Core Rules 2.0
Forge of War
Development Group
© Forge of War Development Group Page 2 of 25 2nd Edition August 2011
Foreword
I still remember with great fondness the original Rogue Trader rules for Warhammer 40K. I played
endless games with my friends across tabletops populated with a wide range of figures and terrain
made from shoeboxes. Even though the rules were clunky and often didn’t work we found that we could
have fun by operating with a cheerful disregard for anything that did not make sense.
The main game of Warhammer 40K remains one of the most popular in the world, despite rules that
run into hundreds of pages and the continuous churning out of army codices. I believe that it is the 40K
universe itself that keeps people playing rather than the rules and figures.
When Space Crusade and then Space Hulk came out I was overjoyed. Simple rules made the play fun
again. Unfortunately when the deal with Milton Bradley ended so did most support for these games.
The next true skirmish game from GW was Necromunda. The rules were quite complex and restricted to
playing the featured gangs in the box. Like Space Crusade support dwindled and it went into the back
catalogue (Specialist Games).
By now I was reading Black Library books and wishing I could be the Inquisitors Eisenhorn and
Ravenor, so imagine my joy when the Inquisitor game came out. I rushed down to my local GW and
bought the rules. Thank the Emperor I didn’t buy the figures too because the rules were probably the
worst that GW had ever created. I couldn’t believe that you needed a huge volume of rules to describe
a game between two groups of five to ten figures.
Since then I have experimented with a number of commercial and home grown SF skirmish rules and
this set is the result of all that work.
The Second Edition
With over 2,000 downloads at the time of writing, and plenty of feedback from players around the world
we decided to re-edit the rules. This second edition has a number of small changes to tighten up the
rules, and to improve their clarity and layout. It also has brand new rules for items like vehicles.
The most noticeable change is the splitting of the game into three documents. The Retinues of
Appendix 2 had grown so large, especially with fan made additions, that this now forms a document in
its own right.
The Campaign Section, written by Jason Maestros and formerly appearing in Appendix 1, has also been
expanded into a separate document.
Copyright Notice
These rules are completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos
logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal, Eldar, Eldar
symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo,
Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the
Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron,
Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine
chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch,
Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all
associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and
images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop
Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without
permission. No challenge to their status intended. All Rights Reserved to their respective owners.
These are a set of fan-created rules and as such are free to copy and use.
© Forge of War Development Group Page 3 of 25 2nd Edition August 2011
Credits
It is the practice of the Forge of War Development Group to give credit to each person who contributes
to one of our rulesets through their contributions and play testing.
Craig Cartmell Original Author & Editor.
Chris Knowles Contributor & Proof-reader.
Mike Rybak Contributor.
Edgar Traverso Contributor.
Jason Mastros Contributor & creator of the Campaign section.
Scott R. Pyle Contributor.
Francisco Javier Contributor.
Joseph Urban Cover Art.
© Forge of War Development Group Page 4 of 25 2nd Edition August 2011
Contents
Foreword ....................................................................................................... 2
1.0 Introduction ............................................................................................. 4
2.0 Building a Retinue ...................................................................................... 4
3.0 Figures ...................................................................................................... 5
4.0 Retinues .................................................................................................... 6
5.0 Arms & Equipment ...................................................................................... 8
6.0 The Field of Battle ................................................................................... 12
7.0 Playing the Game ...................................................................................... 14
8.0 Psyker Powers ......................................................................................... 18
9.0 Special Abilities ........................................................................................ 19
10. 0 Vehicles ................................................................................................ 21
Appendix One Aboard The Hulk ..................................................................... 23
1.0 Introduction
These are a set of skirmish rules for games with roughly four to ten figures per side. The key design
philosophy is KISS [keep it short & simple]. The idea being that the players can learn the rules in a few
minutes and then get on with the fun of slaughtering one another.
For example, the main rules for play take up just three pages (section 7.0).
The game is based in the Warhammer 40K universe. Each player forms a Retinue led by a heroic
Inquisitor, a devious Chaos agent or one of a selection of other protagonists. They pit their forces
against one or more other Retinues for possession of a chosen objective, or just for the rush of bloody
combat.
A note for Warhammer 40K Enthusiasts: Despite some similarities these rules are not a sub-genre
of 40K. They try to represent very small actions in the 40K universe, but in no way relate directly to
any specific rule in that rule set.
A note on figure scales: Regarding figures, our assumption is that these rules will be used with
28mm miniatures. If using 15mm you may wish to reduce the movement rates to 4” normal and 2” if
running. 54mm players might wish to double their movement rates to 12” normal and 6” running.
2.0 Building a Retinue
Each player in this game has a Retinue, which is a group of troops who follow a Leader. There should be
a minimum of four figures in a Retinue, including the Leader.
A player has a set number points to spend on his Retinue. We recommend that you begin with 200
points until you have played a couple of games. After that you can have as many as you agree with
your fellow players.
The leader of the Retinue must be included in the points cost calculation.
2.1 Figure Costs
In this game we use a WYSIWYG process for looking at a figure. So if a figure has a laspistol and a
sword then you count both.
Figure cost = Grit[See below] + FV + SV + Speed + Armour + Weapon(s).
Count the FV and SV of every weapon listed for the figure.
© Forge of War Development Group Page 5 of 25 2nd Edition August 2011
The minimum cost for any figure is three points.
If a figure throws a weapon and there is only one such weapon on the figure [WYSIWYG], then that
weapon is gone. Guns of various types all come with enough ammunition to last the battle.
2.2 The cost of Grit
Grit is the most significant characteristic in combat as it determines the chance of surviving a hit. The
table below show the cost of Grit:
Grit
Points Cost
6+
1
5+
2
4+
4
3+
9
2+
16
3.0 Figures
For simplicity’s sake the rule is that if it is on the figure then that figure is equipped with it [WYSIWYG].
This applies especially to arms and armour. From that it follows that if the figure is wearing armour,
and carrying certain weapons they are competent in those items.
3.1 Troop Type
This determines the Grit, Speed and Combat Value [FV & SV] of a figure:
Grit
is the roll required to save the figure from a hit that penetrates its armour, or
to charge a terrifying enemy, or to use or resist against Psyker powers.
Fighting Value [FV]
is the bonus the figure gets when rolling combat dice in close combat.
Shooting Value [SV]
is the bonus the figure gets when rolling combat dice in ranged combat.
Speed
adds to the figure’s base movement, modifies shooting attacks against the
figure, and adds to the Leader’s initiative rolls.
© Forge of War Development Group Page 6 of 25 2nd Edition August 2011
4.0 Retinues
In this section two types of Retinues are described: The Servants of the Emperor, led by a bold
Inquisitor, and The Enemies of Man, led by a dastardly Agent of Chaos. These are the classic
protagonists from the Black Library series of novels.
More types of Retinue are available to choose from in the Retinues booklet.
4.1 The Servants of the Emperor
This Retinue is led by an Inquisitor. A powerful individual with many skills and special abilities.
He gathers around him a company of specialists to assist him in his task of hunting down the enemies
of man.
Because he can command anyone in the Imperium to assist him he has a very wide choice of personnel
and equipment.
Type
FV
SV
Speed
Notes
The Inquisitor
+4
+4
+1
Leader. May have Psyker powers @ 10pts each*.
Terrifying.
I Stormtroopers
+2
+2
+0
Are armed with Hellguns.
Space Marine
+3
+3
+1
Interrogator
+2
+2
+1
Approved Psyker*
+0
+0
+0
Has Psyker powers @ 10 pts each*.
Adeptus Arbites
+1
+2
+0
Special weapons.
Daemonhost*
+0
+2
+0
Terrifying. Will have Psyker powers @ 5 pts each.
No more than one per Retinue.
Death-cult Assassin
+2
+0
+2
Do not have ranged weapons.
