actions that can be made this
3. ACTIONS PHASE phase are:
Starting with the player who has initiative, the
players alternate selecting a Detachment from
action. When all units have made the first action,
each unit in that Detachment can, in an order of
MOVE ACTION
The unit moves across the
their army and carrying out its order. A player your choosing, make that order’s second action
battlefield
cannot ‘pass’. (if any). When all of a Detachment’s actions have
been made, the order has been carried out and
When a Detachment carries out its order, each
unit will make one or more actions. The actions
you remove its order marker.
SHOOT ACTION
they will make and the sequence in which they If all of a player’s Detachments have carried out The unit attacks with its ranged
are made are dictated by the order marker next their orders with the remainder of their weapons
to that Detachment’s Commander as described Detachments, one at a time, as described above.
on the previous page. When a Detachment carries
out its order, each unit in that Detachment, in an
Once all Detachments have carried out their
orders, the Action phase ends and the Damage FIGHT ACTION
order of your choosing makes that order’s first phase begins, The unit attacks with its melee
weapons.

If, at the end of any Move action, a unit that has can FLY.
MOVE ACTION an Out of Command marker next to it is now
PILE IN
Start your Movement phase by selecting one unit within 12” of its Detachment’s Commander,
from your army that is on the battlefield to move: remove that unit’s Out of Command marker If a unit Piles In, you can move each model in the
unit up to 3”. Each model must finish this move at
least as near to the closest enemy model as it
• Unless that unit is REMAIN STATIONARY was at the start of the move.
within Engagement Range of any enemy
If a unit Remains Stationary, none of its models
models, it can make a Normal move,
can be moved for the rest of the phase.
or Remain Stationary. ENGAGEMENT RANGE
• If that unit is within Engagement Range Engagement Range represents the zone of threat
of any enemy models, it can either NORMAL MOVES that models present to their enemies. While a
Remain Stationary, Pile In, or Fall Back. When a unit makes a Normal move, each model model from a unit is within 1" horizontally and 5"
in that unit can move a distance in inches less vertically of an enemy model, those models – and
Whenever you move a model, you can pivot it than or equal to its Move (M) characteristic. their units – are within Engagement Range of
and/or change its position on the battlefield Models can be moved within Engagement Range each other.
along any path, but no part of its base can be of any enemy models during a Normal Move.
moved across an enemy model or cross the edge
of the battlefield. It can be moved over friendly FLYING
models as if they were not there if you wish, but FALL BACK If a unit’s datasheet has the FLY keyword, its
it cannot end its move on top of another model. When a unit Falls Back, each model in that unit models can move across models and terrain
The only exception to this is when can make a Fall Back move by moving a distance features as if they were not there when making a
moving MONSTER or VEHICLE models; such in inches less than or equal to its Move Move action (they cannot end a Move action on
models cannot be moved over other friendly characteristic, and when doing so you can move top of another model). Any vertical distance is
MONSTER or VEHICLE models and must be it within Engagement Range of enemy models, ignored when moving such models.
moved around them instead. The distance a provided it does not end that move within
model moves is measured using the part of its Engagement Range of any enemy models – if this
base that moves furthest along its path. If a is not possible, that unit cannot Fall Back.
model does not have a base, measure using A unit cannot shoot or declare a charge in the
whichever part of that model moves the furthest. same turn that it Fell Back unless it is TITANIC or

TRANSPORTS
Some models have the TRANSPORT keyword. The following rules describe how units can embark within and disembark from such
models, and how they are used to move these passengers across the battlefield

Embark
• A unit can embark within a friendly TRANSPORT if all of its models end a Normal or Fall Back move wholly within 6" of
that TRANSPORT.
• If a unit has any blast markers next to it when it wishes to embark, you must resolve damage for that unit as if it were the
Damage phase.
• A unit cannot embark and disembark in the same phase.

