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GUIA
WARHAMMER 40,000: GUIA RAPIDO

Esse guia ira ajudar você a começar seus jogos de Warhammer 40,000. Para mais detalhes veja o guia completo
Batalhas de Warhammer 40,000 são jogadas em séries de rodadas. Em cada uma dessas, ambos jogadores tem um
turno, dividido em diferentes fases que devem ser completadas em ordem.

3. FASE DE DISPARO
1. FASE DE COMANDO
Uma unidade por vez, seus modelos podem disparar com suas armas de fogo em inimigos que estão
no alcance e visíveis. Modelos com mais de uma arma de fogo podem disparar cada uma em alvos

2. FASE DE MOVIMENTO diferentes, mas deve declarar todos os alvos de uma vez só.
Armas são mostradas da seguinte forma:

3. FASE DE DISPARO 
ARMAS DE FOGO ALCANCE A BS F PA D
Pistola Bolt [PISTOLA] 12" 1 3+ 4 0 1
4. FASE DE ENGAJAR

ARMAS BRANCAS ALCANCE A WS F PA D
Astartes chainsword Corpo-a-corpo 5 3+ 4 -1 1
5. FASE DE LUTA 
Alcance: Quão longe a arma pode atirar. Se F (forca): Os ataques que acertaram
o inimigo estivar no alcance e visível pelo precisam ser fortes o suficiente para ferir
seu modelo, pode ser selecionado. o alvo.
A (Ataques): Quantos tiros ou golpes PA (Penetracao de Armadura): Diz o quão
1. FASE DE COMANDO sua arma tem, representada pelo número de efetivo o ataque é contra armadura.
de D6 rolados para seus ataques.
D (Dano): Se o inimigo falhar na sua
Comando: Primeiro, ambos jogadores ganham BS (Habilidade Balística): Diz o quão Salvaguarda, o ataque então inflige o dano.
1 ponto de Comando (Esses que podem ser precisos seus ataques são. Se a rolagem de
gastos em Ordens em diferentes pontos da Acerto for igual ou maior, seu ataque acerta!
rodada). Então resolva qualquer regra que
são usadas na Fase de Comando.
Choque de Batalha: Para cada unidade em seu REALIZANDO ATAQUES
exército com menos da metade dos seus modelos Use a seguinte sequência para fazer os seus ataques:
(Ou metade de vida em uma unidade de único
modelo) role 2D6. Se o resultado for menor que o 1 ROLAGEM DE ACERTO
LD(Liderança) na ficha da unidade, a unidade
Role um D6 por ataque, buscando acertar igual ou maior que seu BS. Uma rolagem de 6
fica em Choque de Batalha até o inicio da sua
é chamada de Acerto Crítico e sempre acerta.
proxima Fase de Comando. Unidades em Choque
tem CO (Controle de Objetivo) igual 0 e não pode
ser afetado por Ordens aliadas. 2 ROLAGEM DE FERIMENTO
Compare a Força do ataque com a Resistência do alvo, como mostrado abaixo. Uma
rolagem de 6 é chamada de Golpe Crítico e sempre é um sucesso.
2. FASE DE MOVIMENTO

Unidades que não estão a 1" de modelos inimigos RESULTADO D6


FORCA DE ATAQUE VS REISTENCIA DO ALVO
(Raio de engajamento) pode ou ficar parado REQUERIDO
(Permanecer estacionário), faça um movimento
normal ou movimento de Avançar.
■ Movimento: Mova uma unidade a distância
em polegadas até o MV (Movimento) da ficha,
sem entrar no Raio de engajamento de
modelos inimigos.
■ Avancar: Como acima, mas role um D6 e
adicione o resultado no Movimento da
unidade. Unidades que avançam não podem Strength is HALF (or less than half) the Toughness.
disparar (exceto armas de Assalto) ou
engajar nessa rodada.
Unidades no Raio de engajamento de modelos 3 ALOCAR ATAQUES
inimigos podem Permanecer estacionário ou Seu oponente escolhe que modelos foram feridos (se algum modelo estiver já
Recuar: feridos, esse ataque deve ser alocado a ele).
■ Recuar: Como o Movimento normal, mas
unidades que Recuaram não podem 4 SALVAGUARDA
Disparar ou Engajar essa rodada.
Seu oponente rola um D6, subtraindo o PA da arma do atacante. Se o resultado for igual
ou maior que sua SV, o ataque falha. Do contrário o dano é infligido.

5 INFLIGIR DANO
Inflija o dano - o modelo perde a quantidade de vida igual a característica de dano de
sua arma.

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WARHAMMER 40,000: QUICK START GUIDE

4. CHARGE PHASE Listed below are a selection of abilities common to many units and weapons. For a full
explanation of how these and other universal abilities work, see the Core Rules.