*Only available to a Radical Inquisitor. A Puritan Inquisitor may reroll failed grit rolls against those
Psyker powers that allow such rolls.
Armour
Notes
Restricted to:
None
Just clothing [5+ to hit].
Light
Flak Jacket or Mesh [6+ to hit].
Medium
Carapace Armour [7+ to hit],
Refractor Shield [7+ to hit].
Heavy
Power Armour [8+ to hit].
Inquisitor & Space Marines
Adeptus Arbites may deploy with Suppression Shields. This increases their armour by one level against
ranged attacks. These shields cost 3 points.
Weapons
Notes
Combat Bonus
Improvised
Tree branches, broken bottle [-1 to hit].
-1
Light
Dagger, Bayonet, Hand axe, Club, Autopistol
+0
Medium
Sword, Staff, Autogun, Lasgun, Laspistol, Shockmaul [Arbites only],
Shotgun
+1
Heavy
Two-handed Sword, Chainsword, Bolt Pistol, Bolter, Heavy Stubber,
Flamethrower (Stormtroopers only).
Heavy Bolter, Hellgun, Plasma Pistol, Power Weapon
+2
+2
+3
Very Heavy
Plasmagun, Power Fist, Meltagun, Force Weapon (Inquisitor only)
+4
Example Inquisitor's Retinue 199 pts
Inquisitor Refractor Shield, Bolt Pistol, Power Sword, 2 Psyker Powers @ 59 pts
Interrogator Carapace Armour, Laspistol & Sword @ 24 pts.
Space Marine Power Armour, Bolter, Bolt Pistol, Chainsword @ 33 pts
3 I Stormtroopers Carapace Armour & Hellgun @ 21 pts.
Deathcult Assassin No armour & Power Sword @ 20 pts.
© Forge of War Development Group Page 7 of 25 2nd Edition August 2011
4.2 The Enemies of Man
Below are a variety of the pawns of the Chaos Gods. Chaos Retinues are usually led by a Chaos Agent.
He may have been a Chaos Space Marine or Leader of a Chaos Cult who has been blessed by his gods.
Type
Grit
FV
SV
Speed
Notes
The Chaos Agent
2+
+4
+4
+1
Leader. Terrifying.
May have Psyker powers @ 10pts each.
Fallen Guardsman
4+
+1
+2
+1
Chaos Space
Marine
2+
+4
+4
+1
Leader.
Chaos Cultist
3+
+1
+1
+0
Unapproved
Psyker
5+
+0
+0
+0
Has Psyker powers @ 10 pts each.
Plague Zombie
4+
-1
+0
-1
Terrifying. Immune to Terror.
Uses improvised weapons only.
Chaos-cult
Assassin
4+
+2
+0
+2
Do not have ranged weapons.
Hive-Ganger
4+
+1
+2
+1
If a Chaos Agent chooses to follow a single god this costs 5pts, but brings certain benefits:
Khorne
Chaos Agent and his Retinue get +1 to FV in Melee, but suffer a -1 to Shooting.
Nurgle
Chaos Agent, and all troops except Plague Zombies, get +1 to Grit Rolls.
Retinue may include Plague Zombies.
Slaanesh
Ignore Terror. Chaos Agent and all troops get +1 to Speed.
Tzeentch
Chaos Agent can buy Psyker powers @ 5pts each.
Type
Notes
Restricted to:
None
Just clothing [5+ to hit].
Light
Flak Jacket or Mesh [6+ to hit].
Medium
Carapace Armour [7+ to hit],
Refractor Shield [7+ to hit].
Fallen Guardsmen or Chaos Agent
Chaos Agent
Heavy
Power Armour [8+ to hit].
Chaos Space Marine or Chaos Agent
Type
Notes
Combat Bonus
Improvised
Tree branches, broken bottle [-1 to hit].
-1
Light
Dagger, Bayonet, Hand axe, Club, Autopistol, Grenade
+0
Medium
Sword, Staff, Bolt Pistol, Autogun, Lasgun, Laspistol, Shotgun
+1
Heavy
Two-handed Sword, Chainsword, Bolter, Heavy Stubber,
Flamethrower (Fallen Guardsmen only).
Heavy Bolter, Hellgun, Plasma Pistol, Power Weapon
+2
+2
+3
Very Heavy
Plasmagun, Power Fist, Meltagun, Daemon Weapon (Chaos Agent
only)
+4
Example Chaos Agent's Retinue 195 pts
Chaos Agent: Refractor Shield, Autogun, Daemon Weapon, 1 Psyker Power @ 50 pts
Chaos Space Marine Power Armour, Bolter, Bolt Pistol & Power Sword @ 44 pts.
2 Guardsmen Flak Armour, Lasgun @18 pts
3 Chaos Cultists Flak Jacket, Laspistol & Dagger @ 16 pts.
Unapproved Psyker No Armour & Dagger. 1 Psyker Power @ 17 pts.
© Forge of War Development Group Page 8 of 25 2nd Edition August 2011
5.0 Arms & Equipment
In a small Retinue there is much more ability to vary arms and equipment beyond the norm allowed by
a W40K army list. Some equipment is still restricted because it is just not possible for some troop types
to use it. The perfect example is Power Armour. Only Space Marines, Chaos Space Marines and Sisters
of Battle have the physical adaptations to use this usually. A few members of the Inquisition have had
these adaptations made as well.
When costing arms and armour take the combat bonus as the cost for weapons and the to hit value for
armour. Ranged weapons may also have an additional cost if they have more than close range abilities.
See the listing below (5.2). Remember to apply WYSIWYG to this.
You will note that each listed Retinue has its own Armour and Weapons listing, so there is no need for
repetition in this section. The reason for this is so a player can simply print out the page for his chosen
retinue to assist him during play.
5.1 Armour
Armour affects combat by providing the target number for the attacker to exceed.
Armour
Type
To Hit
Cost
Carapace Armour
Medium
7+
7
Displacer Field
Heavy
8+
8
Fire Warrior Armour
Medium
7+
7
Flak Jacket
Light
6+
6
Genestealer Carapace
Light
6+
6
Gun Drone Armour
Medium
7+
7
Holo Field
Medium
7+
7
Just clothing
None
5+
5
Kroot
Light
6+
6
Mastiff Armour
Medium
7+
7
Mega Armour
V.Heavy
10+
10
Mesh
Light
6+
6
Necron Living Metal
Heavy
8+
8
Ork ‘Eavy Armour
Medium
7+
7
Ork hide
Light
6+
6
Power Armour
Heavy
8+
8
Refractor Shield
Medium
7+
7
Scout Carapace Armour
Medium
7+
7
Servitor Combat Chassis
Medium
7+
7
Squat Exo-Armour
V.Heavy
10+
10
Synthskin
Light
6+
6
Tau Crisis Suit
Heavy
9+
9
Tau Stealth Suit
Heavy
8+
8
Terminator Armour
V.Heavy
10+
10
Zoat Hide
Medium
7+
7
© Forge of War Development Group Page 9 of 25 2nd Edition August 2011
5.2 Weapons
Ranged Weapons are counted as having enough ammo to last the skirmish.