DISEMBARK
• Units that start the turn embarked within a TRANSPORT can disembark this phase with a Move action, provided
their TRANSPORT has not Fallen Back.
• If a unit disembarks before its TRANSPORT moves, it does so as a free Move action and can thus act normally.
• If a unit disembarks after its TRANSPORT moves, it uses the unit’s entire Move action, but can otherwise act normally.
• Disembarking units must be set up wholly within 6" of their TRANSPORT and not within Engagement Range of any enemy
models (or the unit cannot disembark).
• If an embarked unit’s Detachment is carrying out an Aimed Fire order, they cannot make a Move action, and so cannot
disembark if the transport has already moved.
SHOOT ACTION If a unit has no viable targets (for example, because all enemy units are out
Each time you make a Shoot action with a unit, that unit shoots with all of or range, none are visible, or the only ones that are in range and visible are
the ranged weapons it is equipped with, one at a time. The ranged weapons also in base contact with any units from your army) it cannot make a Shoot
a unit is equipped with are described on its datasheet. action.

Ifa unit has more than one ranged weapon, it can shoot all of them at the
PICKING TARGETS same target, or it can split the weapons between different enemy units.
To make a Shoot action with a unit, first pick the target enemy unit, or units, Declare which weapon will target which unit before any dice are rolled, and
for the attacks. In order to target an enemy unit, it must be within the Range resolve all of the attacks against one target before moving onto the next.
characteristic of the weapon being used (as listed on its profile) and be
visible to the firing unit. If unsure, stoop down and get a look from behind
the firing unit to see if any part of the target unit is visible. OBSCURED TARGETS
Target units can be obscured because of a number of reasons, most
Units cannot target enemy units that are in base contact with any units from commonly because they have a special ability, or because they are sheltering
your army— the risk of hitting your own troops is too great. This does not behind or within a terrain feature such as an Obstacle or a Defensible
apply when targeting BUILDINGS, AIRCRAFT, SUPER-HEAVY units or units Terrain feature.
that are garrisoning a Defensible Terrain feature — these are either so big
or so high that you can always target such a unit even if it is in base contact Subtract I from hit rolls for attacks made with ranged Weapons when
with any units from your army. In addition, this does not apply when targeting an obscured target.
targeting enemy units that are only in base contact with AIRCRAFT, or
enemy units only in base contact with Defensible Terrain features
garrisoned by any units from your army.

FIGHT ACTION NUMBER OF ATTACKS


Each time you make a Fight action with a unit, that unit fights with all of the Each time a unit fights with a melee weapon, make a number of attacks for it
melee weapons it is equipped with, one at a time. The melee weapons a unit equal to that weapon's Attacks characteristic. If a weapon has an Attacks
is equipped with are detailed on its datasheet. characteristic greater than l, you can direct all of the attacks at the same
target, or split them between different enemy units. Declare how you will
direct the fighting unit's attacks before any dice are rolled, and resolve all of
PICKING TARGETS the attacks against one target before moving on to the next. You make one
To make a Fight action with a unit, first pick the target enemy unit, or units, hit roll for each attack being made (see below).
for the attacks. In order to target an enemy unit, the unit must be in
Engagement Range with that unit. If no enemy units are in Engagement
Range, that unit cannot make that Fight action.

If a unit is equipped with more than one melee weapon, it can target the
same unit with all of them, or it can split the weapons between different
enemy units. Declare which weapon will target which unit before any dice
are rolled, and resolve all of the attacks against one target before moving to
the next.

MAKING ATTACKS
When a unit makes a Shoot or Fight action, it makes attacks with the weapons it is armed with. Attacks can be made one at a time, or, in some
cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time:

1. HIT ROLL
Each time a unit makes an attack, make on hit roll for the attack by rolling on D6. If the result is equal to or greater than the attacking unit’s
Ballistic Skill (if making a Shoot action) or Weapon Skill (if making a Fight action), then that attack is successful and scores a hit on the target. If
not, the attack fails to hit and the attack sequence ends. An unmodified hit roll of 1 always fails and a 6 always succeeds.