Your units can now charge in to assault the enemy


DEADLY DEMISE ANTI
in melee.
[ANTI-KEYWORD X+]: An unmodified Wound
Deadly Demise x: When this model is
■  ne at a time, select any units you wish to charge
O destroyed, roll one D6. On a 6, each unit
roll of ‘x+’ against a target with the matching
with and follow the sequence below. Units that keyword scores a Critical Wound.
within 6" suffers ‘x’ mortal wounds.
Advanced or Fell Back this turn cannot charge,
ASSAULT
nor can any that are within Engagement Range
DEEP STRIKE Can be shot even if the bearer’s
of the enemy.
unit Advanced.
■ S elect one or more enemy units for your unit to
■  nit can be set up in Reserves instead of
U
on the battlefield. BLAST
charge at.
■ Unit can be set up in your Movement ■ Add 1 to the Attacks characteristic for
■  oll 2D6. The result is the total distance in inches
R phase, more than 9" horizontally away every five models in the target unit
your unit can charge – if this is enough to move from all enemy models. (rounding down).
within 1" of every enemy unit you selected, ■ Can never be used against a target that
the charge is successful – move each model FEEL NO PAIN is within Engagement Range of any
towards one of those enemy units, ending in units from the attacking model’s army
base-to-base contact if possible. Feel No Pain x+: Each time this model would (including its own).
lose a wound, roll one D6: if the result equals
or exceeds ‘x’, that wound is not lost. DEVASTATING WOUNDS
A Critical Wound inflicts mortal wounds equal
5. FIGHT PHASE FIGHTS FIRST to the weapon’s Damage characteristic,
instead of any normal damage.
Every unit in each player’s army that is within Units with this ability that are eligible to
fight do so in the Fights First step of the HEAVY
Engagement Range of any enemy units now fights.
Fight phase. Add 1 to Hit rolls if the bearer’s unit Remained
Units that charged this turn fight before all others.
Stationary this turn.
Then, starting with the player not currently taking
their turn, players alternate fighting with their units. INFILTRATORS IGNORES COVER
During deployment, if every model in a unit Each time an attack is made with such a
1 PILE IN has this ability, then when you set it up, it weapon, the target cannot have the Benefit of
can be set up anywhere on the battlefield Cover against that attack (pg 44).
First, you can move each model in the that is more than 9" horizontally away
fighting unit up to 3" towards the closest INDIRECT FIRE
from the enemy deployment zone and all
enemy model. enemy models.
■ Can target and make attacks against
units that are not visible to the
attacking unit.
2 MAKE ATTACKS LEADER ■ If no models are visible in a target unit
Each model that is within Engagement Range Some Character units have ‘Leader’ listed when it is selected, then when making an
of the enemy (or in base-to-base contact on their datasheets. Such Character units attack against that target with an Indirect
with a friendly model that is) fights with one are known as Leaders, and the units they can Fire weapon, subtract 1 from that attack’s
melee weapon of your choice from those it lead – known as their Bodyguard units – are Hit roll and the target has the Benefit of
is equipped with. To do so, follow the same listed on their datasheet. Cover against that attack.
Making Attacks sequence used for ranged
attacks (except that melee weapons have a
■  efore the battle, Character units with
B LETHAL HITS
the Leader ability can be attached to Each time an attack is made with such a
WS – Weapon Skill – rather than a BS). weapon, a Critical Hit automatically wounds
one of their Bodyguard units to form an
Attached unit. the target.
3 CONSOLIDATE ■ Attached units can only contain PISTOL
After all of the fighting unit’s models have
one Leader. ■ Can be shot even if the bearer’s unit is
fought, you can move each model that is not
■ Attacks cannot be allocated to within Engagement Range of enemy
Character models in Attached units. units, but must target one of those
in base-to-base contact with an enemy model
up to 3" closer to the closest enemy model. enemy units.
LONE OPERATIVE ■ Cannot be shot alongside any other
Unless part of an Attached unit, this unit can non-Pistol weapon (except by a Monster
only be selected as the target of a ranged or Vehicle).
attack if the attacking model is within 12". RAPID FIRE X
Increase the Attacks by ‘x’ when targeting
SCOUTS units within half range.
■ Scouts x": Unit can make a Normal move SUSTAINED HITS X
of up to x" before the first turn begins. Each Critical Hit scores ‘x’ additional hits on
the target.
■ I f embarked in a Dedicated Transport,
that Dedicated Transport can make this TORRENT
move instead. Each time an attack is made with such a
■ Must end this move more than 9" weapon, that attack automatically hits
horizontally away from all enemy models. the target.
TWIN-LINKED
Each time an attack is made with such
a weapon, you can re-roll that attack’s
Wound roll.

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WARHAMMER 40,000: QUICK START GUIDE

CORE STRATAGEMS
Command points can be spent during the battle to use Stratagems. All players can use the Core Stratagems presented
here. Additional Stratagems can be found in Codexes and other publications.