Weapon
Type
Bonus
Range
Grit
Penalty*
Cost
Autogun
Medium
+1
18"
2
Autopistol
Light
+0
12"
1
Barbed Strangler
Light
+0
24"
2
Battleaxe
Medium
+1
-
1
Bayonet
Light
+0
-
0
Big Choppa
Heavy
+2
-
-1
3
Big Shoota
Heavy
+2
36"
-1
6
Bolt Pistol
Heavy
+2
18"
3
Bolter
Heavy
+2
24"
4
Burna
Heavy
+2
-
-1
3
Burst Cannon
Heavy
+2
18"
3
Chainsword
Heavy
+2
-
2
Choppa
Medium
+1
-
1
Combat Knife/Dagger
Light
+0
-
0
Cult Mechanicus Power Axe
Heavy
+3
-
-2
5
Daemon Weapon
V.Heavy
+4
-
-2
6
Daemonic Talons
Medium
+1
-
-1
2
Death Spinner
Heavy
+2
12”
-1
3
Executioner Chainsword
Heavy
+3
-
-1
4
Flamethrower (line)
Heavy
+2
12”
-1
3
Flayed One Blades
Heavy
+2
-
2
Force Weapon
V.Heavy
+4
-
-2
6
Fusion Pistol
V.Heavy
+4
6"
-2
6
Gauss Flayer
Heavy
+2
24"
-1
5
Genestealer Talons
Heavy
+2
-
-1
3
Graviton Gun
Heavy
+2
18"
3
Grenade
Light
+0
12"
3
Grenade Launcher
Light
+0
24"
5
Grot Pistol
Light
+0
12"
1
Harlequin’s Kiss*
Light
+0
-
5
Heavy Bolter
Heavy
+3
36"
-1
7
Heavy Gauss Blaster
V.Heavy
+4
24"
-2
8
Heavy Staff Of Light
Heavy
+3
-
3
Heavy Stubber
Heavy
+2
24"
4
Hellgun
Heavy
+3
24"
-1
6
Jokaero Digital Weapons
Medium
+1
12"
1
Kroot Hound Bite
Medium
+1
-
1
Kroot Rifle
Medium
+1
24"
3
Kroot Rifle Blades
Medium
+1
-
1
Kustom Mega Blasta
V.Heavy
+4
24"
-2
8
© Forge of War Development Group Page 10 of 25 2nd Edition August 2011
Lasgun
Medium
+1
24"
3
Laspistol
Medium
+1
18"
2
Lightning Claw
V.Heavy
+4
-
-2
6
Mace
Medium
+1
-
1
Mandiblaster
Medium
+1
-
1
Mechanical Claw
Medium
+1
-
1
Meltagun
V.Heavy
+4
12"
-2
6
Neuro-Disruptor
Heavy
+2
12"
2
Plasma Pistol
Heavy
+3
12"
-2
5
Plasmagun
V.Heavy
+4
24"
-2
8
Power Fist
V.Heavy
+4
-
-2
6
Power Klaw
V.Heavy
+4
-
-2
6
Power Weapon
Heavy
+3
-
-2
5
Pulse Carbine
Heavy
+2
18"
4
Pulse Pistol
Medium
+1
12"
1
Pulse Rifle
Medium
+1
30"
4
Rail Rifle
Heavy
+3
36"
-1
7
Rokkit Launcha
V.Heavy
+4
24"
-1
7
Servo-Arm
V.Heavy
+4
-
-2
6
Shockmaul
Medium
+1
-
1
Shoota
Medium
+1
24”
3
Shotgun
Medium
+1
12"
1
Shrieker Cannon
Heavy
+3
24"
-1
6
Shuriken Catapult
Heavy
+3
24"
-1
6
Shuriken Pistol
Medium
+1
12"
1
Slugga
Medium
+1
12"
1
Sniper Rifle
Heavy
+2
36"
5
Spear
Medium
+1
-
1
Squig Bite
Medium
+1
-
1
Staff
Medium
+1
-
1
Storm Bolter
Heavy
+3
24"
5
Sword
Medium
+1
-
1
Thunder Hammer
V.Heavy
+4
-
-2
6
Two-handed Sword
Heavy
+2
-
2
Warscythe*
Heavy
+3
-
-1
4
Wraith Blades
Heavy
+3
-
3
Wraithcannon
V.Heavy
+4
12"
-2
6
* For more on the grit penalty see 7.5 The Grit Roll.
5.2.1 Heavy Weapons
Heavy ranged weapons (heavy bolters, heavy stubbers, etc.) require a crew of two figures to move and
shoot in the same turn. When shooting the heavy weapon, neither crew may fire any other weapons
(they are too busy loading, spotting, assisting, etc.). If one crew member is taken out of the game, the
survivor may only move or shoot the heavy weapon, not both, during a subsequent game turn.
© Forge of War Development Group Page 11 of 25 2nd Edition August 2011
Note that this rule does not apply to figures wearing Power or Terminator Armour (or Xenos equivalent)
- they may carry and fire heavy weapons as easily as anything else in their respective arsenals.
5.3 Grenades
Grenades are thrown at a target point and explode attacking each person in a 3” radius. Once you have
chosen your target point roll a scatter die and a six-sided die to determine the distance and direction
the grenade scatters. If the scatter die comes up with a ‘Hit’ you are precisely on target.
As a general rule no figure carries more than one grenade. Tick it off the roster when it has been used.
Troops with a Grenade Launcher (see Imperial Guard, Adeptus Arbites & Blood Pact) will have a
bandolier with six grenades. Note that Grenades for Launchers cannot be thrown only fired.
5.4 Flamethrowers
Any form of flamethrower sends out a line of flame that may hit one or more targets. The range of a
Flamethrower is 12”.
The shooter rolls to hit and if he does he can then roll to hit a second target that must be within 3” of
the first. He can keep rerolling until he either misses or there are no more targets within 3” of the last
figure that he hit. You cannot target the same figure twice.
Cover does not add to armour for resisting Flamethrower attacks, but the shooter must have a clear
line of sight to each target. Unlike for normal shooting intervening friendly figures do block line of sight
(or you risk immolating them too).
A Figure using a Flamethrower has their armour rating reduced by 1, to reflect the constant risk of the
Promethium Tanks being ruptured and immolating them.
© Forge of War Development Group Page 12 of 25 2nd Edition August 2011
6.0 The Field of Battle
6.1 Terrain
For this game the rule is that the more scenery the better.
They key thing though is to agree which areas are soft cover and which are hard. Generally if everyone
takes turns slapping down terrain until you run out or you all think it looks good, the game should go
alright.
Players should agree what counts as soft and hard cover on the table before play begins.
A playing area 4’x4’ is recommended for games between two Retinues. For three to four Retinues a
6’x4’ could be used.
6.2 Deployment
Unless you are playing a scenario that says otherwise each Retinue rolls one die, rerolling ties. The
winner chooses which edge to enter play on and deploys his troops within 6” of that edge. All the
figures in a Retinue must initially deploy within 8” of their Leader.
His opponent must come on from the opposite side. If there is more than one opponent then they
should come on evenly spaced around the table.
The other players follow in turn from highest to lowest.
6.3 Scenarios
The following are some example scenarios. It is suggested that you also build up a number of your own
as variety is the spice of life. See the Campaigns booklet for more ideas.
6.3.1 Kelly’s Heroes [This is suitable for 2-3 Retinues].
This classic objective is an ancient artefact, or perhaps a vital data slate, that you need to recover and
return to base for analysis. Stash this in a suitable building or a hollow tree etc., and mark it with a
counter. This should be in the dead centre of the table. The first figure to reach the location can take
the counter.
The winner is the player who gets the counter off the table. A figure can carry the counter at normal
speed, but while doing so cannot charge or use ranged weapons.
If a figure that is carrying the counter is killed or knocked down the next figure to come into contact
with him can take the counter.
6.3.2 Fort Apache [This is suitable for 3-5 Retinues].
The defence of a strategic building..
Randomly determine the defender. That player gets to set up within and around the building. This
should be close to the centre of the table.
The others must force him out and take control of it. In the first turn the defender gets the initiative.
The defender also gets an extra ten points of troops per opposing Retinue after the first.
The winner is the last player in complete possession of the building at a prearranged time, for example
at the end of the 15
th
or 20
th
turns.