Remember to subtract 1 from hit rolls when making attacks with a ranged weapon if the target is obscured

2. WOUND ROLL
If the attack scores a hit, you will then need to roll one D12 to see if the attack successfully wounds the target. If the result is equal to or greater
than the attacking weapon’s Strength Against Personnel (SAP) characteristic (if attacking a LIGHT unit) or its Strength Against Tanks (SAT)
characteristic (if attacking a HEAVY or SUPER-HEAVY unit), then the attack successfully wounds the target and you place a blast marker next to
it, as described below. IF not, the attack fails to wound and the sequence ends.

BLAST MARKERS
As units are attacked, they will accumulate blast markers. In the Damage phase, units that have any blast markers next to them are at risk of
suffering damage, and if they survive, will have to take Morale tests.

There are two kind of blast markers: small and large. When you are instructed to place one or more blast markers next to a unit, do so one at a
time, as follows:
• If there is no small blast marker next to that unit, place one small blast marker next to it.
• If a unit has a small blast marker next to it, replace that small blast marker with one large blast marker.
4. DAMAGE PHASE
In the Damage phase, starting with the player who has the Initiative, players alternate selecting a unit in their army that currently has any blast markers next
to it, and then resolving damage for it as described below. If any SUPER-HEAVY units have any blast markers next to them, damage must be resolved for
them before damage is resolved for any other units.

1. CHECK IF UNIT ROUTS


If the unit does not have an Out of Command marker next to it, proceed to
the next step. If it does, that unit is routed; remove it, and all markers next to DESTROYED
it from the battlefield. Routed units count as being destroyed If the number of damage markers next to a unit ever
equals its Wounds characteristic, that unit is immediately
destroyed – it and all the markers next to it are removed
2. MAKE SAVING THROWS from the battlefield (unless it’s an Attached unit). If all
The player commanding the unit must make one saving throw for each blast units in a Detachment are destroyed, that detachment is
marker that is next to the unit. They roll one D6 for each large blast marker, also said to be destroyed.
and one D12 for each small blast marker.
Each time a SUPER-HEAVY unit is destroyed, the
If the result of a dice roll is equal to or greater than the Save characteristic controlling player rolls a D12 and on a 10+ that unit
of that unit, the saving throw is successful and the damage is prevented. If explodes or collapses in such a way as to crush those
the result of a dice roll is less than that unit's Save characteristic, then the nearby; place one blast marker next to every unit
saving throw fails and one damage marker is placed next to that unit. Each (excluding SUPER-HEAVY units) that is within 6” of the
time you place a damage marker next to a unit, check to see if it is destroyed destroyed unit before removing it from the battlefield
(see right)

Each time a save is made for an Attached unit, that blast marker cannot be
allocated to a CHARACTER model in that unit, even if that CHARACTER
TAKING COMMAND
model has lost one or more wounds. As soon as the Bodyguard unit in an If the Commander of a Detachment from your army is
Attached unit has been destroyed, any blast markers on that unit that have destroyed during the battle, you immediately designate a
yet to be allocated can then be allocated to CHARACTER models in that unit. new commander and place a Commander marker next to
them. This must be chosen just as the NOMINATING
An unmodified saving throw of 1 always fails. COMMANDERS section. Note that the Detachment’s new
Commander does not become a Warlord, even if they are a
After making saving throws for each blast marker next to the unit, if the unit Character.
has not been destroyed, you will need to take a Morale test for that unit.

3. TAKE MORALE TEST


To take a Morale test, make a Leadership test (see right), adding 1 to the roll
for each blast marker next to that unit (small and large blast markers are the CRITICALLY DAMAGED
same for this purpose.) If the test is passed nothing further happens, If the number of damage markers next to a unit is equal to
otherwise, the test is failed and one damage marker is placed next to that more than half its Wounds characteristic, it is critically
unit. In either case, then remove all blast markers from next to that unit. damaged; place one critically damaged marker next to the
unit. This represents the casualties and battle damage the
unit has suffered. Whilst a unit is critically damaged, halve
its Attacks characteristic and subtract 1 from hit rolls
make for any attacks it makes with Heavy weapons.

LEADERSHIP TESTS
Many abilities will call for a leadership test to be made. To
do so, roll one D6 and compare it to the best Leadership
characteristic in the unit. If the value is less than or equal
to that Leadership characteristic, the leadership test is
passed, otherwise it is failed.

