Hey y'all! Here's another 40k thread by me. As you know my good friend @Mesandres and I will quite likely start playing a bit of 40k at some point next year. Since I have never played earlier editions of any wargame other than AoS I'd like to make our start a bit easier by finding analogies to rules we already know. So what I am going to try in this thread is to explain 40k rules with AoS rules. We both have played D&D for a time so if there is no AoS analogy to be found for a rule, we can also use one from D&D in a pinch. So I'll go ahead and put a few words here that - from a short read through the rules - I consider roughlx equivalent. Please correct me where I am wrong, I am pretty new to this. - 40k has rounds and turns like AoS it seems. - There are the same phases in a turn, but they are in a slightly different order and have different names movement phase = movement phase psychic phase = hero phase (this one is after movement instead of before) shooting phase = shooting phase (more important in this game) charge phase = charge phase (sometimes I read assault phase, strange...) combat phase = combat phase morale phase = battleshock phase advance = run (in movement phase, same rules as AoS: No shooting or charging) fall back = retreat (in movement phase, almost same rules as AoS, except flying units can shoot) psychic powers = spells deny the witch = unbinding (Psychic phase) - In the movement phase you must not move within 1" of the enemy (3" in AoS). - There is something called minimum move, for flying units it seems. - rolling a double 1 or double 6 on psychic powers is bad, mkay? Shooting phase will be covered in my next post.
Another word clarifications: character = hero? aura = totem? armor penetration = rend? data sheet = warscroll?? Ok, now shooting: Here's where the major differences start. - You cannot shoot if your unit is within 1" of the enemy (except with pistols? But even then only the unit you are in melee with) - You cannot shoot a unit that is in melee combat (within 1" of a friendly unit) - You cannot target a character if the character isn't the closest unit. Except if he has a lot of wounds because of his or her size (so wounds are always correlated with size??) Weapons: - Assault means you can fire despite having advanced, but with a -1 on hit - Heavy means you get -1 on hit if you have moved in that turn - Rapid means you double the number of attacks if the enemy is closer than half of your max range - Grenade means one model can use that weapons instead of his normal ones - Pistol means it can fire into melee, but then only the pistol(s) Hit works like in AoS, but for wounding the weapon's strength (WS) is cmpared to the defender's toughness. Not just arithmetically substracted though, but in categories (twice, more, equal, less, half) with each one adding one to the roll. Causes wounds don't spill over?? That's a big one! Cover works like in AoS, but not in melee, only in shooting. I don't understand invulnerable saves yet.... I guess I need examples for that. More to come soon.
Also question: From reading the core rules it seems in 40k Wounds are saved individually? So you roll damage first and then save? Or is that only for invulnerable saves, making those work like the Bastiladon's ability agasint mortal wounds or Death Grand Alliance's "Deathless Minions" allegiance ability?
AFAIK no. you threaten damage after successfull "to wound". At that point, the target makes a armor save OR an invulnerable save (just one of them). If it fails, then you roll for damage.
Huh. Ok I misread that then. To me the sentence on page 7 of the core rules sounded as if every single wound is saved. Thanks!