6.3.3 Assassination [This is suitable for 2-4 Retinues].
The objective is to slay the enemy’s Leader at all costs, except the loss of your own. The last Leader
alive is the winner at the end of a turn. Of course this game could end up with no leaders alive.
6.3.4 The Gauntlet [This is suitable for 3-5 Retinues].
One Retinue has the job of escorting a wagon of refugees/orphans/loot/rations/kittens from one short
table edge to the other. The other Retinues must capture the wagon and take it off the table at their
entry point.
The attackers must deploy on the long table edges. There is nothing to stop them cooperating with each
other, although only one Retinue can win.
© Forge of War Development Group Page 13 of 25 2nd Edition August 2011
The Escort gets to act first on the first turn. It has also been reinforced with an extra twenty points of
troops per opposing Retinue after the first.
6.3.5 The Ritual [This is suitable for 2-3 Retinues].
A Chaos Agent (or possibly a Radical Inquisitor) and his Retinue are performing a dangerous ritual in a
building somewhere on the table. The other Retinues have a restricted number of turns to find him and
disrupt the ritual (engaging the Chaos Agent in melee would be enough, or shooting him dead) .
Place four to six buildings randomly on the table. The Chaos Agent secretly notes which one he is in
before his opponents deploy.
He can deploy up to half his Retinue outside the building to lead the others a merry dance if he so
wishes.
6.3.6 One of our Robots is missing [This is suitable for 2-5 Retinues].
A Dreadnought has gone rogue and is standing in the centre of the table fighting anyone who
approaches. The Retinue that takes it down wins (Grit 3+, FV4, SV4, Move none except turning, 12+
Armour, Heavy Bolter and Power Claw).
6.3.7 Life is Cheap [This is suitable for 2-3 Retinues].
An injured Imperial/Chaos Spy is holed up in a bunker in the centre of the table surrounded by Plague
Zombies. He cannot get out and they cannot get in.
The objective is to reach the entrance of the bunker, pick up the injured man and get him back to your
deployment point without getting eaten.
There should be at least fifty zombie figures evenly spread in ‘pods’ of five around the bunker. None will
be more than 12” from the bunker at the beginning of the game. One pod will be beating on the bunker
door.
A pod of Zombies will immediately move towards and attack the first Retinue that comes within 9” of
them. On subsequent turns they will move last in the initiative order.
They are relentless and will pursue their targets until they catch them and eat them. Line of sight is
not important once the Zombies are on their trail. They can track fear and blood.
Anyone killed by a Zombie will arise as one on the next turn.
Plague Zombies are Grit 2+, FV+1, SV+0, Speed -1, No armour or weapons. They are immune to
Terror and Psyker Powers [Nurgle is such a generous god].
6.3.8 Fire Mission One-Five [This is suitable for 2-5 Retinues].
There is a bunker in the centre of the table. It is the only place on the table that will survive a planned
orbital bombardment tha will be descending shortly to obliterate this area of the planet.
At the end of turn six roll 1D6. On a 6 the bombardment begins. If the games goes to turn seven, a roll
of 5 or 6 will bring on the bombardment and so on.
The objective is to be in the bunker when the bombardment begins. The bunker is hard cover, but has
no locks on its two doors, so you cannot seal yourself in. Which means you must hold it the hard way,
by killing any other poor sucker who tries to get in.
© Forge of War Development Group Page 14 of 25 2nd Edition August 2011
7.0 Playing the Game
This game is played in turns, each of which is divided into three main phases - Movement, Shooting and
Melee. Each player will get to act with his troops in each phase, the order in which they do so being
determined by their initiative.
The Sequence of Play
7.1 Initiative
At the beginning of each turn each Player rolls 1D6 and adds his Leader’s Speed, rerolling any ties. The
Players then act in order from highest to lowest in each phase. This lasts until the next turn.
7.2 The Movement Phase
This is carried out in initiative order.
Each Player may move some or all of his men up to their max distance [Speed + 6"], then play passes
to the next Player. During the shooting phase, if a model has no enemies in line of sight, that model
may choose to run an additional 3" instead of shooting.
7.2.1 Cover
They must take into account terrain with Soft Cover deducting 1" from their maximum movement and
Hard Cover deducting 3". Note that because of this deduction a figure cannot Run in Heavy Cover. The
deduction applies if they spend any part of or all their movement in that cover.
Soft cover is that which reduces visibility but is unlikely to stop a bolter round. This includes fences,
open woodland, swamps, wading through water, deep snow etc.
Hard cover is that which not only reduces visibility but may also stop a bolter round. This includes
concrete, metal and stone walls, buildings, ruins, dense woodland etc.
A the beginning of a game the players should agree which terrain features count as soft and hard cover.
7.2.2 Figures in contact
Figures that are in base-to-base contact with an enemy cannot move, unless they attempt to disengage
from Melee [see 7.4 below]. Figures that move into base-to-base contact with an enemy are assaulting
them.
If a figure ends up in base-to-base contact with an enemy both that figure and the opponent cannot
move again in this movement phase.
7.2.3 Movement and Terror
Note that figures that fail their Grit roll when a Terrifying enemy moves to assault them move before
that enemy has completed its move. Thus if they roll badly and the enemy is close enough they could
be caught anyway. This is an involuntary move and they can move later in the turn should their
initiative come after that of the Terrifying enemy (and they are not caught). They cannot move closer
to that Terrifying enemy though on the turn they fled.
If a figure fails its Grit roll to assault a Terrifying enemy it does not move at all (see3.2).
7.2.4 Psykers
Psykers may use a power in the movement phase, on their initiative. A Psyker must use this power at
the beginning or at the end of his movement, not during it, because he has to stand still for a moment
and concentrate.
7.2.5 Jump & Jet Packs
A Figure using a Jump or Jet Pack may move as above, but can ignore intervening terrain. They must
begin and end their moves on the ground. If they attempt to take off or land in hard cover, then they
must make a Grit Roll. Failure means that they are Knocked Down for the remainder of the turn.
© Forge of War Development Group Page 15 of 25 2nd Edition August 2011
7.3 The Shooting Phase
This is carried out in initiative order.
Each player may shoot with any or all the figures that he has, and may run any figures that are not
shooting and have no enemy in line of sight when they begin their run. A run move is 1D6+Speed
inches. It cannot end up in base-to-base contact with an enemy.
Play then passes to the next Player in the order.
Figures armed with ranged weapons may shoot at any enemy figure in line of sight that is not in Melee
(i.e. in base-to-base contact with an opponent). If it is a game where there are more than two Retinues
involved, and the target figure is engaged with another figure who is also not one of the shooter's
Retinue then he can fire into Melee. Use a dice to see who he actually hits and then calculate the shot.
Vehicles do block line of sight, but other figures do not. Wherever possible use true line of sight to
determine if a figure can be seen. If only half of a figure can be seen then it counts as being in soft
cover, or if already in cover increase the Armour bonus by a further +1.
Figures that move into base-to-base contact with an enemy this turn cannot shoot unless they are
armed with pistols. If they have a pistol they may take one shot at one figure with whom they are in
base-to-base contact. In subsequent rounds of base-to-base contact they cannot use their pistol.
The Player must declare all his Retinue's targets before checking that they are in range. He can check
line of sight before selecting his targets.
Range is measured from the base edge of the shooter to the base edge of the target.
A figure that is more than 3" inside an area of soft or hard cover can neither shoot out nor be shot at.
Otherwise cover blocks line of sight to figures beyond it. Inside cover, line of sight is 3”.
Targeted figures that are in soft cover gain +1 to their Armour and in hard cover gain +2 to their
Armour (se 7.2.1 Cover, for definitions of counts as hard or soft).
Targeted figures that have a speed bonus add it to their Armour, if they moved in their last turn.
The basic roll to hit is: 1D6 + Figure’s SV + weapon’s combat bonus (if any).
