6edref v1 colour

5
TURN SEQUENCE 1 Generate Warp Charge p67 1 Make Reserve Rolls p126 2 Movement Phase p127 3 Shooting Phase p128 4 Assault Phase p129 R RESERVES (p124) Turn 2/3 unit arrives on 3+ Turn 4+ unit automatically arrives (up to 50% of a Transports cou separate units. placed into Re (must move on become availa (cannot use ab ‘start of Movem (units cannot c army may be in reserve. Dedicated unt as part of the unit, ICs are . Must state organisation when eserve, including Deep Strike, etc) nto the table as soon as they able) bilities that go at ‘start of turn’ or ment phase’) charge on the turn they arrive) D DEEP STRIKE PLACEMENT (p36) 1 Place first model 2 Roll for scatter 3 Place models in circles around first 4 Take Dangerous terrain tests (if an impa enem ny model cannot be placed because of assable terrain, friendly models, within 1” of my model or off the table, then Mishap) DE EEP STRIKE MISHAPS (d6, p36) 1 Terrible accident! (entire unit is Destroyed) 2-3 Misplaced (opponent can place, no scatter) 4-6 Delayed (enters Ongoing Reserves) MOVEMENT PHASE 1 Pick a unit 2 If broken, roll to Regroup p31 3 Declare stationary models 4 Roll for difficult terrain p90 5 Move models REGRO OUPING (2d6 vs Ld) 25% or above normal Ld test below 25% can only pass on double 1 (if passes, move 3 terrain tests, cann cannot run, canno Overwatch fire. D normal) (if fails, Fall Back) (if assaulted, roll i passes, fight as n of Charge sub-ph 3” into coherency, no difficult not move further that turn, ot charge, can only Snap Fire or Dangerous terrain tests as ) is always normal Ld test. If normal. If fails, destroyed at end hase) VEHICLE MOVEMENT 0” Stationary 0-6” Combat Speed 6-12” Cruising Speed (pivoting do vehicles can (zooming fly Cruising spe 18”) oes not count as moving - Immobilised nnot pivot) yers have Combat speed 18” and eed up to 36”. Cannot move less than DISEMBARKING (If the vehicle moved 0-6”, passengers may disembark up to 6” from the access point. Disembarked passengers may then shoot/run but not assault) (If the vehicle moved more than 6”, nobody may disembark) (If access points are blocked, unit may exit via any point, but take no more actions that turn) FALLING BACK (ignore difficult terrain, but take Dangerous terrain tests as normal) (fall back towards own table edge. If there is none, then closest table edge) (fall back at speed of slowest model) (if any model reaches table edge, unit is removed) (move around obstructions by shortest route. If the unit cannot perform full fall back move without doubling back, it is destroyed) (can only shoot Snap Fire and Overwatch) (pass all Pinning tests) (cannot Go To Ground) (automatically fail Morale checks) M MANIFESTING PSYCHIC POWERS 1 Expend Warp Charge 2 Declare target 3 Take Psychic Test (2d6 vs Ld. If failed, power is not cast. If double 1 or 6 is rolled, lose 1 Wound to double 1 or 6 is rolled, lose 1 Wound to Perils of the Warp, no saves of any kind are Perils of the Warp, no saves of any kind are allowed) 4 Deny the Witch (target unit has a 6+ save against the attack. +1 if the target unit contains lesser/ attack. +1 if the target unit contains lesser/ equal mastery psykers. +2 if it contains equal mastery psykers. +2 if it contains higher mastery psykers. Psychic Hoods allow psykers within 6” to count as part of allow psykers within 6” to count as part of the unit, though if they fail to Deny, the the unit, though if they fail to Deny, the attack only affects the target unit) 5 Resolve power Warhammer 40k 6ed Reference Sheets MOVEMENT BY UNIT TYPE Type Move Difficult Terrain / Notes FB pg Infantry 0-6” 2d6”, pick the highest 2d6” 44 Jump (jump) 0-12” Normal move, starting or ending is Dangerous 3d6” 47 Jump (foot) (as standard unit type) 3d6” Beasts 0-12” No effect 3d6” 48 Cavalry 0-12” Normal move, counts as Dangerous 3d6” 48 Bikes 0-12” Normal move, counts as Dangerous 3d6” 45 Jetbikes 0-12” Normal move, starting or ending is Dangerous 3d6” 45 MC 0-6” 3d6”, pick the highest 2d6” 48 Artillery 0-6” 2d6”, pick the highest 2d6” 46 Jetpack (jet) 0-6” Normal move, starting or ending is Dangerous 2d6” 47 Jetpack (foot) (as standard unit type) 2d6” Skimmer 0-12” Normal move, starting or ending is Dangerous 83 Walker 0-6” 2d6”, pick the highest 84 Flyer (zoom) 18-36” No effect, limited to 1 x 90o pivot at start 80 FMC 12-25” No effect, limited to 1 x 90o pivot at start 49 Other Vehicles 0-12” Normal move, counts as Dangerous 71

Upload: tim-richardson

Post on 21-Jul-2016

6 views

Category:

Documents


0 download

DESCRIPTION

6th ed 40k reference sheet

TRANSCRIPT

Page 1: 6edRef V1 Colour

TURN SEQUENCETURN SEQUENCETURN SEQUENCE1 Generate Warp Charge p671 Make Reserve Rolls p1262 Movement Phase p1273 Shooting Phase p1284 Assault Phase p129