An unmodified roll of 1 always passes.


TERRAIN FEATURES
In Apocalypse, there are two categories of terrain features: Obstacles and Defensible Terrain.

Before the battle, you must agree with your opponent which of the terrain features for your battle fall into which category, and in the case of Defensible
Terrain, agree upon the footprint of these terrain features. Ihe footprint is the boundary of the terrain feature at ground level, and is essential to define so
that ranges can be accurately measured to and from that terrain feature. This is critical when units wish move into these terrain features and garrison them.
For some Defensible Terrain features, their footprint will be obvious, especially if the terrain feature has a base or some other well-defined boundary, but if
not, then agree with your opponent what the footprint is before the battle.

OBSTACLES
Obstacles include Imperial Statuary, Munitorum Armoured Crates, Barricades, Fuel Pipes and other battlefield debris. In addition to providing an obstacle to
movement as described in the movement rules. such terrain can physically block visibility to units. Obstacles cannot be chosen as the target of an attack.

SHOOT ACTIONS AND OBSTACLES


If an attack made with a ranged weapon targets a SWARM, INFANTRY or BEAST unit that is wholly within 3" of an Obstacle, and the attacking unit is closer to
the Obstacle than it is to the target unit, the target unit is an obscured target.

FIGHT ACTIONS AND OBSTACLES


If an enemy unit is in base contact with an Obstacle, you can still make a Fight action against it so long as the attacking unit is both in base contact with the
same Obstacle and within 2" of the target unit. Note that whilst these units can make Fight actions against each other, they do not count as being in
engagement range with each other, so do not need to remain stationary, Pile In or Fall Back if they make a Move action. As they are not in engagement range
with an enemy unit, such units can still make Shoot actions and be the target of attacks made with ranged weapons.

DEFENSIBLE TERRAIN
Defensible Terrain includes Ruins, Woods, Battlescape, Craters and Sector Mechanicus terrain. In addition to providing an obstacle to movement, such
terrain can physically block visibility to units. Defensible Terrain features cannot be chosen as the target of an attack.

SWARM, INFANTRY and BEAST units can garrison Defensible Terrain features, and by doing so gain a measure of protection. The following rules describe
how these units can garrison and leave a Defensible Terrain feature, and how units function whilst they are garrisoning such a feature. A unit cannot both
garrison and leave Defensible Terrain in the same turn.

VEHICLES, MONSTERS, and SUPER-HEAVY are obscured targets if any part of the model is not visible to every part of the attacking model because of a
Defensible Terrain feature.

GARRISONING DEFENSIBLE TERRAIN


If a SWARM, INFANTRY or BEAST unit is set up or ends a Move action wholly within 6" of a Defensible Terrain feature, they can garrison it, provided that
there are no enemy units on or in base contact with that terrain feature and there is sufficient room to place all of the unit's models completely on or within
that terrain feature. Whilst garrisoning Defensible Terrain, the models in the unit do not need to be placed within % " of each other — instead, place them
anywhere that is completely on or in that terrain feature. Several friendly units can garrison the same Defensible Terrain feature, provided there is sufficient
room to place all of the models without overlapping their bases. If it is not possible for a unit to garrison a Defensible Terrain feature, none of its models can
move onto it.

The range and visibility to or from a garrisoning unit is determined to or from the terrain feature instead (treat the unit's 'base' as being defined by that
terrain feature's footprint). A garrisoning unit can make Shoot and Fight actions, and be the target of attacks.

LEAVING DEFENSIBLE TERRAIN


If a unit is garrisoning a Defensible Terrain feature when it makes a Move action, it can choose to leave that terrain feature. If it does. place all of the models
in the unit as a single group of models, as described on page 24, wholly within 6" of the terrain feature (if it is not possible to do so, the unit cannot leave the
terrain feature). The unit cannot move further as part of that Move action, but it can make other actions normally rending on their Detachment's order. Note
that this unit still counts as having moved for any rules purposes. If a unit garrisoning a Defensible Terrain feature makes a Move action to leave it whilst any
enemy units are in base contact with that Defensible Terrain feature, the emerging unit counts as having Fallen Back

SHOOT ACTIONS AND DEFENSIBLE TERRAIN


Whilst a unit is garrisoning a Defensible Terrain feature, it is an obscured target.