If this equals or exceeds the opponent’s Armour then they are hit and must make a Grit roll to stay in
the game. An unmodified roll of 1 is always a miss.
Example 1
An Inquisitor with a Plasma Pistol is firing at a Chaos Space Marine who is standing in a ruined building.
The Inquisitor’s SV is+4 and his Bolt Pistol gives him +2 for a total of +6.
The Chaos Space Marine has Power Armour giving him 8+ and is in Hard Cover increasing this to 10+.
If the Inquisitor rolls a 1 to 4 he misses, on a 5 or 6 he hits.
The Chaos Space Marine must then make his 2+ Grit roll to shrug off the hit. Marines are real tough so
it doesn’t look good for the Inquisitor.
Example 2
One of the Inquisitor’s Guardsmen is firing at a Chaos Cult Ganger.
The Guardsman’s SV is +2 and he is using his trusty Lasgun for another +1 and a total of +3.
The Ganger is wearing a Flak Jacket for 6+ and has run into view on his last turn allowing him to add
his Speed Bonus of +1 for total value of 7+.
The Guardsman must roll a 4 or better to hit the Ganger, who will then get a Grit roll of 4+.
7.3.1 Torrent of Fire
A group of figures may choose to create a Torrent of Fire. In this one figure rolls to hit, but for each
extra figure joining him in targeting a single figure add +1 to the roll. This way figures with relatively
poor shooting can join together to try to take down a very well armoured opponent. However, if they do
they will cause only one hit on their joint target.
Example 3
Four Guardsmen are trying to take down a renegade Space Marine in Terminator Armour.
© Forge of War Development Group Page 16 of 25 2nd Edition August 2011
The Guardsmen’s SV is +2 and with their trusty Lasgun for another +1 get a total of +3. Technically
they don’t stand a chance of penetrating the Space Marine’s Terminator Armour.
However, the player declares he is going to try a Torrent of Fire. One Guardsman fires at +3 and the
other three add +1 each to get a total of +6 to the roll.
The Guardsmen will get one hit if they can roll a 4 or better.
7.4 The Melee Phase
All melee is simultaneous, unless a specific list declares otherwise (i.e. some figures may be so fast that
they get in first).
Figures can only hit an enemy figure that is in base-to-base contact with them.
The basic roll to hit is: 1D6 + Figure’s FV + weapon’s combat bonus (if any).
If this equals or exceeds the opponent’s Armour then the target figure is hit and must make a Grit roll
to stay in the game. An unmodified roll of 1 is always a miss.
Note that cover has no effect on melee as the combatants are toe to toe, nor does speed.
Example 4
Our Inquisitor has given up trying to shoot the Chaos Space Marine and has drawn his Power Sword
and charged into melee.
The Inquisitor’s FV is +4 and his Power Weapon gives him another +3, giving him +7 against the Chaos
Space Marine’s Power Armour of 8. He’ll miss the traitor on a 1.
The Chaos Space Marine has a FV of +3, a Chainsword for another +2, giving him +5 against the
Inquisitor’s Refractor Field of 7. This means he misses on a 1 or 2.
The Inquisitor has the edge, but only just.
7.4.1 Outnumbering
Where there are more than one attacker against a single defender roll each combat separately.
However, unless the single defender can split his attacks (see 7.4.3 below), he must choose one of the
attackers to take his attack back.
Each Attacker gets a +1 bonus to his attack roll for outnumbering their victim.
Example 5
The Chaos Cult Ganger and one of his mates charge an unfortunate Guardsman.
The Gangers have FV’s of +1 and Daggers for +0, giving them +1 against the Guardsman’s carapace
Armour of 7, resulting in a hit only on a 6. However, they outnumber the Guardsman so they get a
further +1 meaning that they will hit on a 5 or more.
The Guardsman also has a FV of +1 and a Sword (given to him by his Master) for +1, giving him +2
against the Ganger’s Flak Jackets of 6, resulting in a hit on a 4 or more.
7.4.2 Disengaging from Melee
If a figure should wish to disengage from melee his opponent gets a free attack on him, unless there
are other figures also in combat with that opponent. He may defend but cannot cause a hit back.
7.4.3 Multiple Attacks
Some figures are allowed multiple attacks in melee. Generally any figure with a FV bonus greater than
1 can split that bonus against more than one opponent as long as he is base contact with each one he
wishes to attack. For example: An Inquisitor in contact with two Cultists could split his FV of +4 , so he
attacks each one at +2, or choose to attack one at +1 and the other at +3.
Note that it is the FV that is split, the weapon bonus (if any) applies to each attack and the opponent’s
armour counts against each attack as normal.
Example 6
Our Inquisitor has seen the two gangers above take down his lone Guardsman and has drawn his Power
Sword and charged into melee.
The Inquisitor’s FV is +4. He chooses to split this equally between the two chaos scum. So he has two
attacks, each at +2 plus his Power Sword for a total of +5, against the Gangers’ flak jackets at 6, so he
will hit each of them on anything but a 1.
© Forge of War Development Group Page 17 of 25 2nd Edition August 2011
The Gangers have FV’s of +1, Daggers for +0 and outnumber the Inquisitor so giving them +2 against
the Inquisitor’s Refractor Field of 7, resulting in them hitting on a 5 or more.
7.4.4 Ganging Up
Where you outnumber an opponent, but doubt your figure’s ability to hurt him because of his far
superior armour, you can choose to Gang Up on him. Only one of your attacking figure’s attack counts,
but he gets a +1 bonus for each friend helping him take down that opponent.
Example 7
In Example 6 the two Gangers could only hit the Inquisitor on a 5. If they Ganged Up on the Inquisitor
they would get just one attack between them. They now outnumber the Inquisitor and get another +1
for ganging up meaning they will hit him on 4 or more.
If they could get another Ganger to join in this could quickly become 3 or more. It is dangerous to be
outnumbered.
7.5 The Grit roll
Roll 1D6 and equal or exceed the figure’s Grit. If a figure fails a Grit roll then they are out of the game.
Their final fate will be decided afterwards.
The Grit Roll can be modified if the victim has been hit by one of the following:
Weapon Type
Modifier
Big Choppa, Big Shoota, Burna, Burst Cannon, Daemonic Talons, Death Spinner,
Executioner Chainsword, Flamethrower (line), Gauss Flayer, Genestealer Talons, Heavy
Bolter, Hellgun, Rail Rifle, Rokkit Launcha, Shrieker Cannon, Shuriken Catapult, Warscythe.
-1
Cult Mechanicus Power Axe, Daemon Weapon, Force Weapon, Fusion Pistol, Heavy Gauss
Blaster, Kustom Mega Blasta, Lightning Claw, Meltagun, Plasma Pistol, Plasmagun, Power
Fist, Power Klaw, Power Weapon, Servo-Arm, Thunder Hammer, Wraithcannon.
-2
Lascannon, Multimelta
-3
7.5.1 Post-game Survival Test
For each figure lost during the game make a Grit roll. If they roll more than their Grit then they were
just wounded and can return for the next game.
If they roll their Grit exactly they were seriously wounded and must miss the next game. If they failed
the roll then they are dead.
This rule is useful when running campaigns or leagues.
7.6 Knock Down
Should a figure that is hit roll its Grit exactly then it is ‘knocked down’. In effect the figure is winded
and stunned by the force of the blow or shot. Lie the figure down. It cannot act at all this turn. It
cannot even defend itself and must rely on its armour and grit to save it if attacked again.
Upon its next turn it can retake it’s Grit roll and if it exceeds its Grit number it can spring to its feet and
carry on as normal. Modify this roll by the weight of armour the figure is carrying: Medium armour -1,
Heavy Armour -2, Very Heavy Armour -3. If it is in a Melee it continues in the Melee.