RESERVES (p124) RESERVES (p124)Turn 2/3 unit arrives on 3+Turn 4+ unit automatically arrives(up to 50% of army may be in reserve. Dedicated Transports count as part of the unit, ICs are separate units. Must state organisation when placed into Reserve, including Deep Strike, etc)(must move onto the table as soon as they become available)(cannot use abilities that go at ‘start of turn’ or ‘start of Movement phase’)(units cannot charge on the turn they arrive)

(up to 50% of army may be in reserve. Dedicated Transports count as part of the unit, ICs are separate units. Must state organisation when placed into Reserve, including Deep Strike, etc)(must move onto the table as soon as they become available)(cannot use abilities that go at ‘start of turn’ or ‘start of Movement phase’)(units cannot charge on the turn they arrive)

DEEP STRIKE PLACEMENT (p36)DEEP STRIKE PLACEMENT (p36)1 Place first model2 Roll for scatter3 Place models in circles around first4 Take Dangerous terrain tests

(if any model cannot be placed because of impassable terrain, friendly models, within 1” of enemy model or off the table, then Mishap)

(if any model cannot be placed because of impassable terrain, friendly models, within 1” of enemy model or off the table, then Mishap)

DEEP STRIKE MISHAPS (d6, p36)DEEP STRIKE MISHAPS (d6, p36)1 Terrible accident!

(entire unit is Destroyed)

2-3 Misplaced(opponent can place, no scatter)

4-6 Delayed(enters Ongoing Reserves)

MOVEMENT PHASEMOVEMENT PHASEMOVEMENT PHASE1 Pick a unit2 If broken, roll to Regroup p313 Declare stationary models4 Roll for difficult terrain p905 Move models

REGROUPING (2d6 vs Ld)REGROUPING (2d6 vs Ld)

25% or above normal Ld test

below 25% can only pass on double 1

(if passes, move 3” into coherency, no difficult terrain tests, cannot move further that turn, cannot run, cannot charge, can only Snap Fire or Overwatch fire. Dangerous terrain tests as normal) (if fails, Fall Back)(if assaulted, roll is always normal Ld test. If passes, fight as normal. If fails, destroyed at end of Charge sub-phase)

(if passes, move 3” into coherency, no difficult terrain tests, cannot move further that turn, cannot run, cannot charge, can only Snap Fire or Overwatch fire. Dangerous terrain tests as normal) (if fails, Fall Back)(if assaulted, roll is always normal Ld test. If passes, fight as normal. If fails, destroyed at end of Charge sub-phase)

VEHICLE MOVEMENTVEHICLE MOVEMENT0” Stationary0-6” Combat Speed6-12” Cruising Speed(pivoting does not count as moving - Immobilised vehicles cannot pivot)(zooming flyers have Combat speed 18” and Cruising speed up to 36”. Cannot move less than 18”)

(pivoting does not count as moving - Immobilised vehicles cannot pivot)(zooming flyers have Combat speed 18” and Cruising speed up to 36”. Cannot move less than 18”)

DISEMBARKING(If the vehicle moved 0-6”, passengers may disembark up to 6” from the access point. Disembarked passengers may then shoot/run but not assault)(If the vehicle moved more than 6”, nobody may disembark)(If access points are blocked, unit may exit via any point, but take no more actions that turn)

FALLING BACK(ignore difficult terrain, but take Dangerous terrain tests as normal)

(fall back towards own table edge. If there is none, then closest table edge)

(fall back at speed of slowest model)

(if any model reaches table edge, unit is removed)

(move around obstructions by shortest route. If the unit cannot perform full fall back move without doubling back, it is destroyed)

(can only shoot Snap Fire and Overwatch)

(pass all Pinning tests)

(cannot Go To Ground)

(automatically fail Morale checks)

MANIFESTING PSYCHIC POWERSMANIFESTING PSYCHIC POWERS1 Expend Warp Charge2 Declare target3 Take Psychic Test

(2d6 vs Ld. If failed, power is not cast. If double 1 or 6 is rolled, lose 1 Wound to Perils of the Warp, no saves of any kind are allowed)

(2d6 vs Ld. If failed, power is not cast. If double 1 or 6 is rolled, lose 1 Wound to Perils of the Warp, no saves of any kind are allowed)

(2d6 vs Ld. If failed, power is not cast. If double 1 or 6 is rolled, lose 1 Wound to Perils of the Warp, no saves of any kind are allowed)

4 Deny the Witch(target unit has a 6+ save against the attack. +1 if the target unit contains lesser/equal mastery psykers. +2 if it contains higher mastery psykers. Psychic Hoods allow psykers within 6” to count as part of the unit, though if they fail to Deny, the attack only affects the target unit)

(target unit has a 6+ save against the attack. +1 if the target unit contains lesser/equal mastery psykers. +2 if it contains higher mastery psykers. Psychic Hoods allow psykers within 6” to count as part of the unit, though if they fail to Deny, the attack only affects the target unit)

(target unit has a 6+ save against the attack. +1 if the target unit contains lesser/equal mastery psykers. +2 if it contains higher mastery psykers. Psychic Hoods allow psykers within 6” to count as part of the unit, though if they fail to Deny, the attack only affects the target unit)

(target unit has a 6+ save against the attack. +1 if the target unit contains lesser/equal mastery psykers. +2 if it contains higher mastery psykers. Psychic Hoods allow psykers within 6” to count as part of the unit, though if they fail to Deny, the attack only affects the target unit)