Units can still make a Shoot action if they are garrisoning Defensible Terrain and there are enemy units in base contact with the same terrain feature. Units
can target enemy units in base contact with Defensible terrain features even if friendly units are garrisoning that Defensible Terrain feature.

Units in base contact with a Defensible Terrain feature that is being garrisoned by enemy units can still target those units with ranged weapons when making
a Shoot action. In addition, units can target enemy units that are garrisoning Defensible Terrain even if there are friendly units in base contact with that
terrain feature.

AURA ABILITIES AND DEFENSIBLE TERRAIN


Whilst a model with an aura ability is garrisoning a Defensible Terrain feature, their aura abilities do not extend beyond the footprint of the terrain feature
(irrespective of range). Instead, all units that are garrisoning the same terrain feature are automatically within range o that model’s aura abilities.

COVER
If the unmodified saving throw made for a unit that is garrisoning a Defensible Terrain is 6+ that saving throw is successful, irrespective of the unit’s Save
characteristic.
MARKERS
The Warhammer 40,000: Apocalypse Starter set includes several different markers. These markers are placed next to units during the battle to indicate
different states. When a unit is destroyed, all of the markers next to it are removed. If a unit is removed from the battlefield for any other reason during the
battle, make a note of which markers (and how many) are next to that unit and then, when it is next set up on the battlefield, replace all of its markers next to
it.
DATASHEETS

Strength (SAP and SAT)


WEAPON PROFILES This is how likely the weapon is to inflict damage. This is split into two
The weapons that a unit comes equipped with are described using a set of separate values. The first value is Strength Against Personnel (SAP) – this
characteristics as follows: indicates how likely the weapon is to wound Light targets. The second value
is the weapon’s Strength Against Tanks (SAT) – this is used when attacking
Type Heavy targets.
Weapons come in 3 categories: Melee, Small Arms, and Heavy. Units become
less accurate with heavy weapons as they are wounded, but small arms are Abilities
unaffected. Many weapons have special abilities that are not covered by core rules.
Details for these can be found under Selection Rules
Range
This is the maximum distance the weapon can shoot. Weapons with a range Selection Rules
of “Melee” are melee weapons, and can only be used to make Fight actions Detailed descriptions of the special abilities a unit’s weapons may have.
against enemies in Engagement Range.

Attacks (A)
This tells you how many dice are rolled when the unit uses this weapon. If a
weapon’s Attacks characteristic is ‘User’, it is equal to the unit’s current Designer’s Note:
Attacks characteristic. If the weapon lists a modifier such as ‘+1’ or ‘x2’ you Many units are described as being equipped with only one
should modify the unit’s current Attacks characteristic as shown to Small Arms weapons, even though the models that make up
determine the weapon’s Attacks. that unit may also be equipped with sidearms, grenades,
For example, if a weapon’s Attacks characteristic was ‘x2’ and the attacking and in some cases, specialized assault weapons. Rest
unit had an Attacks characteristic of 2, 4 attacks can be made with that assured that these weapon profiles take into account the
weapon. effect of these additional weapons
FACTION ABILITIES
Some Detachments' command benefits grant the units in that Detachment a Faction ability. The ability gained depends on the Faction keyword they share.
Note that no abilities are gained if the only shared Faction keyword is IMPEUIUM, CHAOS, or AELDARI.

Adepta Sororitas Martyrdom: The Sisters of Battle do not give in to despair when their leaders are slain. Instead, the blood of these
martyred heroes strengthens their resolve.
Each time an ADEPTA SORORITAS CHARACTER unit in this Detachment is destroyed, you generate one Command Asset.

Adeptus Astartes And They Shall Know No Fear: Blessed with adamantine will, the Space Marines of the Adeptus Astartes stand unafraid
before the greatest terrors of the galaxy.
Re-roll failed Morale tests taken for ADEPTUS ASTARTES units in this Detachment.