However, if it rolls exactly its Grit again, or less, then it remains knocked down until the next turn, and
so on.
Any figure attacking one that is knocked down gets a +2 to their attacks. The Grit roll to resist a
successful attack while knocked down is at the figure’s normal, unmodified, Grit.
Example 8
A group of cultists have surrounded a lone Space Marine and ganged up on him. They succeed in hitting
him and he makes a Grit Roll. He needs 3+ and gets a 3 exactly.
He is now knocked down and at the mercy of the mob. He survives the beating thanks to his armour
and makes it to his next turn where he must roll a 5+ (Heavy Armour) on his Grit Roll to stand up.
© Forge of War Development Group Page 18 of 25 2nd Edition August 2011
8.0 Psyker Powers
Some characters can purchase Psyker Powers for an additional cost (see the Retinue Lists for more
information). Each purchase gives you a single Power from the list below.
During play the Psyker can choose to use one power [that he knows and has been paid for] each turn at
the beginning or the end of his movement. Most powers are fairly short ranged and of short duration
[see descriptions].
To use a power a Psyker must first make a Grit roll. This is very tiring and requires immense focus, so if
he fails this he cannot do anything else until the next turn (though he can defend himself in Melee).
If he rolls a natural 1 he must make a further Grit roll and if he fails that he becomes possessed by a
lesser daemon (use the Lesser Daemon stats from the Chaos Space Marine Retinue list, except for
armour and weapons). Unless the Psyker is a member of a Chaos Retinue he will now attack the
nearest figure and from then on act as an enemy of the Retinue he formerly belonged to. Control of the
figure goes to one of the other players. After 1D6 turns the Daemon will disappear leaving its host for
dead (see 7.5). A survival test can be made as usual after the game. Chaos figures pass automatically.
Note that Daemonhosts do not risk possession as they are already possessed.
If the Psyker is in base-to-base contact with an enemy he cannot activate a new power.
Some powers, especially those that directly affect enemy figures, allow the affected figures a Grit roll to
resist their effects. This is shown in the last column in the table below (Grit roll?).
Power
Range
Duration
Effect
Grit roll?
Bless the
Armour’s Spirit
Touch
3 turns
The weapon adds +1 to Armour. It can belong to
the Psyker or a friend that is in base contact.
No
Bless the
Weapon’s Spirit
Touch
3 turns
The weapon adds +1 to FV/SV. It can belong to
the Psyker or a friend that is in base contact.
No
Dominatus
12”
1 turn
A chosen enemy figure is forced to make an
immediate move towards and attack its nearest
friendly figure.
Yes
Feet of Lead
12”
1 turn
All enemy in a 6radius of the designated target
point move as if in heavy cover (-3”).
Yes
Levitate
Self
1 turn
The Psyker can rise up to 12” up a building, tree,
cliff etc., in the Movement Phase in addition to
their normal movement.
No
Mask of Death
Self
1 turn
All enemies consider the Psyker to be Terrifying.
No
The Path of
Light
Self
1 turn
The Psyker creates a clear 6” path through an
area of soft or hard cover directly adjacent to
himself. He or others can move along the path in
single file, until it fades.
No
The Path of
Shadows
Self
1 turn
The Psyker moves 12”, unhindered by cover,
enemies or even mountains. He must begin and
end this movement in an open space. This power
is used instead of normal movement.
No
True Grit
Touch
3 turns
The figure touched gains a Grit attribute of 2+
for the duration of the power.
No
Venom
Touch
1 turn
Anyone hit by the touched weapon suffers a -2 to
their Grit rolls against that attack.
No
Warpfire
Line of
Sight
Instant
Counts as a ranged weapon shot at +2.
Yes
Warpsight
12”
1 turn
The Psyker can shoot at an enemy figure, even if
they are concealed by cover or if line of sight is
blocked. Cover gives them no protection.
No
Zone of
Shadows
6”
radius
1 turn
Shadows swirl in a 6” radius of Psyker, granting
him and anyone else in the radius soft cover.
No
© Forge of War Development Group Page 19 of 25 2nd Edition August 2011
9.0 Special Abilities
A Retinue can buy and use various special abilities for its members. Unless otherwise noted, these
special abilities cost 5 pts.
Analyze
This figure or a friendly figure in base contact with it gains +2 to objective rolls on Investigative and
Survival missions (see Campaigns Booklet).
Bionics
Any figure can be given bionics. This endows the figure with +1 to Armour and to FV. The +1 to Armour
does not count if the figure is wearing Power or Terminator Armour. This advantage costs 5 points per
figure, as well as increasing the overall cost of the figure due to improvements in FV & Armour.
Bounty Hunter
Before the game begins, a figure possessing this ability may single out one enemy figure on one of the
opposing retinues. That figure is his quarry. He gains +1 on SV and FV against his quarry. Additionally,
as long as that figure is within his line of sight, he may run toward him in the shooting phase, even if
other enemy figures are also within the hunter’s line of sight.
Combat Master
If they knock down or take out a foe in melee, figures with this ability may move 2” toward another
enemy figure, but only if they are not already in base contact with a second figure. Should they make
base contact, they may have another combat against this new figure. A figure may never make more
than one extra 2” advance and attack with this ability per turn.
Daemon Lore
Any friendly figure within 3” of a figure possessing this ability gains +1 FV and +1 SV against Daemonic
targets.
Defensive Master
Figures possessing this ability do not suffer free attacks when breaking from close combat with active
foes.
Desperate Shot
Figures with this ability are skilled with taking risks with their weapons. Once per game the figure may
declare it is taking a desperate shot, firing its weapon hot or emptying its clip in a fury of fire. This
declaration occurs before any dice are rolled. The figure adds +2 to its SV for the shot, but its weapon
is useless for the remainder of the game. Additionally, if the player rolls a 1 on the figure’s attack roll,
it must make a Grit check as the weapon explodes!
Ground Fighter
Enemy figures do not gain an extra bonus in close combat against this figure when it is knocked down.
Gun Kata
A figure with this ability may take a second shot with a ranged weapon if they have knocked down or
killed an enemy figure with their normal shot. They may only do this once per turn.
Hard to Kill
In campaign games, figures possessing this ability may re-roll a failed Grit check to determine survival
after the game. This ability costs 5 pts. for figures with 4+ Grit or higher, and 10 pts. for figures with
3+ Grit or lower.
Inhuman Climber
Figures possessing this ability treat vertical surfaces as normal ground for purposes of movement. This
does not make them immune to damage from falling off of high objects!
Invoke Faith
The power to Invoke Faith makes the followers of the Imperium immune to Terror. A Priest can invoke
faith in all his servants within 6” that are in line of sight. A Bishop or Space Marine Chaplain can affect
all of their comrades within 9” regardless of line of sight.
© Forge of War Development Group Page 20 of 25 2nd Edition August 2011
Iron Discipline
If an Imperial Guardsman should fail a Grit roll to attack a terrifying figure and a Commissar is in range
and line of sight, the Commissar shall execute him (automatic kill). He can only do this once per turn.
This allows other Imperial Guard figures to reroll failed Grit rolls against Terror for the remainder of that
turn. Note that the Commissar only does this once per incident. He will not carry on executing people if
his first attempt did not have the desired effect.
Similarly if a Primaris Psyker should become possessed and the Commissar is in range and line of sight,
the Commissar shall execute him (automatic kill).
Medic
Figures with this ability can assist their injured fellows. Knocked down figures in base contact with a
Medic gain +1 to their rolls to get up. A natural 1 is still a failure. Additionally, during the post-battle
phase, one figure (player’s choice) who was taken out of action gains +1 to its survival check.