(target unit has a 6+ save against the attack. +1 if the target unit contains lesser/equal mastery psykers. +2 if it contains higher mastery psykers. Psychic Hoods allow psykers within 6” to count as part of the unit, though if they fail to Deny, the attack only affects the target unit)

5 Resolve power

Warhammer 40k 6ed Reference Sheets

MOVEMENT BY UNIT TYPEMOVEMENT BY UNIT TYPEMOVEMENT BY UNIT TYPEMOVEMENT BY UNIT TYPEMOVEMENT BY UNIT TYPEType Move Difficult Terrain / Notes FB pgInfantry 0-6” 2d6”, pick the highest 2d6” 44Jump (jump) 0-12” Normal move, starting or ending is Dangerous 3d6” 47Jump (foot) (as standard unit type)(as standard unit type) 3d6”Beasts 0-12” No effect 3d6” 48Cavalry 0-12” Normal move, counts as Dangerous 3d6” 48Bikes 0-12” Normal move, counts as Dangerous 3d6” 45Jetbikes 0-12” Normal move, starting or ending is Dangerous 3d6” 45MC 0-6” 3d6”, pick the highest 2d6” 48Artillery 0-6” 2d6”, pick the highest 2d6” 46Jetpack (jet) 0-6” Normal move, starting or ending is Dangerous 2d6” 47Jetpack (foot) (as standard unit type)(as standard unit type) 2d6”Skimmer 0-12” Normal move, starting or ending is Dangerous 83Walker 0-6” 2d6”, pick the highest 84Flyer (zoom) 18-36” No effect, limited to 1 x 90o pivot at start 80FMC 12-25” No effect, limited to 1 x 90o pivot at start 49Other Vehicles 0-12” Normal move, counts as Dangerous 71

Page 2: 6edRef V1 Colour

SHOOTING PHASESHOOTING PHASESHOOTING PHASE1 Pick a unit2 Choose to move or shoot3 If shooting, pick a target

(must be in range of one firing model)(must be in range of one firing model)

(must be in LOS of one firing model))(must be in LOS of one firing model))

4 Work out number of shots5 Declare Focus Fire p186 Roll to Hit p13

(against non-vehicle units)(against non-vehicle units)(against non-vehicle units)7 Roll to Wound p158 Determine Wound Groups p15

(each difference in S, AP or Special Rules constitutes a new Wound Group)(each difference in S, AP or Special Rules constitutes a new Wound Group)(each difference in S, AP or Special Rules constitutes a new Wound Group)(each difference in S, AP or Special Rules constitutes a new Wound Group)

9 Declare Go To Ground10 Pick a Wound Group

(shooting player picks)(shooting player picks)

11 Make saves and allocate(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the firing unit, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(INSTANT DEATH - if a model takes a wound from a group where the S is more than twice it’s T, the model is immediately reduced to 0 wounds)

TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)BS 1 2 3 4 5 6 7 8 9 10

to hit (d6)

6 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+

reroll - - - - - 6+ 5+ 4+ 3+ 2+

(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)(models with BS6+ get a second roll if they miss)

WEAPON TYPESWEAPON TYPESWEAPON TYPESWEAPON TYPESType Effect of moving Aslt pg

Assault All shots Y 51

Heavy All shots as Snap Fire N 51

Ordnance No shooting N 51

Pistol All shots Y 52

Rapid Fire All shots N 52

Salvo Lower number shots N 52

(against vehicles)(against vehicles)(against vehicles)7 Determine facing p738 Roll against AV

(if total equals AV, glancing hit is scored)(if total equals AV, glancing hit is scored)

(if total beats AV, penetrating hit is scored)(if total beats AV, penetrating hit is scored)

9 Take saves / obscured p75(obscured is 25% of the targeted facing hidden from the majority of the unit firing)(obscured is 25% of the targeted facing hidden from the majority of the unit firing)(obscured is 25% of the targeted facing hidden from the majority of the unit firing)(obscured is 25% of the targeted facing hidden from the majority of the unit firing)

10 Remove Hull Points(one point for each unsaved hit)(one point for each unsaved hit)

(if vehicle reduced to 0 points, it is wrecked)(if vehicle reduced to 0 points, it is wrecked)

11 Roll for damage

TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)TO WOUND (d6)1 2 3 4 5 6 7 8 9 10

1 4+ 5+ 6+ 6+ - -- - - - -2 3+ 4+ 5+ 6+ 6+ - - - - -3 2+ 3+ 4+ 5+ 6+ 6+ - - - -4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - -5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - -6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ -7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+

10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+

VEHICLE SHOOTINGVEHICLE SHOOTINGVEHICLE SHOOTINGVEHICLE SHOOTINGVEHICLE SHOOTINGType Station

aryCombat Cruising pg

Walker All All - 84

Fast All All 2 83

Heavy All All - 83

Flyer Z All 4 4 80

Other All 1 0 71

(chart shows weapons that can be fired at full BS. Other weapons can Snap Fire. If firing an Ordnance weapon, all other weapons can only Snap Fire.)

(chart shows weapons that can be fired at full BS. Other weapons can Snap Fire. If firing an Ordnance weapon, all other weapons can only Snap Fire.)

(chart shows weapons that can be fired at full BS. Other weapons can Snap Fire. If firing an Ordnance weapon, all other weapons can only Snap Fire.)