COMMAND RE-ROLL GRENADE RAPID INGRESS


CORE – BATTLE TACTIC STRATAGEM CORE – WARGEAR STRATAGEM CORE – STRATEGIC PLOY STRATAGEM

WHEN: In any phase, just after you WHEN: Your Shooting phase. WHEN: End of your opponent’s
have made a Hit roll, a Wound roll, Movement phase.
1CP a Damage roll, a saving throw, an
1CP TARGET: One Grenades unit from your 1CP
army that is not within Engagement TARGET: One unit from your army that is
Advance roll, a Charge roll, a Desperate Range of any enemy units and has not in Reserves.
Escape test, a Hazardous test, or been selected to shoot this phase.
just after you have rolled the dice EFFECT: Your unit can arrive on
to determine the number of attacks EFFECT: Select one enemy unit that is the battlefield as if it were the
made with a weapon, for an attack, not within Engagement Range of any Reinforcements step of your
model or unit from your army. units from your army and is within 8" Movement phase.
of and visible to your Grenades unit. RESTRICTIONS: You cannot use this
EFFECT: You re-roll that roll, test or Roll six D6: for each 4+, that enemy
saving throw. Stratagem to enable a unit to arrive on
unit suffers 1 mortal wound. the battlefield during a battle round it
would not normally be able to do so in.
COUNTER-OFFENSIVE TANK SHOCK
CORE – STRATEGIC PLOY STRATAGEM CORE – STRATEGIC PLOY STRATAGEM SMOKESCREEN
WHEN: Fight phase, just after an WHEN: Your Charge phase. CORE – WARGEAR STRATAGEM
enemy unit has fought.
2CP 1CP TARGET: One Vehicle unit from WHEN: Your opponent’s Shooting phase,
TARGET: One unit from your army that your army. just after an enemy unit has selected
is within Engagement Range of one 1CP its targets.
or more enemy units and that has EFFECT: Until the end of the phase,
not already been selected to fight after your unit ends a Charge TARGET: One Smoke unit from your army
this phase. move, select one enemy unit that was selected as the target of one or
within Engagement Range of it, more of the attacking unit’s attacks.
EFFECT: Your unit fights next. then select one melee weapon EFFECT: Until the end of the phase, all
your unit is equipped with. Roll a models in your unit have the Benefit
EPIC CHALLENGE number of D6 equal to that weapon’s of Cover (pg 44) and the Stealth ability
Strength characteristic. If that (pg 20).
CORE – EPIC DEED STRATAGEM Strength characteristic is greater
WHEN: Fight phase, when a than that enemy unit’s Toughness
Character unit from your army that characteristic, roll two additional D6. GO TO GROUND
1CP is within Engagement Range of one For each 5+, that enemy unit suffers CORE – BATTLE TACTIC STRATAGEM
or more Attached units is selected 1 mortal wound (to a maximum of 6
to fight. mortal wounds). WHEN: Your opponent’s Shooting phase,
just after an enemy unit has selected
TARGET: One Character model in 1CP its targets.
your unit. FIRE OVERWATCH TARGET: One Infantry unit from
EFFECT: Until the end of the phase, all CORE – STRATEGIC PLOY STRATAGEM your army that was selected as the
melee attacks made by that model target of one or more of the attacking
have the [PRECISION] ability (pg 26). WHEN: Your opponent’s Movement or
Charge phase, just after an enemy unit unit’s attacks.
is set up or when an enemy unit starts EFFECT: Until the end of the phase,
INSANE BRAVERY or ends a Normal, Advance, Fall Back all models in your unit have a 6+
CORE – EPIC DEED STRATAGEM
or Charge move. invulnerable save and have the Benefit
1CP TARGET: One unit from your army that of Cover (pg 44).
WHEN: Battle-shock step of your
is within 24" of that enemy unit and
Command phase, just after you have
1CP failed a Battle-shock test taken for a
that would be eligible to shoot if it were HEROIC INTERVENTION
your Shooting phase.
unit from your army (pg 11). CORE – STRATEGIC PLOY STRATAGEM
EFFECT: Your unit can shoot that
TARGET: The unit from your army that WHEN: Your opponent’s Charge phase,
enemy unit as if it were your
Battle-shock test was just taken for just after an enemy unit ends a
Shooting phase. 2CP
(even though your Battle-shocked Charge move.
units cannot normally be affected by RESTRICTIONS: Until the end of the
your Stratagems). phase, each time a model in your unit TARGET: One unit from your army that
makes a ranged attack, an unmodified is within 6" of that enemy unit and
EFFECT: Your unit is treated as having would be eligible to declare a charge
Hit roll of 6 is required to score a hit,
passed that test instead, and is not against that enemy unit if it were your
irrespective of the attacking weapon’s
Battle-shocked as a result. Charge phase.
Ballistic Skill or any modifiers. You can
only use this Stratagem once per turn. EFFECT: Your unit now declares a
charge that targets only that enemy
unit, and you resolve that charge as if
it were your Charge phase.
STRATAGEMS KEY RESTRICTIONS: You can only select a
Vehicle unit from your army if it is a
EITHER PLAYER’S TURN Walker. Note that even if this charge
is successful, your unit does not
YOUR TURN receive any Charge bonus this turn
(pg 29).
OPPONENT’S TURN

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