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Quick guide to Warhammer 40.000

Posted: 20 Jun 2005, o 11:55
by mahon
You wanna catch the basics of Warhammer 40K in 15 minutes? Want to start playing quickly? Try this:

Written by Justin Taylor:
Quick Guide to 40K

Move Sequence
Move, Shoot, then do Assaults

Quick Guide to the Stats Line (information on models)
WS = Weapons skill, fighting ability
BS = Ballistic Skill, shooting ability
S (or St) = Strength, models own strength
T (or To) = Toughness, how hard to kill
Wo = number of wounds a model can take
I = Initiative, ability to strike
first in combat
At = Attacks, number of attacks the model
Ld = Leadership, will they stand or run away
has in combat
Sv = Save, the number you need to roll to stop a wound

Weapons have a range, a strength (just like people but their strength is
only used for shooting), a firing ability (like, Rapid, Assault, Heavy) and
the number of shots they fire a turn.

Vehicles may have armour values. These are given as front, sides and rear, so 11/11/10 means a front armour of 11, a side armour of 11 and a rear armour of 10.

Moving
Most troops move 6 inches. Most vehicles can move up to 12 inches.

Most troops moving in difficult terrain, roll 2 dice and use the best die
for their move.

Shooting
Score to hit is: 7 minus the shooters BS (Ballistic Skill)
A 1 always misses, regardless of how good the shooter is.

Example: Marine with BS of 4, needs 3 or more to hit, Ork with BS of 2,
needs 5 or more.


Wounding
If a hit is made, then you must roll to wound the target.

If the weapons strength is the same as the targets toughness, then you need 4 or more to wound. Note: a 1 always fails regardless of how strong the weapon.

Example: Weapon strength 4 hitting target toughness 4, needs 4 or more. If the target had a toughness of 3, then only 3 would be needed. A lascannon with strength 9 only needs a 2 or more to wound a target of toughness 4.

Saving
If a wound is made then you need to roll to save your troops. The save will depend on their armour. Some weapons can go through the armour and stop you from saving wounds (if for example the AP of the weapon is better than the targets save).

Some saves (for example a cover save) can be taken even if the weapon has a good AP.

Leadership tests
Use 2 dice to do Leadership tests and add the results together (lower is
better here).

RE: Quick guide to Warhammer 40.000

Posted: 20 Jun 2005, o 15:45
by Skrit
Hey this is great! After GD I want to start playing 40.000 again so this is really helpful.

RE: Quick guide to Warhammer 40.000

Posted: 20 Jun 2005, o 15:49
by mahon
it's very simplified, but gives the rough imprssion for total newbies

RE: Quick guide to Warhammer 40.000

Posted: 20 Jun 2005, o 15:54
by Skrit
Well, when I played it was Rogue Trader and the edition after that so now I qualify as a Noob again! ;)

RE: Quick guide to Warhammer 40.000

Posted: 20 Jun 2005, o 17:13
by ToMaZ
hey that's nice Mahon...
would be worth printing out and give them to those little buggers at the club ;) So they can learn the rules more quickly... Would you mind if I did that??

Posted: 12 Apr 2007, o 14:15
by Slipper
This is great, It me very helped. Most informations of statistics and informations of saving ;)

Re: Quick guide to Warhammer 40.000

Posted: 7 Dec 2011, o 16:05
by Kenza
This is great!!
Very useful to new players learning 40k :D

Re: Quick guide to Warhammer 40.000

Posted: 7 Dec 2011, o 16:21
by Nameless
between 2005 and 2011 we had like dozen or so 40K edition, so this information may be slightly out-of-date ;)

Re: Quick guide to Warhammer 40.000

Posted: 8 Dec 2011, o 15:55
by Kenza
Nameless wrote:between 2005 and 2011 we had like dozen or so 40K edition, so this information may be slightly out-of-date ;)
Icic,guess I will need to find an updated version (don't understand the rule book lol) :lol: