WARHAMMER 40,000 Rule Updates (from the New Battle Manual) Many students of the WH40 playing system will discover that, because the game is 1st edition, there are many loopholes and mistakes in the original version. The new WH40 Battle Manual deals with new weapons rules, Hand to Hand combat and some much needed rules changes to Line of sight etc. These rules can be modified by any GM to suit their particular game, however, because of the new Targeting system used on vehicles, it is best to keep to these new rules. The major changes that have taken place are in the Close Combat or Hand to Hand combat section (known as H-H or C/C from now on in this text). The previous rules were ripped straight from the Warhammer Fantasy Battle system, and failed miserably to work on the WH40 game board, making for messy combats and many hours of long range bombardments from all sides playing. The actual weapons themselves have been modified, and some have been changed quite extensively to add more spice to the battle. The more exotic weapons such as D Cannon have been taken from general issue and are now limited to Eldar as Support Weaponry. If players wish to have weapons not easily available to their race, the GM should allow a dice to decide whether their armoury has 1 in store. This limits the choice of the Players, but does make for a more tactical game. The Terminology has also been changed. Weapons are no longer associated with the words Slow or Following fire. These have been changed to : Move or Fire and Sustained fire, mainly, in my opinion, to allow the kids an easier understanding of how the game works. O.K. Here Goes : Weapons : This section describes and provides Rules for the many different weapons available to the Warriors of the 41st Millennium. As well as a general description, each entry also includes any specialist rules for the weapon, summarising any effects by means of a Weapons Profile. The Weapons Profile Short Long To Hit To Hit S D Save Special Range Range Short Long Modifier 0-12 12-24 +1 4 1 -1 Short Range : The Short Range of the Weapon, i.e. : 0-12" Long Range : The Long Range of the Weapon, i.e.: 12-24" To Hit Short and Long : The To Hit modifiers for any Short or Long Shots. S : The Strength of the shot that hits the target D : The amount of Damage or Wounds that any 1 shot will do to a target Save Modifier : The saving Throw Modifier applied to the Targets Saving Throw. Special : This column will give any special rules to do with the firing of the weapon. This section may contain any 1 of the following : Close Combat : Only weapons listed in this way may be used in C/C Heavy n" Penalty : The word Heavy followed by a number in inches indicates that, when carried, the weapon is either heavy or bulky, and the model suffers a Movement penalty in inches equal to those stated for this weapon. It only applies to Troops on foot, not to vehicles, dreadnoughts nor vehicle mounted troops. Move or Fire : The weapon may either be Moved in the movement round or Fired in the Firing round, not both in the same Turn. If the model moves it cannot fire, and if the weapon is to be fired it cannot move. This does not apply to Dreadnoughts, vehicles or vehicle mounted troops. Sustained Fire : The weapon is capable of shooting more than once in the turn, as described under the Sustained Fire rules. Area n" Radius : This indicates that the weapon is an area effect weapon, as described in the shooting rules. The weapon uses a Burst Template with a radius equal to the number of inches shown. See Above : Many weapons will have specialised rules written in their description which are impossible to summarise. Weapon Types The various Weapons are divided into 6 types : H-H ; Pistols ; Basic Weapons ; Heavy Weapons ; Support Weapons and Grenade Weapons. H-H : These are designed for specific purpose of destroying opponents in C/C. These are specially designed for use in the H-H segment and cannot be used at any other time. Pistols : Can be used at C/C but also at distance. To Hit modifiers are ignored if used in H-H, as in the original rulebook. They can be fired at troops in the shooting phase which are not already engaged in H-H combat, or by troops in the H-H combat phase who are engaged in C/C with an enemy. Basic Weapons : These can be used in the Shooting Phase, although the addition of a blade or accessory allows them to be for chopping and slashing in the H-H combat phase. Basic Weapons are designed to be fired 2 handed. Heavy Weapons : These are extra Powerful or extra Ranged weapons, normally used for supporting troops. They tend to be large and heavy, and therefore are less mobile than normal weapons. Marines can carry these with Powered Armour without the requirement of suspensors. Support Weapons : These are so large they cannot be carried, but must be wheeled or moved by anti -grav or similar transportation. Grenades : These are small bombs or grenades that are thrown by hand. Many grenades in the 41st Millennium are small, many coin sized or marble sized. To list all the weapons available at this time period would be futile, due to the vast variety of weapons, so we've concentrated on the main forms of weaponry which are used upon the battlefield. Very Heavy weapons are not listed, as these are just too big for a successful Table Top battle, and they remain unchanged from the WH40 Manual. Support Weapons Some support weapons incorporate their own mobile platforms (such as the Thudd Gun and the Eldar D Cannon). All others require some sort of transport, allowing it to be moved successfully. Various forms of this exist, as in the Imperial Tarantula and the Eldar anti- Grav Platform, however, it is taken as standard that any vehicle except a Bike or Trike is capable of towing a support vehicle by means of a towing hook. A support weapon is said to be towed if it is moved within 1" of the towing vehicle in the movement phase. The crew can either travel with the weapon or on the towing vehicle. Shooting Each model may shoot 1 weapon (Harlequins are an exception to this) or throw 1 grenade in the shooting phase. A model may shoot only once unless their weapon has sustained fire. The rules given here apply to most weapons in most circumstances. Facing : Models have a 90 degree fire arc to their front. This makes it impossible for them to target anything outside this. If a target is 'on the line', they can be targeted on a d6 roll of 4+. Line of Sight : Models must be able to see the enemy to target them. This is called Line of Sight. It is impossible for a model to target an enemy if a mountain lies between them. It is usually evident whether a model has Line of sight, dependent upon terrain and other table top features such as buildings. If there is any doubt, the GM should make a decision. A model is allowed to shoot at anything it can theoretically see upto the maximum range of its weapon. However, there are exceptions to this rule which will be explained below - remember, a real trooper, unlike our models, would be able to crouch behind cover, stoop, move through folds in the ground etc. in all sorts of way that are not represented on the tabletop. Low Obstacles : These can be hedges, walls, thorny shrub, scrub or rock. These are important table top features because it allows troops to take cover and to block Line of sight. Low obstacles of this nature block line of sight over LEVEL ground. Models which are positioned higher can draw LOS to enemies using this cover, and vice- versa. Even if models can see each other, if there is a linear object between them, LOS is blocked, as troopers would crawl, stoop, hide etc. in a real battle situation. Shooting from Cover : Models positioned DIRECTLY behind cover and obstacles may fire over or through this cover so long as it is stated that they are doing so. They cannot fire if they do not declare their intentions. If they fire, they can be targeted in the next round, if they don't, LOS is blocked as normal. Woodland : Interposing woodland blocks LOS. A model inside a wood can see out if they are within 2" of the edge. Troops can see into woods 2". Troops within a wood can fire normally if they are within 2" of the edge, however, they can also be targeted from the outside. Obstructing Models : Other models which lie between a trooper and an enemy will block LOS, if they are both on Level Ground. Large vehicles and dreadnoughts can target over a trooper, as can troopers on higher ground than the intersecting model. Cover : Any obstruction or linear obstacles, ditch, crater, wood etc. can provide cover. Cover modifies To Hit dice due to the protection it gives a model. It is divided into 2 parts - Hard and Soft cover. Hard cover comprises of walls, rubble, buildings etc. which not only partially obscure a model but also offer it some real protection. Soft cover is hedges, woods, trees, bushes etc. which offer concealment but no real protection. The following situations will show how cover is used on the Battlefield : 1) A trooper behind a hedge is leaning out and shooting at an enemy model 6" away. He fails to kill this model, who, in their own turn, decides to blow the scum away. As the enemy shot, it is taken as said that they did not jump into the open and let rip with their gun, but merely parted some greenery and poked the gun barrel through before letting rip. The target has the benefit of cover in the shooting phase. Shots entering soft cover have a -1 To Hit modifier. 2) A trooper can lean around the corner of a building, other piece of hard cover, and let rip at the enemy without showing too much of themselves. The model must be placed at the edge of this protection (i.e. : the corner) and a declaration is made that the model is leaning out to fire. This is useful when you want to fire but don't want your man to be wasted by the enemy straight after. Shots coming into Hard cover have a -2 To Hit modifier. 3) Inside a wood, trees, bushes and vines make a tangle growth. Woods like this count as being soft cover for targets. 4) Troops inside pits, craters and trenches are well protected from enemy fire and are said to be in hard cover - even if the firer is on the lip firing straight down onto them. 5) Models inside buildings, near windows and doors and inside vehicles count as being in hard cover at all times. Models in ENCLOSED vehicles gain no benefits from this cover as their armour around them is more than enough protection. To Hit Nominating Targets : Before ANY shooting or measuring takes Place, players must nominate their targets for their men. Only when all this has been done are any measuring tapes used. Shots that are outside the maximum limits automatically miss and cause no harm (i.e.: a weapon has a 24" max. range and the target is 26" away, all shots from the firer will miss the target). Area effect weapons that miss in this way explode harmlessly. This particular section requires good judgement. Players cannot change their mind once a target has been nominated. Range : In most circumstances, it is easier to hit an enemy at close range, rather than a long shot. Details of a weapons short and long ranges are given in the weapons sections. The maximum range a weapon can be fired is the most extreme number listed under the Long Range section of the weapons Profile. Targets outside this are automatically missed. Only once the target has been nominated is any measuring done. Hitting the Target : This is totally dependant upon the firers BS total or Ballistic skill, which is used for all firing (except for pistols and basic weapons in H-H combat). The chart below gives the score required on a d6 To Hit a target, without any modifiers. BS Score required BS Score Required 1 6 6 1 2 5 7 0 3 4 8 -1 4 3 9 -2 5 2 10 -3 Note that, even though the score required goes to -3, the lowest To Hit score allowed is a 2. If a 1 is rolled, the shot automatically misses. Some shots are easier than others, and the modifiers below are taken from the firers dice roll. -1 Shooting from a vehicle moving at its Fast Rate. This applies to vehicles as well. -1 Firing at a rapid moving target. This means anything that moved between 10 and 20" in its last movement turn. -1 If the target is in soft cover -2 If the target is in hard cover -2 Fining at a very rapid target, which has moved more than 20" in its last movement turn. Weapon Modifiers : These are written under the Weapon Profile as To Hit short and Long. These are added or subtracted (dependant upon the modifier) to the To Hit dice roll. To Hit scores of 7+ : In the occurrence that a model is so shit that they need more than 6 To Hit, this section allows them to roll more dice in the hope of hitting. If the model requires 7,8 or 9, they must first roll a 6 on a d6 To Hit. If this is made, they may roll a d6 again. On a 4, they have reached 7, on a 5 they reach 8 and on a 6 they have reached 9 To Hit. If any model requires 10+ To Hit, they cannot do it. Damage : This is the same as in the WH40K rulebook. Saving Throws : This is the same as the WH40K rulebook, including the save modifiers. Taking Shots Together : In cases where several models are firing together as a group, and all need the same basic To Hit roll, you can save time by rolling for all the shots at once. If the targets all have the same Toughness, then damage dice can likewise be rolled. If any wounds are taken, and saves failed, the nearest models to the group can be removed. It doesn't matter which models, except in the case of a Character model or a specialist weapon. There is a random chance of these being hit compared to the others. Weapons with a Blast Area : Area effect weapons cause a large amount of destruction when they hit, covering a set area. This can range from 1" radius to 3+. When nominating a target with an area effect, place the required template centrally above the target. Anything under that template has a chance of being hit. If a To Hit roll is successful, the area has been hit by the weapon. All models within the area are automatically hit. Those on the edge are hit on a 4+ on a d6. If your shot misses, it will scatter. The new rules use a Scatter Dice, which I will explain below : Scatter Dice : You can either buy one of these, or make one yourself. The scatter dice is a normal 6 sided dice. To make one, merely blank out a normal d6 and allow the paint to dry. Then, on 2 opposite sides, write HIT inside a 'scope' circle, with an arrow over the I of the HIT. On all the other 4 sides, draw a diagonal arrow pointing to the top left corner of the dice. This is it - easy eh? Roll for Scatter : To determine where the shot lands, roll the scatter dice. The arrow indicates the direction the shot travels. Roll 1d6 for how many inches it goes, and place the centre of the template over this spot. Any models under it are hit by the weapon. If a HIT comes up on the dice, the direction travelled by the shot is the way the arrow above the I points. HIT rolls travel 2d6 inches instead of d6. If the number rolled on the 2d6 roll is a double then the shot is a DUD and a roll is required on the DUD Table. Maximum Scatter : No shot will ever scatter more than 1/2 the distance travelled, therefore if a target is 10" away, any scatter roll will have a maximum of 5". Scatter shots may cause a shot to land outside the weapons maximum range. This is O.K. and hits are worked out as normal. Dud Shots Table Duds or misfires only occur when a double is rolled on the HIT scatter roll. This causes some major upsets and surprises. Roll 1d6 : 1: KERRBOOOOOM : The shell jams in the breech or the energy surge overloads the weapon, causing an explosion. Place the Template over the weapon firer, and work out damage as normal. Even if the firer survives, the weapon is destroyed. 2: Explodes Prematurely : The shot explodes within d6" of the firer in direct line with the Target. Place the template over the area and work out damage as normal. 3: Jams : The weapon jams due to mechanical and electrical defects. It cannot fire until it is unjammed. A jammed weapon can only be unjammed by the wielder if they remain stationary in the Movement turn. A roll is required at the end of the turn. On a 4+ from a d6 roll, the weapon is unjammed. 4: Misfire : Due to an unexpected energy drain, or because the trooper didn't release the safety, the shot fails to fire this turn. It will be cleared for the next turn. 5: Explodes in Mid Air : The shot has no effect on those under the template as the shell fails to detonate or the energy is dissipated before landing. 6: Out of control : The shell or energy blast spins out of control after leaving the barrel. It travels d6" forwards, then scatters d6" before landing. However, it cannot scatter back at the firer, so reroll any scatter dice that make it do so. Place the template on the ground and work out any damage as normal. Grenades There are many different types of grenade, listed in the grenade section. A player may throw 1 grenade instead of firing in the shooting phase. This is different from the original book, as grenades were slow weapons. Grenade attacks are made exactly the same as any other attack. Rolls To Hit, Damage and save are made as normal. Scatter is as for area effect weapons (see above). Place the centre of the Burst Template over the target, and any models under it are hit. Those on the edge are hit on a d6 roll of 4+. Work out damage or special grenade properties as normal. The range of a grenade depends upon how strong a character is. The range is the following : a maximum of 2" + 2 x Strength of the model in inches i.e.: a model has 4 S, it can throw 10" (2 + 8 (2x4) =10). Therefore the minimum range thrown is 4". The maximum for any throw is 12", even if the S = 10. Smoke and Blind Grenades - These are not normal grenades, but are used to block LOS. They can be thrown at any area, but a roll is required or they scatter as normal. These grenades will scatter on a d6 roll of 2+ by d6" (upto a maximum of 1/2 the distance thrown). Shooting into C/C Normally, shooting into H-H is not allowed, however, if players wish to do so, they have a chance of hitting their own men. For each person involved in the hand to Hand combat, randomise any hits made upon the combat amongst the fighters. This could mean that 1 side takes a lot of damage, whilst the other takes acceptable losses. Remember, those involved in C/C cannot shoot back or even shoot in the shooting phase. OVERWATCH This is where the new rules really begin to pay dividends compared to the old ones. Overwatch gives troopers the ability to cover their brother marines and allies as they move stealthily through enemy territory. Covering troops do not move, and must be stated as going into Overwatch (or use an overwatch counter). They do not fire, but watch for enemy movement in the enemies turn, ready to open fire if any should stick their faces through the undergrowth. Often 2 squads will cover each other in this way, one moving forward whilst the other covers, and switching in the next turn. The overwatch rule allows models to fire in the enemies Movement phase. Models on overwatch may do nothing in their own turn but must wait for the enemy turn to come along. In this turn, troops may fire at enemies who are in Line of Sight, or who present themselves at any time during the movement phase. A model on the enemy team can therefore be shot at before, during or after their Movement by an overwatch model. Models that do not move can also be targeted so long as LOS occurs. The most common use of overwatch is to stop enemies getting from cover to cover. As soon as the Overwatch model shoots, the counter is removed and it's turn is over. Work out any Hits and damage etc. as normal, except that there is a modifier for Overwatch firers. This is a -1 To Hit modifier for troops charging the firer to enter into H-H combat, or for troops entering or leaving cover. This is the ONLY time a model has a free shot at a charging model. This rule replaces the old one when anyone could fire at a charging target. They may still run from an enemy if they do not fire (as in the old rules). Overwatch is lost at the start of the Players next turn, and new Overwatch counters must be issued. A model that is shot at (not necessarily hit) automatically loses Overwatch. This will not often happen, as Overwatch models get to fire in the enemies Movement Phase, so most or all will have fired before the enemies Shooting phase. It is possible a model on overwatch can be struck by an off target shot however, which means that Overwatch is lost. SUSTAINED FIRE Sustained fire replaces Following Fire in the old rules. It allows a weapon to fire more than 1 shot in the same shooting phase. Sustained Fire weapons normally fire normally for the first shot, then a motor forces the extra shells or energy into the weapon. This can make it prone to jamming. Sustained Weapons are dealt with in the following way : Nominate the target as normal and shoot once as normal. If the shot hits and makes a successful damage (Wound) roll, the player may choose to fire the weapon again at the same target or at another within 4" of the target. The player may continue to shoot so long as they roll To Hit and Damage as normal. They stop when they wish, run out of targets, miss, fail to wound. It makes no difference if an Armour saving throw is made, they can continue to shoot so long as they Wound. If the firer fires at the same target they receive +1 To Hit. If they change target they receive -1 To Hit. If at any time, the firer rolls a 1 To Hit on sustained fire and the shot is not their first one, the weapon malfunctions, and cannot be used until mended. Weapons are mended by the model remaining motionless for a round as he tries to repair the weapon. At the end of the following Movement round roll a d6. The weapon is mended on a 4+. Move or Fire For most weapons, a trooper can move and fire in the same turn. However, for heavy weapons this is different. A trooper with a weapon that has Move or Fire upon it cannot Move and Fire in the same turn. They can do one or the other. Let it be noted that even moving