Adeptus Custodes Emperor's Chosen: The cellular alchemy that creates the warriors of the Adeptus Custodes leaves them forever touched by
a spark of the Emperor's own greatness.
ADEPTUS CUSTODES units in this Detachment do not suffer penalties for being critically damaged.

Adeptus Mechanicus Blessings of the Omnissiah: The disciples of the Machine God, augmented with bionics and esoteric force fields, are
further blessed with u measure of divine protection.
Re-roll saving throws of 1 made for ADEPTUS MECHANICVS units in this Detachment.

Astra Militarum Voice of Command: A rigid chain of command ensures the massed ranks of the Imperial Guard obey their officers' orders
without question or hesitation.
ASTRA MILITARUM units in this Detachment can use the Leadership characteristic of their Commander instead of their
own.

Asuryani Battle Focus: When the Asuryani don their war masks, they enter a battle trance and flow across the battlefield like
quicksilver, killing foes without breaking stride.
When carrying out an Assault order, after all units in this Detachment that you want to make a Move action have done
so, ASURYANI units in this Detachment can make a Shoot action instead of a Fight action, but they can only make attacks
with Small Arms weapons when doing so.

Drukhari Power From Pain: The Drukhari have fed on the souls of the slain, and so have become imbued with supernatural might
that inures them to pain.
DRUKHARI units in this Detachment have the Ignore Damage (6+) ability

Genestealer Cults Cult Ambush: Genestealer Cults plan meticulously before each strike, and before the enemy can even retaliate, the cultists
return to the shadows to replenish their strength.
LIGHT GENESTEALER CULTS units in this Detachment have the Deep Strike ability. In addition, each time a LIGHT
GENESTEALER CULTS unit in this Detachment makes a Move action, it can return to the shadows instead of making a
move. If it does, remove it from the battlefield — it is placed into Tactical Reserves, up to D3 damage markers Can be
removed from it, and it can be set up on the battlefield again during a subsequent turn. A unit cannot return to the
shadows on the same turn it was set up on the battlefield, or if there are any enemy units in base contact with it, or
whilst there are any blast markers next to it. Units in Tactical Reserves as a result of returning to the shadows count as
being destroyed if they have not arrived by the end of the battle, instead of by the end of the fourth turn.

Harlequins Domino Fields: Harlequins use holo-fields to distort their outlines in a blur of prismatic colour as they flip and leap across
the battlefield.
Subtract I from hit rolls for attacks that target HARLEQUINS units in this Detachment.

Heretic Astartes Let the Galaxy Burn: Drawing upon millennium of bitterness and hate, Chaos Space Marines attack with a single-minded
ferocity that is terrible to behold.
Re-roll wound rolls of 1 for attacks made by HERETIC ASTARTES units in this Detachment.

Imperial Knights Knight Lances: On the battlefield, Knights fight in formations called lances, earthshaking spearheads of towering war
engines led by the highest ranking amongst them.
One IMPERIAL KNIGHTS CHARACTER in the Detachment gains a Warmaster Trait if they are the Commander even if
they are not your Warmaster (if the unit is your Warmaster, then they have two Warmaster Traits — re-roll any
duplicate results when determining these).

Leagues of Votann Eye of the Ancestors: Kin commanders assess the greatest enemy threats, mark weak points in their defences and
determine what forces are needed to overcome both.
Each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that unit gains a Judgement token, up
to 2. Each time a model from your army with this ability makes an attack that targets a unit with a Judgement token,
add 1 to the Hit roll. If the target has 2 tokens, add 1 to the hit and wound roll.

Legiones Daemonica Daemonic Invulnerability: The denizens of the warp do not have a true physical form, and many of the most powerful
weapons are useless against them.
Each time you resolve damage for a LEGIONES DAEMONICA unit in this Detachment, you can roll one D12 for one of
that unit’s saving throws instead of one D6.
Necrons Living Metal: When Necrons sustain damage. their metal forms enact complex self repair routines, reattaching
severed limbs and fusing together shattered armour plating.
At the start of each turn, roll one D6 for each damage marker next 10 each NECRONS unit in this Detachment; tor
each roll of 5+ remove one damage marker from the unit being rolled for.