(chart shows weapons that can be fired at full BS. Other weapons can Snap Fire. If firing an Ordnance weapon, all other weapons can only Snap Fire.)

(chart shows weapons that can be fired at full BS. Other weapons can Snap Fire. If firing an Ordnance weapon, all other weapons can only Snap Fire.)

VEHICLE DAMAGEVEHICLE DAMAGE1/2 Crew Shaken

(can only Snap Fire until end of next turn)

3 Crew Stunned(can only Snap Fire until end of next turn and cannot move)(can only Snap Fire until end of next turn and cannot move)

4 Weapon Destroyed(weapon determined at random. If no weapons left, count as Immobilised))(weapon determined at random. If no weapons left, count as Immobilised))

5 Immobilised(turret can still pivot. If already Immobilised, lose a Hull Point)(turret can still pivot. If already Immobilised, lose a Hull Point)

6 Explodes!(models within d6” take S3 hit)

(AP2 weapons +1 to rolls)(AP1 weapons +2 to rolls)(Zooming flyers Stunned can only move 18” and cannot turn, Immobilised suffer Locked Velocity)

(AP2 weapons +1 to rolls)(AP1 weapons +2 to rolls)(Zooming flyers Stunned can only move 18” and cannot turn, Immobilised suffer Locked Velocity)

DAMAGED TRANSPORTSDAMAGED TRANSPORTSWrecked (Passengers immediately

disembark up to 3”)(Passengers immediately disembark up to 3”)

Explodes (Passengers take S4 AP- hit, and are placed in footprint)(Passengers take S4 AP- hit, and are placed in footprint)

MOVING IN THE SHOOTING PHASEMOVING IN THE SHOOTING PHASEMOVING IN THE SHOOTING PHASEInfantry RUN d6” 44Artillery RUN d6” 44Jump RUN d6” 44Jetpack RUN d6” 44Beasts RUN d6” 44Cavalry RUN d6” 44MC RUN d6” 44FMC RUN 2d6” 49Walkers RUN d6” 84Bikes TURBOBOOST 12” 45Jetbikes TURBOBOOST 24” 45Eldar JB TURBOBOOST 36” 45Heavy no move 83Fast FLATOUT 12” 83Fast Skim FLATOUT 18” 83Flyer Zoom

FLATOUT 12-24” 80Vehicles FLATOUT 6” 71(Units with FLEET re-roll one or more dice)(Cannot fire smoke launchers when Flat Out)(Run moves are not slowed by difficult terrain but affected by Dangerous terrain.)(Cannot charge after Run or Turboboost)

(Units with FLEET re-roll one or more dice)(Cannot fire smoke launchers when Flat Out)(Run moves are not slowed by difficult terrain but affected by Dangerous terrain.)(Cannot charge after Run or Turboboost)

(Units with FLEET re-roll one or more dice)(Cannot fire smoke launchers when Flat Out)(Run moves are not slowed by difficult terrain but affected by Dangerous terrain.)(Cannot charge after Run or Turboboost)

MORALE IN SHOOTING PHASE(Any unit suffering 25% casualties tests at the end of the phase)

SHOOTING FROM TRANSPORTSSHOOTING FROM TRANSPORTSStationary As normalCombat Count as having movedCruising Snap Fire onlyFlat Out Cannot fireShaken Snap Fire onlyStunned Cannot fire

Warhammer 40k 6ed Reference Sheets

Page 3: 6edRef V1 Colour

CHARGE SUB-PHASECHARGE SUB-PHASECHARGE SUB-PHASE1 Pick a unit2 Declare charge target p27

(if there are multiple targets, declare primary and secondary)(if there are multiple targets, declare primary and secondary)(if there are multiple targets, declare primary and secondary)(if there are multiple targets, declare primary and secondary)

3 Resolve Overwatch p21(target may Snap Fire once per turn at a charger, unless they are already in combat)(target may Snap Fire once per turn at a charger, unless they are already in combat)(target may Snap Fire once per turn at a charger, unless they are already in combat)(target may Snap Fire once per turn at a charger, unless they are already in combat)

4 Roll charge range p215 Move initial charger p21

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

(move the closest model into contact with the closest enemy model via the shortest route, avoiding impassable terrain and other models. If the initial charger is killed by dangerous terrain, pick the next closest. If the initial charger is too far away, the charge fails)

6 Move the rest of the chargers p21-

(may be moved in any order, in coherency. Must attempt to get in base contact with an unengaged enemy. If impossible, base contact with an engaged enemy. If impossible, within 2” of an engaged friendly. If impossible, just stay in coherency.)

(may be moved in any order, in coherency. Must attempt to get in base contact with an unengaged enemy. If impossible, base contact with an engaged enemy. If impossible, within 2” of an engaged friendly. If impossible, just stay in coherency.)