on the spot to face a new enemy is termed as movement and the weapon cannot be fired. Choosing a Target (optional Rule) In days of Yore, the rules stated that targets had to be the nearest models to the firer. This rule is an option. The new rules state : A model may ignore vehicles in favour of other targets, or other targets in favour for Vehicles. In other words they can target the nearest vehicle or other target. A model has the opportunity to fire at a building or similar objective within LOS. Models in H-H or who are routing may be ignored. Targets in cover may be ignored if an enemy is out in the open, or vice- versa. HAND TO HAND COMBAT Of all the forms of fighting, H-H combat is the most violent and demanding, adversaries doing their best to kill the enemy. It is resolved differently from shooting, and is based upon the fighters WS or Weapon Skill. H-H is more important to some troops than others, namely Genestealers and Terminators, whose full power come to the fore in this type of combat. H-H is assumed to involve grappling and striking with natural and man made weapons in an effort to destroy the opponent. At this range, marksmanship counts for little when all the enemy wishes to do is rip you a new asshole. Speed and brute force count for a lot in H-H combat, the winner usually being the one who strikes the first killing blow through the opponents armour. Models in H-H : Opposing models fight in the H-H combat phase simultaneously. Once engaged in H-H, neither model can shoot in the shooting phase, nor can they move at all until the H-H section is over. Only pistols and H-H combat weapons can be used in this section. Damage and save modifiers can be taken from either the weapon OR the model, whichever is the higher. Which models can fight : Only models in base - base contact count as being in H-H combat and only they can fight in the H-H combat phase. Even if it is not your turn your models may fight in this phase. Models are allowed a 360 degree fire arc when they are in H-H, this representing the fact that the warriors are whirling, dodging and generally moving to and fro. If the model is engaged against more than 1 C/C opponent, they are said to be in multiple combat. Charging : This is the same as in the original book, however there are modifiers. Only enemies in Overwatch can fire at a charging enemy, unless the model has a specialist weapon which allows this. Distance cannot be measured for a charge, but must be guessed and declared before movement occurs. Models can charge over linear obstacles into H-H even if this stops the actual bases touching, so long as the enemy is within its charge rate (M x2"). The charger suffers no modifiers for this obstacle. Models which are moved randomly for whatever reason and that bang into enemy models are said to be engaged in H-H, and need not charge. The opponent of the charge can move away as normal, but does not get the free shot (see above). Close Combat Procedure Most Combats are 1 on 1 which means your model is engaged with another singular enemy model. These combats are worked out as below. When a model is fighting 2+ models this is called a multiple Combat. 1 : Both Players roll a d6 for each ATTACK score their model has. 2 : Each Player picks his single HIGHEST scoring dice and adds this to his WS. Choose only the 1 dice to add. He then adds any other modifiers that apply from the C/C modifiers chart. 3 : The player who has the highest score is the winner. In the case of a tie, the model with the highest Initiative wins. If they both have the same I score, it is a draw. 4 : Compare the score of both combatants. The difference between the scores are the number of hits the winner gets on the loser. If you won the combat on a Tie you get 1 hit. 5 : For each hit the winner gets, roll to damage, exactly as for shooting. The strength of the Model or the weapon may be used, whichever is the bigger total. 6 : Models that are wearing armour may make a saving throw, exactly as for shooting damage. They only make 1 save, irrelevant of how many Wounds are actually caused. Attack Dice : During H-H the model attacks with as many d6 as they have Attacks. If a model carries a C/C weapon in each hand then the model automatically rolls 1 extra dice to represent the extra weapon. Remember that even though you roll an extra dice, you only take the highest dice rolled for your total. Parry Rule : A warrior armed with a Sword can [parry any attack from an enemy. To represent this, models armed with swords may force an opponent to reroll their highest d6 roll before the winner of the combat is determined. An opponent who rolls many dice can always pick their next highest score if they are forced to reroll. Fumble Rule : In the Hurly Burly of C/C, it is easy for an attacker to fumble his weapon. This is represented in the following way : If any Player rolls a 1 when rolling their Attacks dice or the Parry dice, this is given to the opponent to roll. They also add +1 to their final total for each fumbled dice they receive (see C/C modifiers table). Multiple Combats : When 2 or more models are fighting a single model, it is said to be a multiple combat. This takes place as normal, except that once the attacker has killed one of the opponents, they must turn and face the next one, who gains an extra dice to roll, and adds +1 to their final total. They must do this until all enemies are slain or until they die. For each extra opponent, add +1 attack dice and +1 to their final total. Therefore the 4th person attacked by a model would roll 3 extra Attack dice and add +3 to their final score. Close Combat Modifiers Table +2 Frenzied - an attacker who is frenzied gets a +2 Bonus to their score. Frenzy is the same as in the WH40K book. +1 Fumble - Add +1 to your final score for each fumbled dice. +1 Charging - If the model charged INTO H-H add +1. +1 Higher Up - If the Models base is on higher ground they gain +1 to their final score. You don't get this advantage merely because your model is larger than the enemy. +1 Multiple Combat - Add +1 for each extra combatant that attacks the same enemy in the same round. -1 Obstacle - If you charged an enemy behind an obstacle, you get a -1 modifier. This is for the 1st turn only. -1 Improvised Attack - If the model has no natural attacks and no H-H combat weapons they get -1. Follow Up : If models enemies are slain, they can make a special move. The victor can move 2" in any direction and it does not count as Movement for the next round. If models who follow up charge into a fresh H-H situation, leave the models until the H-H section in the following turn. Because they are engaged in H-H neither model can do anything the following turn. During the Follow Up, no movement modifiers are taken for obstacles. Terrain modifies as normal. Unit Coherency : This is suspended by models in H-H but they must try to get back to within 2" of another model of the same squad as soon as possible after the H-H combat phase is over. Breaking Off : Models engaged in H-H have an option of breaking off. They turn tail and flee from H-H, however, 1 round of H-H combat takes place with the runner having a WS of 0. If this does not kill the runner, they can be moved away from H-H at twice normal Move Rate. H-H Combat with Vehicle Templates : Targets such as vehicles, dreadnoughts and robots that are hit in H-H combat the attacker can pick which particular place they hit. Armour penetration occurs normally. Vehicles Vehicles cannot move into H-H combat, but a model may attack any vehicle it is in Base to Base combat with. Models attacking vehicles automatically hit 1 area per Attack. Grenades and Heavy weapons can be used in H-H with vehicles, in exception to the normal rules. Vehicles which are not moving allow attackers more chance of an attack penetrating and they receive an extra 1d6 to their Armour Penetration roll. WARHAMMER 40,000 Weapons Update (from the New Battle Manual) At the outset, I just want to say that these new rules for weapons can be used with the original rules set in the WH40K manual, and need not be used in conjunction with the new rules. However, the weapon updates were really bought about due to the rule changes and are therefore invariably linked. Not too much has changed for some of the more basic weapons, although there are some of the older weapons that have been removed. These include : Basic Weapons : The sling. Heavy Weapons : Grenade Launcher - this has been replaced with the AGL. D Cannon, now an Eldar Support Weapon. C/C Weapons : Antique Pistol Neuro Disruptor Sawn off Shotgun Grenades / Missiles : Melta Bomb Grenades - these are now only available for Missile Launchers in the form of missiles. Knock Out grenades. These were viewed as being a waste of time / money / points / paper / print etc. and detracted from the overall game plan of a battle set in the 41st Millennium. Some might argue that the Grenade Launcher with its indirect fire was a good weapon to have, but this was merely a mortar and the new rules update its particular battlefield role. Many grenades have had their Area Effects updated, as you will see, and Tech Levels for equipment on a model are no longer required, as Haywire grenades have reduced effects, only the largest models on the battlefield being affected. Flamers now no longer have a distance, but instead have a predetermined template, much like an area effect template, anything under which is hit. Those on the edge are hit on 4+, as normal. H-H WEAPON Banshee Mask These contain a psychosonic amplifier which intensifies the Eldars battle cry, allowing the Howling Banshees to release their rage into a deafening scream when they charge into H-H. Enemies exposed to this suffer almost total paralysis as their Central Nervous system is overloaded by psychic energy. Special Rules : The target charged may never run away from H-H, nor fire at the charger - even if they are in Overwatch, but must hold their ground. During the 1st round of C/C only, the paralysed model has a WS of 0. The Banshee mask only operates when the Eldar Banshee Warrior charges INTO H-H, not when they are charged. In second and subsequent rounds of H-H, the Howling Banshee mask has no effect. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only Enemy WS=0 in 1st round of charge C/C Blades and Saws The rules for this are the same as previously. Any combat accessory is regarded as being either a Blade or a Saw, allowing a Basic Weapon to be used in H-H combat. Special Rules : Models using these combat accessories have a -1 To Hit modifier due to using an improvised weapon. All other stats remain the same. Boneswords These are Tyrranid weapons, and are used in pairs by the Tyrranid Warriors. The Bioweapons themselves are made of a massive horn, honed razor sharp with deep serrations along it. The blades are alive and capable of growth, repair and are constructed from living tissue. The hilt is hard chitinous bone. The brain lies deep within the hilt, and although incapable of independent thought can channel a massive burst of psychic energy through its blade when used in H-H. This gives the sword its bite and the high modifiers. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only 6 1 -2 C/C ChainFist This weapon is designed purely for Terminator marines. its primary role is for cutting holes in the sides of ships, but it makes an awesome C/C weapon. It is essentially a Power Glove and a Chainsword combined as one, with an energy field around it. The field disperses the weapons energy as soon as it strikes in combat, frying those unlucky enough to come into contact with it, as the chain rips through armour. This weapon is powerful enough to rip through vehicles and Dreadnoughts. its only disadvantage is its weight and bulk, but this is offset with the Tactical Dreadnought armour all Terminator marines wear. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only 10 d4 -6 C/C Chainsword This remains unchanged from the basic model in the WH40 rulebook. Digital Laser These replace the Jokaero Digital Lasers from the Army Lists and from the Basic manual. They are similar in that they are built into a ring and fired from the finger. They do not stop the model carrying other weapons due to their size, but do increase their chances in H-H combat. Special Rules : These are worn as rings or on the knuckles of such items as Power Gloves. They don't stop models using other weapons. A model may have upto 4 digilaser per hand (or a total of 8). In H-H a model may shoot his Digilasers before any actual H-H combat takes place. This is resolved as shooting, it being decreed that the model blasts away at close range as the enemy charges in. Once C/C has been initiated, the Digilasers play no extra part in the combat, and no extra dice are rolled for them. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only 3 1 -1 C/C Harlequins Kiss Also known as the Monofilament Injector. Only Eldar Harlequins are allowed this weaponry. It is a tubular weapon strapped to the back of the arm, and is devastating in H-H combat. By punching forward, the Harlequin releases 100' of monofilament wire, which will penetrate any power field, before it rips through armour and bone, turning those unlucky enough to be hit into jelly, before the wire is whipped back into its home. Special Rules : Determine H-H combat hits as normal. If the target is hit, they ignore a Damage roll, but must save or die. If they save they are unaffected by the attack. The Kiss may be used against Vehicles, Dreadnoughts and Robots, but it cannot cause damage unless it penetrates armour. A Harlequins Kiss penetrates 1d6 points of armour per hit. If the number rolled is a 6, it penetrates a further d6 points, and if this second roll is also a 6, it will keep penetrating d6 points until it fails to roll a 6. This pointage is then added together to get a total of armour points penetrated. If the armour is penetrated by this weapon, roll on the chart below to see its effects : Roll d6 Vehicle Crew Penetration Chart 1 1 randomly determined crewman is slain by the wire. 2-4 Roll d6 for each crewman. On a 1-3, they are OK. On a 4+ they are slain. 5 Roll a d6 for each crewman. On a 1 they are OK. On a 2+ they are slain. 6 All crew are killed. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only C/C - as above Lightning Claws These are used in pairs by Terminator marines. They consist of Talons sheathed in a Power Glove, and they arc with electricity. They are similar in effect to ChainFists. Special Rules : These can only be worn in pairs by Terminators They affect vehicles differently due to their nature. They penetrate armour with a score of 8 + d3 + d6. If 2 or more hits are caused, they penetrate with a score of 8 + 3d6. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only 8 d3 -5 C/C - as above Mandiblaster These are weapons that are built into the helmets of Eldar Striking Scorpions. They are called the scorpions sting, and are effective upto a yard, where they will spit a stream of tiny metallic needles at an incoming enemy. These do little damage to armoured targets but can lacerate unprotected enemies. They metal only makes a hole for the following laser blast that the nodules emit straight after the metal has been fired. This ignites the metal, turning it into plasma, and it is this that is so deadly. The weapon is a highly advanced secondary weapon and is used in conjunction with other weapons. Special Rules : The mandiblaster hit is done before H-H combat takes place. It is worked out in the same way as shooting, representing the model blasting away as they are charged. Once C/C has been initiated, they serve no further effect and no dice rolls are made for them. If a hit is scored, searing laser arcs leap from the mandibles on the helmet and send jets of energy into the target. Roll 1d6. If the number rolled is higher than the targets Toughness, 1 W has been scored by the Eldar. Mandiblaster attacks are resolved with a save modifier. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only - 1 -2 Power Axe This weapon has the same stats as in the Manual, but it now takes 2 hands to use. Power Glove This has the same stats as in the manual, except that the hand cannot hold another weapon, therefore models with a Power Glove cannot hold Basic weapons or other 2 handed (such as Heavy weapons), as the fist will crush them. Power Maul This weapon is used by the Adeptus Arbites Judges of the Imperial Guard. This galactic Police force hunts down criminals and enforces Imperial Justice and Law. It is similar to other Power weapons in that it is a maul surrounded by a Power Field. Special Rules : Any model killed in the game by this weapon is merely unconscious but is considered dead, and they may come back for the next game. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat only 5 1 -3 C/C Power Sword This weapon has been updated, and is identical in effect to the Power Axe, except that it takes only 1 hand to use, leaving the other free for a further H-H combat weapon or pistol. You will notice it now has a -3 Save modifier. Rough Rider Hunting Lance This weapon is used by the Imperial Rough Riders. The lance is armed with an explosive head, which shatters on impact, smashing the target and shattering armour and flesh. It is essentially a 1 hit disposable weapon. Special Rules : The lance tip explodes in the 1st round of H-H combat, and is useless thereafter. Each model fighting loses its lance after the combat round, even if it fails to hit. If the lancers charge into H-H, they gain +2 bonus instead of +1. This bonus applies only to the 1st round of combat and is not effective if they are being charged. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only 6 1 -2 +2 C/C mod for 1st round - see above. Swords and other Hand Arms This section includes Hafted weapons, swords and knives. Special Rules : This is not an improvised attack. Any attacks with these weapons are at the Users strength. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only As User 1 - C/C as above Thunder Hammer and Storm Shield This weapon is used by Terminator Marines, and is always used in conjunction with Storm Shields. The Thunder Hammer is a hammer with a power generator which energises only when the hammer strikes its target. This releases vast amounts of energy into the target, shattering them with a crack of thunder. If it wasn't for the Terminators own armour, he would probably be knocked over himself. The storm shield is a plate with a power generator which emits bolts of electricity. Special Rules : The thunder hammer has no strength value as this is not required. There is no Strength versus Toughness roll to make. If the Thunder Hammer hits it automatically damages the target, and an armour save is required. In the case of vehicles, the hull is penetrated automatically by the thunder hammer. Storm shields add a Basic save of 5+ before any armour saves are taken. These are always used in conjunction with Thunder Hammers. This save ignores ANY save mods of weapons striking the Terminator. Sht Range Lng Range TH Sht TH Lng S D Save Special Close Combat Only d6 -5 C/C - see above PISTOLS Auto Pistol Bolt Pistol Las Pistol Stub Gun These pistols remain the same as in the manual. Hand Flamer This weapon no longer has a distance, but instead has a template. It is a short triangular template with a curved tip. Any models under it are hit. Those on the edge are hit on 4+. The template is used for shooting in the shooting phase. In H-H combat, hits are resolved as normal. The template is 4" long by 2" across at the end. Special Rules : If a model is hit, work out damage as normal. If the model is slain, remove it as normal. If the model is not slain, then an immediate Hand Flamer Hit Chart roll is required. Because flamers use a volatile burning chemical, it is possible to set even vehicles or dreadnoughts alight. Hand Flamer Hit Chart 1-3 Target does not catch fire - the amount of fuel is quickly extinguished. 4-6 Target is smothered with fuel and ignites. Once a target is alight, roll d6 for the Fire Test Chart. Fire Test Chart 1-5 The fire burns for another automatic Hit. Work out damage as normal, and remove the model if it is slain. If the target is not slain it will move randomly and is unable to do anything else for that turn. Vehicles, Dreadnoughts, Robots and Terminators may choose to ignore Flamer hits. 6 The fire goes out. The Target may not fire or move in the current turn, but is OK for the turn after. Vehicles etc. may move and fire as normal. Any friendly model within 1" may help douse the fire. Roll d6. If the result is a 6, the flames are beaten out. Add +1 to the dice roll for every model helping. Models which are frenzied may ignore flamer hits, but will continue to take damage as normal. Sht Range Lng Range TH Sht TH Lng S D Save Special special Rules 4 1 -2 C/C -as above Needle Pistol This weapon has been updated. It now fires a laser followed by a toxin dart into the target. The toxin will kill the enemy (as Toxin Grenade). Even vehicles and dreadnoughts can be affected - not by the toxin, but by the laser. Special Rules : Any model can be hit including Vehicles, Dreadnoughts, robots etc. When used against living targets, no S v. T roll is required - it is save or die. Toxins cannot affect the Eldar Avatar or similar demons, nor can they affect Genestealers or Tyrranids (although in the old rules they could). Genestealer hybrids are affected as normal. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-8 8-16 +2 - as above 1 -1 C/C -as above. Plasma Pistol This is the pistol version of the plasma gun. Known sometimes as the plasma blaster. When the plasma shell hits the target tremendous heat and energy are released, destroying the target. Special Rules: The energy used by the plasma pistol is so vast that once it has been fired it takes 2 turns to recharge. You can use a recharge counter to display this. The plasma pistol now has sustained fire but you cannot have sustained fire in hand to hand combat. It otherwise conforms to the old rules. Shuriken Pistol The shuriken pistol is the smaller version of the shuriken catapult. The size of the weapon reduces the range,rate of fire and power. The missiles it uses are exactly the same as its larger brother. It is exactly the same as the old version except it now has a save modifier of -2. Web Pistol The web gun or glue gun is an unusual weapon not seen frequently on the battlefield. It is mainly used for crowd control. The canister of the web gun contains a special gluey chemical called web-chem. Once the target has been hit the web contracts and binds the victim tightly preventing all movement and action. If the victim tries to struggle the web tightens and the victim will be crushed to death. Special Rules Once the victim has been hit the target is enmeshed: no damage roll and no saving throw are required, The victim can only be set free by web solvent which is carried be all web gun crews. However, webbed models may try and break free of the web chem. The Player rolls a d6 and adds his strength. If the score is 9 or more the model is free and may act as normal. If the model fails then he must make an armour saving throw or take 1 wound. Drivers of open topped vehicles can be webbed. This has the effect of making the vehicle go out of control. RANGED WEAPONS The following remain unchanged : Auto Gun Bolt Gun Las Gun Musket (move or fire) Shuriken Catapult Melta Gun Bow This remains just about the same, except that it only has an Armour penetration of d6, rather than d6 + 3, and armoured targets get +2 to their saving throw if they have a save of 4+ normally (carapace and powered armour). Crossbow This remains the same, except that it can Move OR Fire, it penetrates armour at d6 +1, and models with a Basic save of 4+, get a +2 modifier to this if hit by a Crossbow. Deathspitter This is another Tyrranid weapon, and is a bio weapon used by the warriors of that race. It is a symbiote of 3 different creatures which combine a chitinous shell, a brood chamber and an arming orifice for the maggot like things it fires. The maggot has a corrosive body, which causes the firing chamber to convulse and spit the maggot at the enemy. Targets hit are killed by a mixture of corrosiveness, velocity and poison. Nearby targets can also get splattered by this maggot which eats through armour and flesh. If a Tyrranid hits with a Deathspitter models within 2" are hit on a 4+, and suffer a S3 hit with no saving throw modifier. Note that the Deathspitter doesn't have to wound, merely hit the target. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-12 12-32 +1 6 1 -2 As above Flamer This is identical in nature to the Hand Flamer, except the template is 8.5" long by 2.5" wide at the widest part of the triangle. It has the same stats. Fleshborer This is another Tyrranid Bio weapon used by the warriors. It is a complex weapon where brooding Borer beetles lay their eggs, which hatch and mature. When the weapon is fired, the beetle is fired by a massive electrical shock which goads it into frenzied action. Once it is fired, it will bite through the first target it hits frenziedly, as its life drains away. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-8 8-16 +1 4 1 Graviton Gun The Basic stats for this gun remain the same, however, it has a different Special Rule than previously. Special Rules : Targets that are living (not vehicles) which are hit by this weapon cannot move for the rest of the game, but can use psionic powers and fire in the shooting phase if they can roll 4+ on a d6. If the target is a vehicle, ignore any armour penetration. Hits cause a roll on the damage tables at +1 to the dice roll for that hit location. Hand Bow This is the same as previous except that armour penetration is only d6 points. Models with Carapace and Powered armour have a +2 Save modifier if hit by this weapon. Auxiliary Grenade Launcher (AGL) This weapon was previously allowed only to the Imperial Guard, but can now be used by anyone instead of a grenade Launcher. AGLs fit to any basic weapon with some size (therefore bows and crossbows etc. are out). It is a tubular piece of equipment that fits atop the weapon, allowing it fire grenades. They can only fire pre - loaded grenades, mostly Frag and Krak. When the user wishes to fire a grenade, he flicks a switch on the weapon which turns the basic weapon off and the AGL on. When the trigger is pulled, a grenade will issue forth, hopefully in the right direction. Special Rules : The AGL must be pre - loaded with a SINGLE type of grenade. Ammunition expenditure is not taken into account, it being seen that the AGL has enough ammo for the battle. A trooper with this weapon can fire only 1 of the possible 2 he has - either the Grenade Launcher or the Basic weapon. They can't fire both in the same round. Stats given below are for the Frag and Krak grenades used with this weapon. Others can be used at the GMs discretion and are covered by the various Army Lists available. Frag S3 Dam 1 Sv -1 2" blast radius Krak S6 Dam d6 Sv -3 No blast area. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-6 6-12 -1 As above Pack Grenade Launcher The PGL is used by Eldar Harlequin Warlocks. It is a harness that fits onto the shoulders and kicks grenades forwards when the Warlock activates it. Special Rules : The PGL is an exception to normal rules in that can be fired in the shooting phase in addition to a hand held weapon. The launcher must be pre - loaded with a single type of grenade. All other effects are the same as the AGL in respect to ammo and the number it can carry. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-8 8-16 -1 As above Needle Sniper Rifle This is a bigger version than the needle pistol, and for all intents and purposes is exactly the same, except that it has a longer range. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-16 16-32 +1 - 1 -1 As pistol. Ogryn Ripper Gun This can only be used by Ogryns. It is a drum fed automatic combat shotgun and is used by BONEHEADS, Ogryn leaders. These are discussed under the particular Army Lists. The trigger houses a cut off switch which stops the Ogryn opening up and emptying the entire drum, an entertaining proposition for Ogryns who delight in the big bangs and bone shakings the weapon gives off when fired. Special Rules : Ogryn Ripper guns are designed so that close combat fighting is easier for the Ogryns, allowing them to fire a hail of shots that thick they can't fail to hit their targets at short range. Because of this, no To Hit roll is made at short range, the burst will automatically strike the enemy. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-4 4-8 Always -2 4 1 Sustained Fire As above Plasma Gun This is exactly the same as in the original manual, except it has sustained instead of Following fire. Shotgun These are smooth bore combat shotguns which fires a massive low velocity shot, which fragments over a wide area before hitting the target. They have magazines and rarely need reloading. It can fire solid or scatter shot. Solid balls have an S of 4, scatter an S of 3, plus an area effect. Special Rules : If a target is hit and not slain by a shotgun, then it is knocked back 2", and will fall on a 4+ on a d6. A knocked over model must spend its next movement phase standing up. This rule does not affect vehicles, dreadnoughts or similar. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-4 4-18 -1 solid 4 1 - See Above Scatt 3 1 - 1" burst Radius Shuriken Catapult This is the same as normal apart from the fact it has sustained fire. Storm Bolter This is a specially modified pair of bolt guns made for Terminators, allowing them suppressive fire on enemy targets. The 2 guns fire in unison at the same targets. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-12 12-24 +1 4 1 -1 Sustained Fire HEAVY WEAPONS Assault Cannon This is a self loading machine autocannon, issued to Terminator marines. It is rapid firing and devastating at close range. Due to the speed at which it fires, the weapon is prone to overheating and jamming. Special Rules : The Assault cannon will jam on a 1 on a To Hit roll on the second or subsequent shot on sustained fire. However, once it has jammed, it cannot be unjammed and the weapon is rendered useless. On a d6 roll of a 6 the weapon will explode and slay the user instantly. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-12 12-32 +1 8 d10 -3 Heavy 2" Sustained Fire Auto Cannon As normal, except for this : Heavy 2" penalty ; Sustained Fire ; Move or Fire Battle Cannon This is a heavy version of the Auto Cannon and cannot be carried, but must be vehicle mounted to be fired. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-20 20-72 8 2d6 -3 1.5" blast area Vehicle mount only Conversion Beam Projector Commonly known as the Beamer, this weapon has been heavily updated from the original stats. It is basically the same, using the targets mass against itself, but the rules have been changed to give targets a better chance of escaping, as it is very slow to build up power when fired. Special Rules : Roll To Hit the chosen target as normal, but because it takes so long to build up power an agile target is given ample opportunity to move out of the beamers way. The score To Hit is therefore modified in relation to the targets maximum Move. To Hit Penalty Table Targets Maximum Movement 0-2" 2-3" 3-5" 5"+ To Hit Penalty -1 -2 -3 -4 Because the beamer uses the targets own mass to destroy them, they will wound on a d6 roll of 3+. There are no saving throws - armour is destroyed as easily as flesh. The actual resulting blast from the weapon varies according to the distance travelled. Close to, the area is tight, and it grows the further away it gets. Blast Radius Range Of Shot 0-10" 10-20" 20-30" 30-40" Blast Radius 1.5" 2" 2.5" 3" When used against a vehicle affects d3 individual locations if it hits. Reroll any duplicate locations. Armour is penetrated randomly, and dice are rolled dependant upon the targets Armour. Consult the table below. Vehicle Damage Thickness of Targets Armour 1-4 5-8 9-11 12-14 15+ Penetration d6 2d6 3d6 4d6 5d6 When used against buildings, the beamer will automatically damage the target. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-20 20-40 -1 - d6 as above Heavy 2" Move or Fire As above Cyclone Terminator Missile Launcher This missile launcher fits on top of the Terminator suit, and fires 12 Krak missiles. They can be fired singly or as a massive salvo. Special Rules : The cyclone has attitude sensors and gyros, and therefore does not incur movement penalties. The cyclone system has laser guided missiles. The laser is controlled by the Terminators left hand and is used to trigger the missiles. This acts as a targeter, giving them +1 To Hit. They may ignore the targeter and may fire the missile by sight alone but do not get the +1 To Hit. The missile Launcher has 12 Krak missiles and the player should record how many have been fired. This means that once 12 have been fired the weapon is useless. The firer can fire in the shooting phase with the following Krak missile stats S8 D10 Sv -6 Blast area - none. The cyclone can fire a salvo , but they need a minimum of 2 missiles which gives a burst area of .5" for each missile used in the salvo. The more missiles fired the larger the blast will be. Strength, damage and saves are normal. If the terminator is hit, roll 2d6. on an 11 or 12 they must roll on the Catastrophic Launch Chart. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-20 20-72 +1 +1 8 d10 -6 as above. Catastrophic Launch Chart 1 Explode - The marine is torn apart, and all models left blow apart with the appropriate Blast Area. All models are affected under this template. 2 Fires at nearest target - All the missiles launch at the nearest possible target with 90 degrees of the firer. 3 Fire at most distant target - As above, except the most distant target is picked within the cyclones range. 4 Fire Straight Ahead - All missiles fire d6 x 10" directly to the front of the Cyclone 5 Missiles Move Randomly - All missiles move 2d6" straight ahead and explode if there is a target in the missiles path. Otherwise it will scatter 2d6". It will continue to do this until it leaves the table or hits a target. 6 Fire Missiles separately - The remaining missiles fire off 1 at a time. For each missile, roll for scatter, and the missile strikes the 1st target within 1" of a direct line in the direction shown. The firing of a missile will make the gyros move, so a new target is required for each missile. Once all the missiles have been fired the machine shuts down. Heavy Bolter This is basically the same except for the following : Heavy 1" ; Move or Fire ; Sustained Fire ; Hellfire shell. This last shell makes the difference. Hellfire shell : This is made from brittle ceramics, and when it hits a target it shatters, releasing a powerful mutogenic acid that eats away at armour and flesh in very little time. Hellfire shells must be loaded singly, therefore there is no sustained fire in the round that this shell is used. It causes damage on a d6 roll of 2+ on any living target for d6 Wounds. Saving throws for this are normal and not modified. If the target saves, the acid will hit any model within 2" of the target. Roll 1d6 for each model within 2" and they are hit on a 6, which causes 1 W unless they make an armour saving throw. Heavy Flamer This is identical to the Hand Flamer except for the following : Vehicles and similar can be set alight, S 5, D 1, Sv -3, Heavy 2". The template for this is 11" long by 3" at the widest part of the curve of the fireball. Heavy Plasma Gun This is basically unchanged, except that sustained is now called Low Energy. Low energy bursts lose their following fire (sustained fire). All other stats remain the same. Heavy Stub Gun This remains unchanged. Heavy Webber This is identical to the normal webber except that this webber can web vehicles and similar. Models can still break free as with a webber. Open topped vehicles with exposed men are still subject to web effects. Vehicles are webbed on the following chart : Vehicle Web Chart Vehicle speed (last Movement Phase) 0-4" 4-8" 8-12" 12-16" 16"+ To Hit 3+ 4+ 5+ 6+ Miss Anything else rolled for these totals (or miss) means that the web hasn't had time for the chemicals to bond before the vehicle broke through the strands. Vehicles that are webbed may try to break free by rolling on the Vehicle escape chart : Vehicle Escape Chart 1 Fail - Trapped for the game, cannot break free. 2-4 Fail - Remains trapped, try next turn 5 Fail - remains trapped, try next turn. 1 weapon is freed and can shoot normally in the shooting phase. 6 Free - The web is destroyed as the vehicle moves forward. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-12 12-24 special Heavy 2" Move or Fire 2" blast radius As above LasCannon This remains the same and unchanged. Multi Melta This has 1 thing changed from the original. It now does 2d12 damage instead of 4d6, giving it a lower average score. Missile Launcher This remains the same and can fire any missile. The ones listed here are the most common. Krak S8 D d10 Sv -6 No blast area Frag S4 D 1 Sv -1 2" blast area Blind 2" blast area, no LOS can be drawn through, no Infra Red, No psychic powers drawn through. Models inside move at 1/2 rate randomly, Any H-H combat meets in a draw, with no I modifiers. No hits are scored. Roll below for the blind effects chart : 1 Cloud remains until the end of the enemies turn before dispersing. 2-4 Cloud remains where it is. 5 Cloud shrinks to half its current radius (to nearest half an inch). 6 Cloud moves d6" randomly Melta S8 D d6 Sv -4 1" blast area Plasma S5 D 1 Sv -2 1.5" blast area. Models which survive are thrown clear of this Blast area which remains until the end of the round, where it needs a roll on the following table to determine its function. It remains until it disperses itself. Models in it take an automatic hit. LOS is blocked through plasma. 1 Plasma Ball expands its radius by d6" and disperses at the end of the turn. 2-5 Plasma balls radius shrinks by .5" 6 Plasma ball implodes and disappears immediately. Anti Plant 2" blast radius. destroys any vegetation in this area. Multi Laser Remains unchanged except it loses Following fire for Sustained fire. Shuriken Shrieker Cannon This cannon is used by Harlequin Death Jesters. It can fire normal shurikens or shrieker shells, which are hollow and contain a genetic serum. The cannon is good in a supporting role for attacking harlequins. Special Rules : With normal ammo, the cannon receives sustained fire. If they use a Shrieker shell, however, this is lost. The shell only affects living targets. Roll To Hit as normal, and if the target is wounded and fails an armour save, the shell releases its serum into the victim. The serum causes the victim to move 2d6" in the movement phase, but if the number rolled is a 7 or a double, the shell explodes within the victim. Place a 1" template over the victim. Anyone under this takes a S3 hit for 1 W. The victim will continue to stagger until they explode and can do nothing but move. Any unit that has a member within 2" of the victim must make a Rout test at the beginning of each movement round. Note that the targets unit must make a test, as normal coherency is 2", and any other enemy units with a member within 2" are also affected. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-20 20-40 +1 5 d4 -2 Heavy 2" Sustained Fire As above Support Weapons D Cannon on anti Grav Platform This is an Eldar weapon, which wrenches targets between reality and the warp when it hits them, tearing their atoms apart. It has been heavily changed, and is now inaccurate. The cannon is mounted on a specially developed platform that allows its crew of 2 to move it into position quickly. Special Rules : This weapon can be moved in any direction upto 4", but it cannot move over difficult terrain or obstacles. It cannot move and fire in the same turn. It is considered to be a separate target from its crew, and firers at short range may opt to fire either at the weapon or the crew. Other shots are randomised between the targets present. Only if both crewmen are killed is the weapon considered inoperative. The weapon is said to have an Armour of 10 as if it were a vehicle. Rolls to penetrate work as normal, and if the armour is penetrated, the weapon is destroyed. The crew are then free to act independently or they can join another guardian squad or take over another support weapon. The inherent inaccuracy of the D Cannon means it is likely to hit with either veteran or raw troops. To some extent there is a degree of randomness when the gun is fired to just exactly what will happen as the weapon disrupts the fabric of the universe. To fire the weapon at a target follow this procedure : 1 Place the 2" burst template over the intended target. 2 Roll for scatter and move the template d6" that way. 3 Now roll for scatter again and move the template a further d6" in the new direction to find out where it really hits. Targets under the template are automatically hit. Targets on the edge are hit on 4+. Vehicles under the template are hit on 4+. All targets hit must make an immediate Distort Test to determine if they survive. Survivors will suffer from some sort of displacement effect. Distort Test (d6) 1-4 Destroyed - the target is entirely destroyed. 5 Displaced - The target is unharmed but needs to roll on the Displacement test table. 6 Moved - The target is moved 2d6" in a random direction. Those that roll a 5 or 6 on this table may still take damage from their displacement and therefore require a roll on the displacement test table. Displacement Test Table (d6) 1 Target is moved to a random position on a random table edge. 2 Target is moved 4d6" randomly. 3 Target is moved 6d6" randomly. 4 Target is moved d6" and inverted. If the model is a vehicle, they end up upside down and cannot fire any weapons from the top of the vehicle, only side and front mounted weapons. The vehicle cannot move for the rest of the game. If it is a foot soldier, the model needs to spend their entire next Movement phase standing up. 5 Target is moved 2d6" randomly and ends 10m up in the air, before dropping. When they hit the ground, they take a S10 hit for d6 W with no saving throw. If the target is a vehicle or part of a building, any models underneath are hit on 4+ and take the same hit as the target. No saves are allowed for those being landed on. 6 Target is moved 2d6" randomly and ends up 10m below ground. This causes a massive explosion as the atoms warp into one another. Place the 2" burst template over the spot. Anyone under the template take a S6 hit for d6 damage with a -2 Save. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-16 16-32 Special Rules 2" distort area Move or Fire As above Rapier Laser Destroyer This is a mobile anti-tank weapon used by the Imperium. It is a 4 barrelled laser known as a rapier. It is transported on a tracked platform, where its 2 crewmen control it with a black control box. Special Rules : The rapier can only move 4", and must have a crewman within 4" at all times. It can move through difficult terrain at half Movement, and can cross obstacles less than 6' high with ease. It cannot move and fire in the same turn. It only has a 45 degree fire arc to its front. If the weapon needs to be turned to fire on a target, it cannot be fired as it has moved. At short range the Rapier may be targeted separately from its crew and is given 10 Armour points, as if it were a vehicle. The weapon can be used so long as at least 1 crewman is alive. If the crew are dead or the Armour is penetrated, the weapon is made useless. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-18 18-72 +1 9 2d10 -6 Move or fire As above Mole Mortar This mortar fires rockets and missiles below ground, causing them to erupt from underneath the targets in a blast of shell and earth. Special Rules : The torpedo cannot be aimed at any target within 12" of the firer. The mortar has a crew of 2, but only 1 is needed to fire it. The other acts as a spotter and may move anywhere over the battlefield, instructing the firer to shoot at targets they cannot actually see (indirect fire). If the spotter is killed, indirect fire is impossible. If the gunner is killed, the spotter can return to the gun and take control of it as a normal gunner. The weapon follows this procedure To Hit : 1 Player nominates a Target point - this can be anywhere that can be seen and doesn't have to be a model. The target must be seen by 1 of the weapons crew however. 2 The player rolls d6 and consults the Mole Mortar Accuracy table listed below and follows what is said for their roll. 3 To work out damage of anything hit, consult the Mole Mortar Damage chart listed below. Mole Mortar Accuracy Chart 1 Off Target - The shell travels randomly to within 2d6" of the target point. Reroll again on this chart, and if a 1 is rolled again work out a new target etc. 2 Airburst - The torpedo erupts from the ground and explodes in the air in a devastating airburst. 3-4 Surface Blast - The torpedo erupts from the earth and detonates as it breaks the surface. 5 Ground Burst - The torpedo explodes under the target in the top soil of the crust, muffling its effect. 6 Subterranean Burst - The torpedo strike rock below the target when still in the ground and detonates below the surface. Mole Mortar Damage Chart Blast Strength Damage Save Radius of Hit Caused Modifier Airburst 3" 3 1 -2 Surface 2" 4 1 -2 Ground 1" 4 1 -2 Subterranean D3" 3 1 -2 A ground or subterranean burst will leave a crater equivalent in size to the burst radius of the hit. Any vehicle with 50% or more of the model in this crater is bought to an immediate halt and must roll a 5+ on a d6 to move. Tracked vehicles may move on a 4+. Buildings will collapse if they are above the crater, models in the crater that are not killed when the shell explodes cannot move in their following movement turn, but must get up. They can shoot as normal, with normal modifiers. Sht Range Lng Range TH Sht TH Lng S D Save Special 12-24 24-72 See special Rules Heavy 2" Move or Fire As Above Scatter Laser on Anti Grav Platform This is another Eldar support weapon. It incorporates a laser which has 6 barrels. It was originally made for War Walkers and Dreadnoughts. The lasers can be fired together or separately. Special Rules : This can only be moved and fired the same as the Eldar D Cannon. Hits against it are the same as the D Cannon in regards to Damage and Targeting. The scatter laser may fire upto 6 shots during the shooting phase. They may be fired at different targets, however, they must be within 6" of the first target fired at. The firer works out hits and damage for each shot before going onto the next target. Eldar have the option of replacing the scatter laser with a Las Cannon or a Heavy Plasma Gun, either way, these weapons may be moved AND fired in the same turn (includes the scatter laser). Sht Range Lng Range TH Sht TH Lng S D Save Special 0-20 20-60 +1 6 1 -1 As Above Tarantula This is a semi - robotic weapon system that fires twinned guns at a set target. Special Rules : The tarantula can move a maximum of 4" but not over difficult terrain and obstacles. A crewman (there are 2) must be within 4" to control the weapon. It can move and fire in the same turn. It has a 360 degree fire arc. It is treated as a Rapier system for targeting. Any pair of heavy weapons can be mounted on a Tarantula but both must be fired at the same target as normal. If a Hit is scored, both weapons hit, if a miss is rolled, both shots miss. The profile below is for LasCannons. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-20 20-60 9 2d6 -6 2 Shots -roll once to hit. Thudd Gun This hasn't changed much from the original Thudd Gun. The template is still the same, 4 x 1" burst effects. It can now be targeted in a similar way to the Rapier system. It has the same movement as a Tarantula, It has 2 men who must be within 4" with the control box. It cannot move and fire in the same round. If it is required to move over any distance, it must be towed by a vehicle. The Thudd gun can fire indirectly. This takes 1 extra round, during which the Thudd Gun cannot move or fire until the following round. The target point is indicated in the turn before the Thudd Gun is fired. In the round following the Thudd Gun may fire so long as they haven't moved or fired in the previous round. Sht Range Lng Range TH Sht TH Lng S D Save Special 0-12 12-72 -1 6 1 -2 Move or Fire Indirect Fire 4 x1" templates As Above Grenades I think that Psyk-out grenades can be bought at the normal price, and the rules haven't been changed in relation to these. Antiplant This has the same effects as previously, except it now has a 2" burst Template. Blind These are identical in powers to the original, stopping any LOS and psychic powers being targeted through it. Even scanners, bionic eyes etc. cannot draw LOS. Shots fired into blind will automatically miss. It now has a 2" burst Template. Models inside the blind field can stay stationary or move at half rate randomly. H-H combat always results in a Tie inside a blind field. For each turn roll d6 on the table below to see where the cloud moves : 1 Cloud remains to the end of the enemies turn and disappears. 2-4 Cloud remains where it is. 5 Cloud shrinks half an inch to a minimum half an inch. 6 Clouds moves d6" in a random direction. Choke This is a non lethal gas that causes choking. The table below shows who's immune to the effects of this attack and who can be attacked. Sealed units, vehicles and demonic troops are immune to this attack. The burst template is 1.5" radius. anyone under it must take a choke test. Those that fail will fall to the floor choking, and they can do nothing until the cloud disperses or moves away from them. They can be ignored for the purposes of unit coherency whilst they are affected. At the end of each turn, roll on the blind table above to see what happens to the cloud. The only difference to this table is the following : 5 Cloud shrinks to half its present rate, to a minimum of half an inch radius. Choke Test Troop Type D6 Roll to Choke Space Marines, Eldar Aspect Warriors, No Effect Dreadnoughts, Terminators, Enclosed Vehicles Other Troops including Imperial Guard, 3+ Scouts, Eldar Guardians, Squats and Orks Frag This hasn't changed apart from the following : It now has a -1 save modifier. It has a different Strength than a Frag Missile. Hallucenogen This is similar in effect to normal grenades of this type. The gas disperses almost immediately. Models that are affected will remain so unless it is otherwise stated. Unit coherency can be suspended for the troops affected. Troops hit must take a Hallucenogen test. It has a 1.5" burst Template. Hallucenogen Test Troop Type D6 roll to Effect Space Marines, Eldar aspect Warriors, No Effect Dreadnoughts, Terminators, Enclosed Vehicles Other Troops including Imperial Guard, 4+ Scouts, Eldar Guardians, Squats, Orks Roll 1d10 for those affected and consult the Hallucenogen effects Table. Hallucenogen Effects Table 1 Your hands are slimy tentacles, and your arms are worms. You know this is an illusion and try to snap out of it. Roll d6. On a 1-3, roll again on this chart, on a 4+ the model shrugs of the effects and suffers no further effects. 2 Everything speeds up and you move too slow. You are going MAD! roll 1d6 at the start of each turn. On a 1-3 the model may do nothing that turn. On a 4+ combats the gas effects and suffers no further ones. 3 Thousands of tiny spiders drop from the sky, crawling into your armour. The model falls down screaming and kicking, and can do nothing until they roll a 6 on a d6 at the beginning of each turn to snap out of the illusion. 4 In the nearest patch of cover you see something moving, dangerously, threateningly. The model may not move but must blast away at the nearest clump of cover, regardless of what is in it. At the start of each turn roll a d6. The illusion stops on a 6. 5 Now is your chance to slip away from the others - you'll be home in a week. The model drops their weapons and armour and runs for the nearest border at full speed. The model continues to move until it leaves the table. 6 The sky is so big, warm and lovely - wouldn't it be fun to fly, fly, FLY ! The model drops his weapons and stands flapping their arms rapidly. The model moves around the table randomly each turn, flapping their arms until they manage to leave the table. 7 The enemy is all around you, behind every rock ! Fire, Fire! its your only chance to live! The model goes completely out of control and opens fire randomly, screaming about the enemy. During the models own turn, it is moved randomly, and shoots its weapon in a random direction. Roll to hit the first model in the desired direction as normal. The model does this for the rest of the game. 8 Your fellow troopers are out to get you. They're traitors to the cause. The model lets rip with their most potent weapon at the nearest target - friend or foe, moving in such a way that it can do so. It will do this for the majority of the game, moving to where it can that does not prevent shooting. 9 Its all to much - You can't take the strain of it all. The model breaks down and remains seated, crying and sobbing about the mindless slaughter, the children, the rations etc. and may do nothing else for the game. 10 Suddenly everythings clear - you, the enemy your friends, and its just so funny! The model moves at charge rate in their movement phase towards the nearest models laughing hysterically and waving their arms. The model does this until it leaves the table and can do nothing else. Haywire These grenades have new effects and no longer affect foot troops or their equipment (thank GAWD!) but are used to attack vehicles. They have a 1.5" burst template. Haywire affects the targets listed on the Haywire chart in a random way for each grenade template that hits the target. Terminators are affected as they are in Tactical DREADNOUGHT ARMOUR ! Haywire Effect Chart Vehicle or Dreadnought 1-2 No Effect 3-5 Machine goes out of control in its following turn. While out of control, no models may fire. It is affected for 1 turn. 6 Machine goes out of control for 1 turn in the following turn. 1 weapon will fire at the nearest target (friend or foe) whilst the others cannot shoot at all. It continues to go out of control each round on a d6 roll of 4+. Robots, Spirit Warriors or Terminators 1-2 No Effect 3-5 The model is deactivated completely in its following turn. The model is affected for only 1 turn. 6 In its following turn, the model moves randomly at normal move rate. It will shoot the nearest target (friend or Foe). The model continues to move out of control each turn on a d6 roll of 4+. GMs can decide whether Haywire can affect other pieces of machinery. Krak This is an anti - personnel grenade and remains the same except for the fact that it no longer has a Burst Template, and must strike a model to have any effect. Photon Flash Flare This grenade has a 1.5" burst template. Anything under it must roll