Orks Waaagh!: When Orks attack they do so in Overwhelming numbers, a green tide that sweeps away all before it, guns
blazing and choppas brandished ready for a fight.
All weapons equipped by units with this ability have the [SUSTAINED HITS 1] ability.

Questor Traitoris Fallen Courts: Though they have left their nobility far behind, Renegade Knight houses are still ruled over by despotic
lords who lead them with brutal authority.
One QUESTOR TRAITORIS CHARACTER in the Detachment gains a Warmaster Trait if they are the Commander,
even though they are not your Warmaster (if the unit is also your Warmaster, then they have two Warmaster
Traits — re-roll any duplicate results when determining these).

T'au Empire For the Greater Good: T'au warriors provide mutual support to each other on the battlefield, using overlapping fields
of fire to protect their comrades and defeat their foe.
If this Detachment is carrying out an Aimed Fire order, then until the end of the turn, T'AU EMPIRE units in this
Detachment can still make a Shoot action if enemy units are in base contact with them, and they can target enemy
units in base contact with friendly T'AU EMPIRE units from this Detachment. However, if they do either, subtract I
from hit rolls for attacks made by those units when resolving those attacks.

Tyranid Hive Fleets Synapse: Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind's iron
will flows, overriding the natural instincts of the swarm.
TYRANID HIVE FLEETS units in this Detachment automatically pass Morale tests whilst they are within 12" Of a
friendly SYNAPSE unit.

WARMASTER TRAITS
If your Warmaster has the WARLORD keyword, and if they share at least one Faction keyword with every other unit in your army, then that unit gains a
Warmaster trait. If this is the case, then when you select your Warmaster, choose an option from the table below (or roll 2D12 and select one).

D12 Warmaster Trait


1 Master Strategist: This Warmaster’s grasp of battlefield strategy is second to none.
Gain an extra command point each turn while this Warmaster is alive.
2 Righteous Fury: When the battle is joined, this Warmaster's bloodlust and fury lend them great strength.
Add 1 to this unit’s Attacks characteristic.
3 Stealth Adept: This Warmaster shrouds themselves in a cloak of shadows.
This unit gains the Stealth keyword
4 Master-crafted Weapons: This Warmaster wields rare and powerful weapons crafted by superb artisans in a prior age.
Add I to wound rolls made for this unit's attacks.
5 Supreme Tactician: This Warmaster senses the ebb and flow of battle with superlative ease, able to adapt their tactics at a moment's
notice.
Once per turn, you can change the order of a friendly Detachment before that Detachment is activated in the Action phase.
6 Heroic Commander: This Warmaster is an inspiring leader; their presence on the battlefield felt by all those who follow them.
Increase the range of this unit's aura abilities that affect friendly units by 6".
7 Inspiring Presence: The sight of this Warmaster charging into battle inspires their warriors to greater feats of glory.
Add I to the Leadership characteristic of friendly units whilst they are within 12" of this unit.
8 Fearsome Reputation: Legends of this Warmaster's deeds have spread across the galaxy, and enemies tremble with fear in their presence.
Enemy units subtract 1 from their Leadership characteristic whilst they are within 6" of this unit.
9 Martial Discipline: Such is this Warmaster's discipline that they and their bodyguard will eschew the glory of personal combat if their skills
are needed elsewhere.
Friendly units that are within 12" Of this unit when they Fall Back can still make Shoot and/or Fight actions this phase.
10 Head-taker: This Warmaster is an accomplished duellist, and seeks to claim the heads of the greatest enemy champions to prove their skill.
You can re-roll wound rolls for attacks made by this unit that target enemy CHARACTERS.
11 Born Survivor: Many have tried to slay this Warmaster, but none have succeeded.
This unit gains the [IGNORE DAMAGE 6+] ability.
12 Relic Force Field: This Warmaster is protected in battle by a personal force field of esoteric design.
Once per Damage phase, you can roll one D12 for one of this unit's saving throws instead Of One D6.

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