7 Return to step 1 with the next unit.Return to step 1 with the next unit.

TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)TO HIT (d6)1 2 3 4 5 6 7 8 9 10

1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+

10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+

FIGHT SUB-PHASEFIGHT SUB-PHASEFIGHT SUB-PHASE1 Choose a combat to resolve

(player whose turn it is picks order)(player whose turn it is picks order)

2 Issue/accept challenges p643 Move challengers p644 Pile in at the highest I step p23

(all models with selected I pile in 3” , starting with models whose turn it is. Must attempt to get in base contact with enemy, else within 2” of friendly engaged model)

(all models with selected I pile in 3” , starting with models whose turn it is. Must attempt to get in base contact with enemy, else within 2” of friendly engaged model)

(all models with selected I pile in 3” , starting with models whose turn it is. Must attempt to get in base contact with enemy, else within 2” of friendly engaged model)

(all models with selected I pile in 3” , starting with models whose turn it is. Must attempt to get in base contact with enemy, else within 2” of friendly engaged model)

(all models with selected I pile in 3” , starting with models whose turn it is. Must attempt to get in base contact with enemy, else within 2” of friendly engaged model)

(all models with selected I pile in 3” , starting with models whose turn it is. Must attempt to get in base contact with enemy, else within 2” of friendly engaged model)

5 Determine engaged models p236 Roll To Hit

(against non-vehicle units)(against non-vehicle units)(against non-vehicle units)7 Roll to Wound p158 Determine Wound Groups p15

(each difference in S, AP or Special Rules constitutes a new Wound Group)(each difference in S, AP or Special Rules constitutes a new Wound Group)(each difference in S, AP or Special Rules constitutes a new Wound Group)(each difference in S, AP or Special Rules constitutes a new Wound Group)

9 Pick a Wound Group(controlling player picks)(controlling player picks)

10 Make saves and allocate p25(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(if all targeted models have the same save, roll all saves at once. Allocate each unsaved wound to the closest model to the attacking model in this I group, removing models once they reach 0 wounds)

(if targeted models have different saves, roll each wound individually against the closest model, allocating wounds as you go)

(against vehicles)(against vehicles)(against vehicles)7 Roll against rear facing AV

(if total equals AV, glancing hit is scored)(if total equals AV, glancing hit is scored)

(if total beats AV, penetrating hit is scored)(if total beats AV, penetrating hit is scored)

8 Remove Hull Points(one point for each unsaved hit)(if vehicle reduced to 0 points, it is wrecked)(one point for each unsaved hit)(if vehicle reduced to 0 points, it is wrecked)(one point for each unsaved hit)(if vehicle reduced to 0 points, it is wrecked)(one point for each unsaved hit)(if vehicle reduced to 0 points, it is wrecked)

9 Roll for damage

11 Go to next I step12 Resolve challenges p6413 Determine assault results p26

(add up total number of Wounds caused by both sides. The side with the most wins)(add up total number of Wounds caused by both sides. The side with the most wins)(add up total number of Wounds caused by both sides. The side with the most wins)(add up total number of Wounds caused by both sides. The side with the most wins)

14 Loser takes Morale check p29(-1Ld for each W they lose the combat by. If passed, go to step 18)(-1Ld for each W they lose the combat by. If passed, go to step 18)(-1Ld for each W they lose the combat by. If passed, go to step 18)(-1Ld for each W they lose the combat by. If passed, go to step 18)

15 Winner makes Sweeping Adv(roll 1d6 and add I. If the winner beats or equals the loser, the loser is destroyed. If not, the loser Falls Back)

(roll 1d6 and add I. If the winner beats or equals the loser, the loser is destroyed. If not, the loser Falls Back)

(roll 1d6 and add I. If the winner beats or equals the loser, the loser is destroyed. If not, the loser Falls Back)

(roll 1d6 and add I. If the winner beats or equals the loser, the loser is destroyed. If not, the loser Falls Back)

(roll 1d6 and add I. If the winner beats or equals the loser, the loser is destroyed. If not, the loser Falls Back)

(roll 1d6 and add I. If the winner beats or equals the loser, the loser is destroyed. If not, the loser Falls Back)

17 Loser makes Fall Back move

18 Pile In/Consolidate(if there are survivors on both sides, all models Pile In 3”. If one side is destroyed or has Fallen Back, the winer Consolidates d6”)

(if there are survivors on both sides, all models Pile In 3”. If one side is destroyed or has Fallen Back, the winer Consolidates d6”)

(if there are survivors on both sides, all models Pile In 3”. If one side is destroyed or has Fallen Back, the winer Consolidates d6”)

(if there are survivors on both sides, all models Pile In 3”. If one side is destroyed or has Fallen Back, the winer Consolidates d6”)

(if there are survivors on both sides, all models Pile In 3”. If one side is destroyed or has Fallen Back, the winer Consolidates d6”)

(if there are survivors on both sides, all models Pile In 3”. If one side is destroyed or has Fallen Back, the winer Consolidates d6”)

VEHICLE WSVEHICLE WSStationary WS0Moved in last turn WS1Walker As profile

ISSUING A CHALLENGEISSUING A CHALLENGE1 Charging character issues challenge2 Receiving player Accepts or Refuses

(may Accept with any character. Move characters into contact)(if challenge is Refused, charging player gets to nominate a receiving character who cannot fight this turn)

(may Accept with any character. Move characters into contact)(if challenge is Refused, charging player gets to nominate a receiving character who cannot fight this turn)

(may Accept with any character. Move characters into contact)(if challenge is Refused, charging player gets to nominate a receiving character who cannot fight this turn)

(may Accept with any character. Move characters into contact)(if challenge is Refused, charging player gets to nominate a receiving character who cannot fight this turn)

3 Receiving character may now issue(challenges are resolved after other combats using their own I steps. No other models can attack any character who is part of a challenge, and challengers can only attack each other.)

(challenges are resolved after other combats using their own I steps. No other models can attack any character who is part of a challenge, and challengers can only attack each other.)

