KEMBAR78
Warhammer 40K Movement Guide | PDF
0% found this document useful (0 votes)
98 views1 page

Warhammer 40K Movement Guide

This document provides a cheat sheet of rules for movement in Warhammer 40K, including: - Types of terrain and their movement penalties such as open, difficult, and impassable terrain. - Rules for obstacles, running limitations, and hiding models. Units can go into hiding at the end of their movement phase if they did not move that turn. - Details on jump packs which allow leaping up to 18" in a straight line, with scattering if the landing roll fails. Models can charge after landing within 4". - Teleporting rules which involve scattering 2D10" for each model's placement, with a risk of destruction on double 1s and re-rolling if models land

Uploaded by

Stefano Elitropi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
98 views1 page

Warhammer 40K Movement Guide

This document provides a cheat sheet of rules for movement in Warhammer 40K, including: - Types of terrain and their movement penalties such as open, difficult, and impassable terrain. - Rules for obstacles, running limitations, and hiding models. Units can go into hiding at the end of their movement phase if they did not move that turn. - Details on jump packs which allow leaping up to 18" in a straight line, with scattering if the landing roll fails. Models can charge after landing within 4". - Teleporting rules which involve scattering 2D10" for each model's placement, with a risk of destruction on double 1s and re-rolling if models land

Uploaded by

Stefano Elitropi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

MOVEMENT CHEAT SHEET

The following sheet contains numerous tables,  A unit may not go into Overwatch the turn that it
and rules which apply to moving models in 2nd edition hides, but may do so on the following turn if still
Warhammer 40K. hidden.

TYPES OF TERRAIN JUMP PACKS

Open Terrain (No penalty): Brush, scrub, woods, debris,  A model with a Jump Pack may declare a charge
ruins, wreckage, loose rocks, boulders, stairs, ramps, steps. as normal and gains +1 Attack for charging. A
Jump Pack equipped model may move up to 4”
Difficult Terrain (1/2 Speed): Steep slopes, very thick after landing if he is attempting to Charge.
vegetation/forest, fords/streams, marshes, bogs, thick mud,  A model may not run the same turn it uses a
ladders and very steep ramps. Jump Pack.
 A Jump Pack allows the user to leap up to 18”
Very Difficult Terrain (1/4 Speed): Nearly sheer slopes, (reduced to 12” if clearing tall obstacles such as
tar pits and swamps, fast flowing water. buildings or forests)
 Jumps must be made in a straight line.
Impassable Terrain (No movement): Anything a model  When landing, roll a scatter die for each model.
cannot physically move through. On a “Hit” result the model lands on target, if not
it scatters D3” in the direction shown.
OBSTACLES  A model which lands on terrain (difficult or
impassable) will suffer a Strength 3 hit unless it
 Anything which is less than 1” tall or broad may passes an Initiative test.
be crossed without penalty.  If a model lands on another model it is placed in
 More than 1” but less than twice the height of the base-to-base contact (and counts as charging if
model may be crossed using half of the model’s the model is an enemy)
movement.  Units shooting at models using Jump Packs do
 An obstacle more than twice a model’s height not suffer the -1 penalty for their target moving
may not be crossed and is considered impassable. fast.
RUNNING LIMITATIONS TELEPORTING
The rules state that models may not run if within 1. Place one model from the teleporting unit.
8” of an enemy model and must cease running when they 2. Roll a 2D10” scatter.
reach 8” of an enemy model. As a rule we ignore this 3. If double ‘1’s are rolled during this roll the unit in
because it’s unrealistic for models like Tyranids and it question is destroyed – consumed during the
requires measuring (even though pre-measuring is not process.
allowed when Charging). 4. If the model is moved off of the table, the
teleportation failed and must be attempted again
HIDING next turn.
5. If the model deviates onto a solid terrain piece
 A model which is in cover may go into hiding at (building etc.) the teleporting beam automatically
the end of its Movement Phase if it did not move re-calculates, roll again for deviation.
or only moved its normal Move value (no 6. Once finalized, place all other models within 2”
running, charging, etc.). of the placed model.
 A unit which moves or shoots while hidden 7. Units may shoot and fight the turn they enter the
immediately becomes visible. game but do NOT count as charging if they
 Models will spot hidden models within their teleport into hand-to-hand combat.
Initiative range (Initiative measured in inches) 8. A teleported unit may leave the table by
 If a unit is detected by wargear, it becomes teleportation as well, but may not return if they
“Detected” though not fully spotted. do so.
 You may only fire template weapons at Detected
units and any model touched by a template is
struck on a 4+ roll on a D6.

You might also like