Nose for Trouble
Non-leader figures only. The figure adds +1 to the Leader’s initiative rolls each round. This bonus does
not count if the figure gets removed from play. A Leader may only ever gain a +1 bonus from figures
possessing this ability, so multiple figures with it do not stack. Too much advice can often be a bad
thing!
Terror
Some figures are considered 'Terrifying'. A figure that wishes to move into base-to-base contact with a
terrifying enemy must first pass a Grit roll. If he fails then he does not move at all.
A figure charged by a terrifying enemy must pass a grit roll or move 1D6” directly backwards in an
attempt to avoid contact.
Sniper
A figure with this ability who does not move in a turn may then take a single shot at an enemy figure
and ignore any cover modifiers.
Stalwart
Figures possessing this ability may re-roll Grit checks against Terrifying figures.
Strange Ally
A player may assign this ability to any figure from any other retinue list in order to bring that figure into
his own retinue. All other players must agree on this addition. The Strange Ally may not be a Leader
from another retinue roster, and allies with 2+ Grit cost 10 pts instead of the normal 5 pts. A player
may never have more than one Strange Ally in his retinue. To represent their rarity, if the Strange Ally
is killed during a campaign game, he may not be replaced with another Strange Ally.
Use common sense when doing this. For example, An Imperial retinue is not going to accept a member
of a Chaos one. However, a Rogue Trader may well employ Tau or even Orks.
Untouchable
Untouchables act as psychic nullifiers, completely immune to the effects of Psyker powers (both harmful
and helpful), while also conferring this immunity to any figure in base contact with them. For +10 pts.,
the Untouchable’s nullifying aura extends to a 3” radius from its base. The Untouchable may also re-
roll any failed Grit checks from the Terrifying influence of Daemons.
The Untouchable’s psychic blankness makes him an uneasy ally. Untouchables may never take part in
Gang Ups in close combat.
© Forge of War Development Group Page 21 of 25 2nd Edition August 2011
10. 0 Vehicles
Although these rules are about skirmishes between small, often Elite forces there may be occasions
when a vehicle of two would make play more interesting.
The Vehicles listed below are mostly a lot less powerful that the battle taxis and tanks common to the
W40K battle space.
Crew
All vehicles must have a driver, and some will also require a gunner. These personnel must come from
the player’s Retinue and be paid for as usual.
Many vehicles can also carry passengers. The number will be listed in the vehicle description.
Passengers or Crew in Power Armour count as two people for determining how many can be carried
(except for Rhinos which are purpose built to carry Power Armoured troops). Passengers in heavier
armour than that cannot be carried in the vehicles used in these rules.
Movement
Most vehicles can move up to 6” normally, or up to 12” when flat out. Lighter and speedier vehicles can
move 9” and 18”. This speed is important when considering who can fire from it when moving.
Ground vehicles can move through soft cover at half speed, but not through hard cover at all.
Skimmers fly over any terrain, but must begin and end their move in the open.
Embarking and Disembarking
Getting into or off a stationary vehicle is easy. Just exit through the doors or jump over the side.
If it is moving you can disembark but stand a chance of pancaking. Each figure bailing out of a moving
vehicle at up to 9” movement must make a Grit roll or count as knocked down for the rest of that turn.
Bailing out of a vehicle moving faster than that is very dangerous and failure to make the Grit roll
means you are out of the game. Make post-match survival tests as usual.
Bailing out of a moving skimmer counts as bailing out of a vehicle moving faster than 9” even if you
aren’t going that fast.
Attacking a Vehicle
Attacking a vehicle is pretty much the same as attacking a figure. Roll to hit and see if you can equal or
exceed the armour rating of the vehicle. However, there are a range of things that can be harmed when
you hit a vehicle.
If you roll exactly the armour rating of the vehicle roll 1D6 and consult the Vehicle Damage Table. If
you exceed the armour rating also add by how much you exceeded it by to the 1D6 roll and then
consult the table below.
Score
Area
Effect
1-2
Armour
Blow off an armour plate, reduce armour rating by 1.
3-4
Crew
Roll again to hit a member of the crew or passengers. Randomly determine
which one.
5-6
Weapon
Disable one of the vehicles weapons. Randomly determine which one.
7
Steering
Vehicle cannot turn either left or right. Randomly determine which direction.
8
Gearbox
Vehicle cannot move either forwards or backwards. Randomly determine
which direction.
9
Brakes
The vehicle cannot slow down or stop unless it rams something.
10
Engine
Vehicle is immobilized.
11
Fuel
Tank*
Vehicle goes on fire. All crew and passengers must disembark immediately or
be cooked.
12
Fuel
Tank*
Explodes. All crew and passengers must make individual Grit rolls or be
blown to smithereens. Those that make it disembark the blazing wreck.
* Fuel tank fires last for the rest of the game, making the wreck impassable terrain.
Weapons and Firing
Vehicles listed below may have a number of hard points. These are where heavy weapons can be
mounted, if paid for.
© Forge of War Development Group Page 22 of 25 2nd Edition August 2011
Generally if a vehicle moves six inches or less anyone in the vehicle can engage their enemies with their
own ranged weapons, and/or crew the vehicle's weapons. People in vehicles travelling at over six inches
can only use the vehicle's own weapons, not their personal ones.
All weapons on a vehicle or fired by its passengers should have a 360 degree field of fire. Use common
sense when determining this.
Ramming
A vehicle driver can choose to try and run over an enemy figure. A Vehicle generally counts as a +3
weapon for purposes of combat. Anyone he doesn’t hit can have one attack back as the vehicle sweeps
by.
Ramming another vehicle is a product of speed. The ramming vehicle gets +1 per 2” moved before the
collision. The rammed vehicle gets just +2 with no movement bonus. Roll attacks against each vehicle
and apply damage. The ram brings both vehicles to a halt.
Some vehicles have purpose built rams or dozer blades for 5pts and they get +2 per 3” moved.
Note that if a vehicle is deliberately rammed into an immovable object, or accidentally due to damage,
it makes an attack on itself at the bonuses described above.
Points Cost
The cost for a vehicle is based on the type, armour, speed, passenger capacity and weapons. The base
cost is:
Ground vehicle normal
10pts
Skimmer
20pts
Ground vehicle fast
15pts
Bike
5pts
Add 1pt for each person, crew and passengers, that can be carried. Add another 1pt for each hard
point.
Example Vehicles
Vehicle
Speed
Armour
Hard
Points
Crew
Passengers
Cost*
Notes
Street Car
Normal
7+
0
1
3
20
A standard civilian car.
Grav-Car
Fast
7+
0
1
3
30
Skimmer
Armoured
Limousine
Normal
9+
1
1
5
25
An executive vehicle.
Pick-up
Truck
Normal
7+
1
1
6
24
Also called a ‘Technical’
when armed with a
heavy weapon.
Armoured
Technical
Normal
9+
1
1
4
24
Cargo Lifter
Normal
5+
0
1
6
31
Flat bed skimmer with
no sides.
Truck
Normal
8+
0
1
12
30
Trucks are used for
moving cargo and
personnel.
Armoured
Truck
Normal
10+
1
1
12
33
Motorbike
Fast
7+
0
1
0
12
Attack-bike
Fast
8+
1
2
0
15
Hoverboard
Fast
8+
0
1
0
27
Skimmer
Aquila
Fast
9+
2
2
8
40
Standard Imperial
orbital shuttle.
Rhino
Normal
11+
1
2
10
34
Only 2 figures can fire
out of the top hatch.
Chimera
Normal
12+
2
2
12
38
One of the hard points
is the turret. Six figures
can fire personal
weapons from the sides.
* This is the basic cost for the vehicle. Weapons are extra.
Typical heavy weapons for hard points include any in the Retinue’s listing and are costed accordingly.
They can be detached and carried off by the crew.