(challenges are resolved after other combats using their own I steps. No other models can attack any character who is part of a challenge, and challengers can only attack each other.)

(challenges are resolved after other combats using their own I steps. No other models can attack any character who is part of a challenge, and challengers can only attack each other.)

Warhammer 40k 6ed Reference Sheets

CHARGE RANGESCHARGE RANGESCHARGE RANGESCHARGE RANGESType Range Difficult Terrain / Notes pgInfantry 2d6” 3d6” discard highest 44Jump (jump) 2d6”, rerollable 3d6” discard highest, starting/ending is Dangerous 47Jump (foot) 2d6” 3d6” discard highest 47Beasts 2d6” no effect 48Cavalry 2d6” 2d6”, must take Dangerous Terrain test 48Bikes 2d6” 2d6”, must take Dangerous Terrain test 48Jetbikes 2d6” 2d6”, starting or ending is Dangerous 45MC 2d6” 3d6” discard highest 48Artillery 2d6” 3d6” discard highest 46Jetpack (jet) 2d6” 2d6”, starting or ending is Dangerous 47Jetpack (foot) 2d6” 3d6” discard highest 47Chariots 2d6” 3d6” discard highest, must take Dangerous test 87Walker 2d6” 3d6” discard highest 84

Page 4: 6edRef V1 Colour

TERRAIN / COVERTERRAIN / COVERFortifications 3+Forests Myst, Difficult, 5+Ruins Difficult, 4+Area Terrain Difficult, 5+Rivers Myst, DifficultArcheotech Myst, Impassable

GENERAL BUILDING RULESGENERAL BUILDING RULESOccupying p92

(works like Embarking/Disembarking vehicles. One unit plus single attached character)

(works like Embarking/Disembarking vehicles. One unit plus single attached character)

Firing from buildings p93(two models may fire from each Fire Point)(two models may fire from each Fire Point)

Attacking buildings p93(use the vehicle rules. Buildings are hit

automatically in assault)(no hull points. Each glancing or penetrating hit

causes one Wound on the occupying unit, allocated by the controlling player. Ignores cover)

(if reduced to AV0, suffers Total Collapse)(template weapons which touch a Fire Point

cause d6 hits on occupying unit, as well as one hit on the building)

(use the vehicle rules. Buildings are hit automatically in assault)

(no hull points. Each glancing or penetrating hit causes one Wound on the occupying unit,

allocated by the controlling player. Ignores cover)(if reduced to AV0, suffers Total Collapse)

(template weapons which touch a Fire Point cause d6 hits on occupying unit, as well as one

hit on the building)

GRENADES VS BUILDINGS (p94)(if a unit assaults a building, any model within 2” may make a single Grenade attack. Blast grenades cause d6 hits on occupying unit, non-Blast grenades cause d3, plus 1 hit on building)(alternatively, when a unit assaults a building, any model within 8” of the battlements may make a single Grenade attack. Units occupying the battlements take d3 hits from Blast grenades and 1 hit from others, plus 1 hit on the building)

EMPLACED WEAPONS (p96)(emplaced weapons in an occupied building can be fired manually by a model or automatically at closest enemy in LOS and range at BS2)

BUILDING DAMAGE (p94)BUILDING DAMAGE (p94)1 Breach

(all AV reduced by 1 for rest of game)

2 Tremor(occupying unit can only make snap shots or disembark 3” next turn)(occupying unit can only make snap shots or disembark 3” next turn)

3 Partial Collapse(occupying unit suffer d6 S6 AP- hits which ignore cover)(occupying unit suffer d6 S6 AP- hits which ignore cover)

4 Structural Collapse(unit suffer 2d6 hits as above, and one random weapon emplacement destroyed)(unit suffer 2d6 hits as above, and one random weapon emplacement destroyed)

5 Catastrophic Breach(add AV reduced by d3 and one random weapon emplacement destroyed)(add AV reduced by d3 and one random weapon emplacement destroyed)

6 Total Collapse(unit suffer 2d6 hits, must disembark and the building becomes impassable terrain)(unit suffer 2d6 hits, must disembark and the building becomes impassable terrain)

7 Detonation(as 6, but models within d6” also suffer a S4 AP- hit)(as 6, but models within d6” also suffer a S4 AP- hit)

(AP2 weapons +1 to rolls, AP1 weapons +2 to rolls) (AP2 weapons +1 to rolls, AP1 weapons +2 to rolls)

BATTLEMENTSBATTLEMENTSOccupying p95

(if building is unoccupied or occupied by friendly units, a unit can embark into the battlements)

(if a building has external access ladders, a unit can embark into the battlements)

(not difficult terrain to Jump Troops)

(if building is unoccupied or occupied by friendly units, a unit can embark into the battlements)

(if a building has external access ladders, a unit can embark into the battlements)

(not difficult terrain to Jump Troops)

Firing/Assault p95(models on top don’t use Fire Points, but can be

targeted separately from the building)(units which occupy battlements cannot be

assaulted)

(models on top don’t use Fire Points, but can be targeted separately from the building)

(units which occupy battlements cannot be assaulted)

BUILDING AV (p93)BUILDING AV (p93)Bastion or bunker 14Plascrete walled palace 13Rockcrete city building 12Brick house 11Wooden Outpost 10Corrugated iron or wood shed 9

RUINSRUINSMoving p99(ruins are difficult terrain with 4+ cover. If the ruin is on a base, it is also area terrain. If it is not on a

base, then the ground floor is neither area nor difficult)

(only Infantry, Beasts, Jump, Jet, Jetbike and Skimmer units may enter the upper levels)

(ruins are difficult terrain with 4+ cover. If the ruin is on a base, it is also area terrain. If it is not on a

base, then the ground floor is neither area nor difficult)

(only Infantry, Beasts, Jump, Jet, Jetbike and Skimmer units may enter the upper levels)

Blasts, Templates & Barrages p100(blast weapons must nominate the level they are

shooting at. Barrage weapons only affect the topmost level under the centre hole.)

