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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
5 INFLIGIR DANO
Inflija o dano - o modelo perde a quantidade de vida igual a característica de dano de
sua arma.
1
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.
2
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.
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