© Forge of War Development Group Page 23 of 25 2nd Edition August 2011
Appendix One Aboard The Hulk
1.0 Introduction
For many players of Warhammer 40K their first experience of the universe that would come to
dominate their lives was through the board games Space Hulk and Space Crusade. This appendix draws
upon that ‘forbidden love’.
Note that although this appendix is aimed at recreating the games above, it could also be used for any
ship-to-ship boarding action.
It all begins with an ancient Hulk emerging from the warp on the edge of an Imperial system…
2.0 Boarders and Defenders
One player will become the Defender. He is the one that lays out the Hulk and decides upon its
Defenders. Typically these are drawn from the Chaos and Xenos section of the Retinues book.
The others are Boarders and each chooses a force up to the agreed points limit. Typically these are
drawn from the Forces of the Imperium section of the Retinues book.
3.0 Rules
This game uses the Core Rules as its basis, with the following changes:
3.1 Movement
In the core rules this is measured in inches. In this variant we play on tiled maps of the Hulk, laid out in
regular squares of 1” or 1.5”. Translate all movement and ranges from inches to squares.
A figure can move straight or diagonally along the squares. If he comes to a hatch or door that is closed
it takes two squares of movement to open it.
3.2 Weapon Ranges
Like Movement, these are now calculated in squares.
3.3 The Flamer
A deadly weapon in the restricted confines of a hulk. Instead of the usual +4 use the following.
In a passageway the flamer does one hit on every figure within 4 squares of, and to the front of the
operator.
In a compartment, from the muzzle of the flamer, count 4 squares in every direction forwards of the
Flamer operator, including diagonally. Flamers ignore cover. This represents the operator sweeping the
fire from side to side.
3.4 Grenades
These affect every figure within three squares of the point of impact, giving each one hit. If thrown into
a very small chamber or passageway, where one dimension is two squares or less, each figure takes
two hits.
Explosives and tight spaces are not a good mix.
3.5 Cover
Obviously there are very few trees on a Hulk so the examples have changed.
Cover
Mod
Examples
Soft
+1
Your own men getting in the way, furniture.
Moderate
+2
Consoles, Cargo, Enemy is holding a doorway
Hard
+3
Defensive architecture.
© Forge of War Development Group Page 24 of 25 2nd Edition August 2011
4.0 Building a Hulk
A Hulk is a huge amalgam of ships, asteroids and other debris that has been welded together by
numerous impacts over many millennia and/or deliberately by its Defenders.
The Defender player is the one who lays out the Hulk. He can do this fairly randomly or with a pattern
in mind.
Remember that the Hulk may be collection of Imperial, Chaos, Eldar, Tyranid, Necron and many other
types of vessels, so logic is not required.
As a general rule every compartment must have at least one entrance and all parts of the Hulk layout
must be accessible from every other, though the route may be circuitous. A thing to remember is that
not all ships share the claustrophobic passageways of the Space Hulk game. Many have vast chambers
across which you could march armies.
The internet is a great source of free SF Ship layouts already laid out in squares. Try RPG Map Share for
a good selection. Kris of Crooked Staff Productions is also working on some. Guncrawl by Mel Ebbles is
a good professional version.
If you have them you can use original components from the Space Hulk and Space Crusade games. A
number of companies are now doing plastic or resin ship components as well.
4.1 Compartments & Passageways
The key to a good Hulk is variety.
Generally speaking a passageway should be one or two squares wide. Wider ones are possible on larger
sections of a Hulk.
Try not to have too many long straight passageways, they become free-fire zones, make them twist
and turn and include plenty of T-junctions and crossroads. Some passageways may be partly or
completely blocked by barricades. These could offer soft or hard cover and will need to be broken
through just like a Light Bulkhead (see below).
Compartments can vary from small storage units roughly three squares in any dimension, through all
the usual working spaces which will be between three and eight squares in any dimension, up to larger
spaces such as holds, vehicle bays, mess halls, drive chambers etc.
With the larger compartments break them up with consoles, furniture and equipment. This gives
opportunities for cover for both the boarders and Defenders.
4.2 Bulkheads and Hatches
Bulkheads are the walls and floors in a ship. They can be very thick and strong and require special tools
to penetrate.
Hatchways are the doors in the bulkheads. Each is capable of withstanding both vacuum and explosive
decompression.
To breach a bulkhead or hatch takes specialist equipment. This includes Breaching Charge, Thermal
Lance, Meltagun, Krak Grenades, Plasma Pistol, Powerfist, Force Weapon or Chainfist.
Against this equipment the bulkhead or hatch gets a saving throw as shown below:
Type
Save
Examples
Light
6+
Partition wall inside a compartment, or a light weight hatch
Medium
5+
Standard bulkhead or hatch
Heavy
4+
Reinforced bulkheads and hatches. Shuttle-bay doors and Radiation chamber
walls.
Hull
3+
The actual hull of the Hulk.
Light bulkheads and hatches get no save against Chainfists and Meltaguns.
If penetrated a hole appears one square wide.
© Forge of War Development Group Page 25 of 25 2nd Edition August 2011
4.4 Explosive Decompression
If the hull is penetrated or someone cuts through into an area of the Hulk that has no air then explosive
decompression occurs.
Everyone in the compartment or passageway is hit and must make a grit roll or be hurled out into
space.
In subsequent activations they must make another roll. If the make it then they can move away from
the breach at half speed. If they can get to the other side of an open hatchway they can close it and
cease taking saves.
4.5 The Third Dimension
If you are feeling bold you can place hatches in the floor or ceiling that lead to upper or lower levels.
Assume that there is a ladder on an adjacent bulkhead. Moving up or down costs 3 squares of
movement.
You could also have compartments that span more than one level.
5.0 Playing the Game
As with all In the Emperor’s Name games the key is to have fun. If any rule does not work in the
situation you find yourselves in make a new one, or just roll a die.
5.1 Hulk Layout & Blips
At the beginning of the game all players can see the entire layout. In game terms they have performed
active scans of the hulk and equipped their boarding teams with maps.
The Boarding players choose at which point around the outside of the Hulk layout they will breach.
Then the Defender player places the Objectives and puts down his Blips. A Blip is a numbered counter
that can represent any unit in his command or a sensor ghost. He must have a numbered list of his
units to match the blips. He will have 50% more blips than units. He cannot place more than one blip
per passageway or compartment.
Until they are revealed he cannot move those units. As soon as a Boarding player opens a compartment
all blips are turned over and the ghosts removed. The Defender can then place the listed unit(s) in that
compartment before the boarder enters.
5.2 Forces
For your first game give each Boarder 200 points to buy their troops from the Retinues Supplement.
The Hulk Player should have 50% more points than the total given to the Boarders.
In future games vary this to suit yourselves.
Objectives & Victory
The Defender Player must place four objectives tokens in the Hulk marked with a Heart, Diamond, Club
& Spade symbol and provide 2 playing cards of the same suit for each objective. No objective can be in
the same compartment or passageway as another.
The cards are then shuffled and the boarding players take one card each. The remaining cards are put
away where neither the boarding nor Hulk player has access to them.
A Boarding player gets 10 points if he reaches his objective and a further 2 points for each figure that
reached the objective who gets back to their boarding craft alive. To be counted as reaching the
objective the figure must enter the room containing the objective and there be no living Hulk Defenders
remaining in that compartment. One figure must actually touch the objective (possibly to take
something from it or place an explosive charge or a computer virus into it).
The Defender player gets 5 points for each objective still in his hands/talons at the end of the game.
One should also give the Defender and Boarding players 1 victory point for each enemy they eliminate.
Note that the other Boarders are not necessarily your friends, especially if you find yourselves going for
the same objective.
Suitable objectives could include a Comm’s or Command Panel, a Hostage, an Artefact, a Weapons’
cache, a life support system, a Shield Generator, a Data Crystal.