(template weapons may nominate one level above or below that of the firer. If fired by Jump,

Jet, Jetbike or Skimmers, they may nominate any level they wish)

(blast weapons must nominate the level they are shooting at. Barrage weapons only affect the

topmost level under the centre hole.)(template weapons may nominate one level

above or below that of the firer. If fired by Jump, Jet, Jetbike or Skimmers, they may nominate any

level they wish)

Assaults p101(a model counts as engaged if it is within 6” of an

engaged friendly on a different level)(a model counts as engaged if it is within 6” of an

engaged friendly on a different level)

LEAPING DOWN(a unit may elect to leap down from battlements to disembark a building. Place the model within 3” of the building. Alternatively, they may leap down within ruins. Leaping down requires an Impact test.)

(an Impact test is a Dangerous Terrain test with a -1 modifier for each 3” of fall. Armour saves may not be taken. Jump and Jet troops ignore modifiers for any fall over 3”)

BUILDING CAPACITY (p92)BUILDING CAPACITY (p92)BUILDING CAPACITY (p92)Less than 6x6” Small 10 modelsUp to 9x9” Medium 20 modelsUp to 12x12” Large 30 models

BATTLEFIELD DEBRIS (p104)BATTLEFIELD DEBRIS (p104)Ammunition dump Difficult, 5+(models within 2” re-roll shooting To Hit rolls of1)(models within 2” re-roll shooting To Hit rolls of1)

Barricades & Walls Difficult, 4+Comms Relay Difficult, 5+

(models within 2” allow re-roll of Reserves)(models within 2” allow re-roll of Reserves)

Defence Lines Difficult, 4+(models who Go To Ground get +2 Cover)(models who Go To Ground get +2 Cover)

Fuel Reserve Difficult, 5+(if cover save successful, roll d6. On a 1,

explodes causing S3 AP- Large Blast)(if cover save successful, roll d6. On a 1,

explodes causing S3 AP- Large Blast)

Gun Emplacement Difficult, 4+(models in base contact can shoot the gun)(models in base contact can shoot the gun)

Impact Crater Area, 5+Imperial Statuary Difficult, 3+

(imperial models within 2” are Fearless)(imperial models within 2” are Fearless)

Ridgeline & Hill Crest Open, 4+Shield Generator

(two generators make a 6” shield, which is Impassable. Any shots passing through shield

give a 3+ cover save)

(two generators make a 6” shield, which is Impassable. Any shots passing through shield

give a 3+ cover save)

Shrine to Chaos Difficult, 4+(CSM & Daemons within 2” re-roll Inv saves)(CSM & Daemons within 2” re-roll Inv saves)

Tanglewire / Razorwire Dangerous, 6+Tank Traps Varies, 4+(impassable to non-skimmer vehicles, dangerous

to bikes, open to all other models)(impassable to non-skimmer vehicles, dangerous

to bikes, open to all other models)

Trench Lines Difficult, 4+Wild Undergrowth Difficult, 5+Wreckage/Rubble Difficult, 4+

Warhammer 40k 6ed Reference Sheets

Page 5: 6edRef V1 Colour

PRE-GAME SEQUENCEPRE-GAME SEQUENCEPRE-GAME SEQUENCE1 Choose armies p1092 Choose mission p1183 Choose deployment p1184 Roll off for table half5 Deploy fortifications p120

(winner of previous roll-off deploys first)(deploy within own table half)(cannot be within 3” of another fortification)

(winner of previous roll-off deploys first)(deploy within own table half)(cannot be within 3” of another fortification)

(winner of previous roll-off deploys first)(deploy within own table half)(cannot be within 3” of another fortification)

(winner of previous roll-off deploys first)(deploy within own table half)(cannot be within 3” of another fortification)

(winner of previous roll-off deploys first)(deploy within own table half)(cannot be within 3” of another fortification)

(winner of previous roll-off deploys first)(deploy within own table half)(cannot be within 3” of another fortification)

6 Set up terrain p1207 Place objective markers p121

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

(winner of previous roll-off places first)(not within 6” of table edge)(not within 12” of another objective)(not in impassable terrain)(not in buildings or fortifications)

8 Determine Warlord traits p1119 Determine Psychic powers

10 Roll off for first/second(winner chooses to go first or second)(winner chooses to go first or second)

11 First player deploys12 Second player deploys13 Deploy infiltrators

(roll off and alternate if both have them)(roll off and alternate if both have them)

14 Redeploy scouts(roll off and alternate if both have them)(roll off and alternate if both have them)

15 Seize the initiative p122

MISSIONS (d6)MISSIONS (d6)MISSIONS (d6)1 Crusade p1262 Purge the Alien p1273 Big Guns Never Tire p1284 The Scouring p1295 The Emperor’s Will p1306 The Relic p131