on the Flash Effect Table. Infravision devices and targeters on weapons are destroyed on the model if they are hit by the flash. Flash Effect (d6) No Effect Dazzled Blinded Unprotected Troops - 1 2+ Troops with protective 1-3 4-5 6 visors Troops with Auto senses 1-5 6 Unprotected Troops include Orks and Gretchins Protected troops include Imperial Guard, Scouts, Eldar, Squats Troops with Auto senses include Marines, Terminators, Dreadnoughts, Eldar Aspect Warriors and Enclosed Vehicles. Other protection is covered in the various equipment and army lists. Dazzled : Troops who are dazzled are so for 1 round, during which time BS and WS are 1. They are OK for the turn after they have been dazzled. Blinded : Blinded troops who wish to move do so randomly and at half rate. Blinded troops ignore unit coherency, and may not shoot. They have a WS of 1. Troops that are blinded are automatically blind for 1 full turn. At the start of the turn after, they may roll d6 to determine how their sight is - on a 1-4 the model remains blind. On a 5+ they can see as normal, and must try to re- establish unit coherency. Plasma This is a field effect. LOS is blocked by a plasma ball, which stays on the battlefield until it disperses. Shots through Plasma merely feed the ball. S5 D1 Sv -2 Area 1.5" At the start of each turn roll 1d6 and consult the following table : Plasma Ball (D6) 1 The plasma area extends d6" and disappears at the end of the turn. 2-5 The radius shrinks by half an inch. 6 The Plasma ball shrinks on itself and disappears. Rad These have been changed. Rad grenades can be aimed anywhere and are secretly recorded by the GM. It can be detected by a Rad scanner. A Rad marker is used to determine the actual area of the grenade, and this is placed face down so that the opposition have no idea how big a radius the shell has. Targets moving within the set distance take an automatic hit. S d6+d4 D 1 Sv -3 Area : d3" Once any damage has been worked out, the counter still remains on the battlefield for the remainder of the game. Scare This is a non persistent gas that affects those models without respirators. It is absorbed quickly through the skin, and only sealed units are a defence against this attack. The grenade has a 2" template, and anything under this must roll on the Scare Test chart below. Scare Test Chart Troop Type D6 Roll to Scare Space Marines, Eldar Aspect Warriors, No Effect Dreadnoughts, Terminators and Enclosed Vehicles Scouts, Eldar Guardians, Imperial 2+ Guard, Squats, Orks Scare gas lasts for 1 round. If the affected models are in cover, they will remain there unable to fire or move. Unit coherency is ignored for this model. Those not in cover will run towards the nearest cover away from the enemy - or the table edge, whichever is the closest. During movement, the models move at maximum towards the cover and will hide in it if they can. They can do nothing else until they shake off the grenades effect. This is done by rolling a d6 for each model at the start of the teams turn. On a 5 or 6, the scare wears off. Otherwise scare lasts for the whole game. Smoke These grenades stop LOS by troops, but doesn't stop psykers using their psionic powers. It has a 2" burst radius. Movement is the same as in a blind grenade, unless the troops can see through smoke (see below). At the end of each turn, roll a d6 and consult the Blind Grenade Cloud Movement table - the effects are the same for a smoke grenade. The only troops who don't have auto senses or IR visors that see through smoke are Orks, Tyrranids and Genestealers. Stasis These grenades are rare, bulky and cannot be fired from a grenade launcher. They have a 2" burst radius. The grenade actually causes a time loop within the burst area, and time distortion outside this. Roll To Hit targets as normal. Those under the Template are affected automatically. Those on the edge are hit on a 4+. Those affected remain stationary and cannot fire, use psychic powers or move for the duration of the field effect. Those models outside this 2" are also affected, however, and ANY model within 4" radius of the impact centre - apart from those in the stasis loop - are affected in the following way : They move at 1/2 rate and fire and use psionics only every 2nd turn. This continues until they are outside the area of effect of the grenade. At the end of each turn Roll 1d6 and consult the Stasis Loop chart below. H-H combat is also affected in the distort loop, and it to can only be done every 2nd round. Anything entering into the loop is affected. Stasis Loop Chart (D6) 1-2 The field remains in place until the end of the turn when it disperses with no further effect. 3-6 The field remains in place. Tanglefoot This grenade consists of a small magno - gravitic reactor that essentially slows down those that are hit by it. The tanglefoot creates a field at just above ground level, that forces any model within 3" to move at half rate. Other abilities are not affected. Vehicles entering a tanglefoot area are affected. Every inch covered counts as 2" from the vehicles move when inside the field. When the vehicle leaves the field, roll d6 and consult the table below : Vehicle in Tanglefoot (D6) 1 Completes remaining move straight forward. 2 Turns 45 degrees left and completes remaining move in a straight line. 3 Turns 45 degrees right and completes remaining move in a straight line. 4+ No effect - move as normal. Toxin This is highly poisonous and affects those that are living who are not in sealed suits. It has a 1.5" burst area, and any model under it must roll on the Toxin Effect table. Those that are affected will die. Toxin Effect Table Troop Type D6 Roll to Kill Space Marines, Eldar Aspect Warriors, No effect Dreadnoughts, Terminators, Tyrranids, Genestealers, Enclosed Vehicles Scouts, Eldar Guardians, Squats, 3+ Imperial Guard Orks and Gretchins 2+ +any other unprotected troops After this, roll on the Blind Cloud Movement Table, as these results are the same for the Toxin Cloud. Virus This has a 2" burst area. Those under this are affected as per the Virus Effect Chart. Virus is just that - a killing strain of bacteria that enters the body and slays the victim by means of rapid mutation of the cells, which rupture and break down to nothing. When a model falls victim to a virus grenade, do not remove it. Virus can mutate and spread to other troops, so lay any models affected down. Roll 1d6 to determine how many inches the virus spreads. Troops inside this new radius are affected on a 4+ if they are vulnerable. Keep doing this for every model that dies (rolling d6" radius) until there are no more models within the area that are possible targets, after which the virus changes into a harmless form and has no further effect. Virus Effect Chart Troop Type Roll d6 To Kill Space Marines, Eldar Aspect Warriors, Dreadnoughts, Enclosed vehicles, No Effect Terminators, Tyrranids, Genestealers All other troops 3+ Vortex This is another rare weapon of mass destruction. It cannot be fired from a grenade launcher. When it explodes, it creates a contained small black hole, that destroys all forms of matter. It has a 1.5" burst template and anything under it is destroyed - no saving throw kiddies! Vortex do, however, work rather unpredictably when they are used. Vortex fields cannot be shot through, nor can psychics use their powers through it. The field remains in place until it disperses. Anything it touches - even on the edges - is destroyed automatically. Roll d10 for the movement at the end of each round and consult the Vortex Chart. When a vortex hits a vehicle, the rules differ slightly. Work out hits on vehicles as follows : If the centre of the vortex template passes over ANY part of the model, the vehicle is totally destroyed. It is also destroyed if the vortex covers 50% of the vehicle or more. If neither of these apply, roll 2d6 on the target grid for the vehicle along the bottom sighting line. This shows how far the Vortex has penetrated into the vehicle. If the vortex is penetrating from the front, all areas in the front are hit. If from the rear, all areas in the rear are hit. If from the side, all areas 1 either side of the number rolled are hit (ie: a 6 was rolled on 2d6, areas 5 through 7 are hit by the field). All areas hit are destroyed as if a 6 had been rolled on the damage chart for that area. Vortex Chart D10 1-3 Vortex vanishes with no further effect 4-6 Vortex remains unchanged 7 The vortex expands by .5" radius. 8 The vortex moves d6" randomly, everything it touches is destroyed as it passes over or through it. 9 The vortex pulses then splits into 2! place another marker on the table and reroll for both vortices on this chart again 10 The vortex expands to a radius of 3", destroying all it touches. It then vanishes and has no further effect. Notes for Harlequin Players : You may notice that the Grenades section does not mention our friendly little Eldar Warriors in any of its sub Tables (ie : Virus or Toxin). This pissed me off when I played, as I kept getting the shit kicked out of me by these very 2 grenade attacks. So, I went to my local GW (Nottingham) and initiated a concentrated attack on the Knob Head behind the counter, asking why the rules on my most expensive men were only half written and didn't cover specifics. The reply to my interrogation was this : " For all intents and purposes, a Harlequin with both Carapace Armour (Death Jesters) and a mask is the same as a space Marine. Those with Holo Suits and a mask are seen as a sealed unit and are regarded as being Eldar Aspect Warriors when it comes to getting grenades shoved down their throat". THEREFORE - when you see the Aspect Warrior saves for the grenade types, your Harlequins are also entitled to that particular save - and don't let anyone else tell you otherwise. Force Weapons These weapons remain the same as listed and haven't been significantly changed from any of the army and weapons lists out already. Those covered in the Manual are : Force Axe Force Rod Force Sword Nemesis Weapon Eldar Warlock Witch Blade Right - that's it. Good luck when playing WH40, and those who try these new rules and weapons will find it adds an extra dimension to their Tabletop Wargaming - Oh yeah, another thing, when playing against little 10-13 year old MEGS who inundate your local GW (fucking thousands in the Nottingham branch listening to Bryan bloody Adams and other Glammy shite), and you're playing a large pointage game, buy a NAVIGATOR from the original manual - only a basic one, then ask where theirs is. If the reply is "what Navigator - I don't have one", tell them they lose, because HOW THE HELL CAN THEY NAVIGATE TO GET TO THE PLANET WITHOUT A NAVIGATOR TO SEE THE ASTROMONICAN? And don't take any of this "It was close to my home base" or "He was killed in an earlier skirmish" bullshit - you paid for one to transport you, and they didn't. ERGO : either they never turned up - in which case you win - or they're floating around the warp somewhere, ready to change to Chaos - therefore you win. The End.