DEPLOYMENT (d3)DEPLOYMENT (d3)DEPLOYMENT (d3)1 Dawn of War p1192 Hammer and Anvil p1193 Vanguard Strike p119

ALTERNATING TERRAIN (p120)ALTERNATING TERRAIN (p120)1 Divide board into 2x2’ sections2 Determine Terrain Density Limit

(d3 for each section)

3 Take turns placing terrain(player who chose table half goes first. 3 small pieces = 1 large)(player who chose table half goes first. 3 small pieces = 1 large)

4 Stop when all Density Limits reached(if a piece straddles two sections, count it against the limit for the majority section)(if a piece straddles two sections, count it against the limit for the majority section)

5 Shuffle to make it look good!

MYSTERIOUS RIVERS (d6, p103)MYSTERIOUS RIVERS (d6, p103)1 Calm waters2 Daemon bile

(any model moving through it loses d3 Warp Charge and cannot Deny The Witch)(any model moving through it loses d3 Warp Charge and cannot Deny The Witch)

3 Hyperslime(unit in river gains FNP, but must take Ld test to move out or shoot. Does not apply to Fall Back moves)

(unit in river gains FNP, but must take Ld test to move out or shoot. Does not apply to Fall Back moves)

(unit in river gains FNP, but must take Ld test to move out or shoot. Does not apply to Fall Back moves)

4 Fireblood(river is Dangerous Terrain. Any vehicle Immobilised in it is Wrecked)(river is Dangerous Terrain. Any vehicle Immobilised in it is Wrecked)

5 Industrial ooze(5+ cover save. If Go To Ground, models take T test or suffer a wound, no armour/cover saves allowed)

(5+ cover save. If Go To Ground, models take T test or suffer a wound, no armour/cover saves allowed)

(5+ cover save. If Go To Ground, models take T test or suffer a wound, no armour/cover saves allowed)

6 Iceblood(models moving through re-roll armour sv)

MYSTERIOUS OBJECTIVES (d6, p125) MYSTERIOUS OBJECTIVES (d6, p125) 1 Sabotaged

(roll d6 at end of every turn - on a 1, it explodes with S4 large blast)(roll d6 at end of every turn - on a 1, it explodes with S4 large blast)

2 Nothing of note3 Skyfire nexus

(controlling unit may use Skyfire)

4 Targetting relay(controlling unit re-roll shooting to hit of 1)

5 Scatterfield(controlling unit has +1 to cover saves)

6 Grav wave generator(units charging the controlling unit halve their charge range)(units charging the controlling unit halve their charge range)

MYSTERIOUS FORESTS (d6, p102)MYSTERIOUS FORESTS (d6, p102)1 Almost pleasant2 Brainleaf fronds

(unit partially in forest takes Ld on 3d6 at start of Shooting phase. If fails, one random model inflicts d6 assault hits on his own unit, allocated by controlling player)

(unit partially in forest takes Ld on 3d6 at start of Shooting phase. If fails, one random model inflicts d6 assault hits on his own unit, allocated by controlling player)

(unit partially in forest takes Ld on 3d6 at start of Shooting phase. If fails, one random model inflicts d6 assault hits on his own unit, allocated by controlling player)

3 Carniverous jungle(unit partially in forest take d3 S5 AP- hits at start of Shooting phase, allocated by controlling player against models in forest)

(unit partially in forest take d3 S5 AP- hits at start of Shooting phase, allocated by controlling player against models in forest)

(unit partially in forest take d3 S5 AP- hits at start of Shooting phase, allocated by controlling player against models in forest)

4 Ironbark forest(forest provides 3+ cover save)

5 Overgrown spinethorn(forest provides 2+ cover vs grenades)

6 Razorwing nest(if unit’s difficult terrain dice ever roll 4+, it suffers d6 S4 AP- Rending hits at end of move. Cover saves apply to models in forest)

(if unit’s difficult terrain dice ever roll 4+, it suffers d6 S4 AP- Rending hits at end of move. Cover saves apply to models in forest)

(if unit’s difficult terrain dice ever roll 4+, it suffers d6 S4 AP- Rending hits at end of move. Cover saves apply to models in forest)

ARCHEOTECH (2d6, p106)ARCHEOTECH (2d6, p106)2 Virus outbreak

(unit takes T test, takes 1 randomly allocated wound per point it fails by. If it causes any casualties, every unit within 12” takes same test. A roll of 6 is always 1W)

(unit takes T test, takes 1 randomly allocated wound per point it fails by. If it causes any casualties, every unit within 12” takes same test. A roll of 6 is always 1W)

(unit takes T test, takes 1 randomly allocated wound per point it fails by. If it causes any casualties, every unit within 12” takes same test. A roll of 6 is always 1W)

3 Holy relic(objective worth 2 VPs)

4 Alien corpse - no effect5 Booby trap

(d6 S5 AP- hits, as if shooting)

6 Timeflow stabiliser(all models in 6” have I10)

7 Ethereal dust - no effect8 Force dome generator

(all models in 6” have 4+ Inv save)

9 Psychneuein hive(as soon as triggered, all Psykers on the battlefield suffer d6 S3 AP2 hits)(as soon as triggered, all Psykers on the battlefield suffer d6 S3 AP2 hits)

10 Unpleasant slime - no effect11 Degenerative terraforming node

(all ground within 6” becomes difficult)

12 Sunkiller engine(night fighting until end of following turn)

Warhammer 40k 6ed Reference Sheets