Troop Types

Source: Core Rulebook 3E, p. 92

Warriors of the 41st millennium don't all fight on foot. This section covers the special troop types that move and fight differently from ordinary infantry: jump pack troops who leap across the battlefield on jet turbines, teleport devices or wings; cavalry mounted on horses, Cyboars or other steeds; and bikes, which are treated as fast, hard-hitting troops rather than vehicles. Each of these troop types shares the basic squad and morale rules of ordinary infantry, but has its own rules for movement, shooting and fighting in an assault.

  • Jump Pack Troops

    Special troops such as Space Marine Assault squads and Ork Stormboyz wear jump packs, teleport devices, or wings that let them move fast and check morale like ordinary squads.

  • Jump Pack Movement

    Jump pack troops move up to 12" and charge the normal 6", ignoring terrain unless they land in it, where a roll of 1 destroys the model with no armour save.

  • Jump Pack Troops Shooting

    Jump pack troops shoot using their BS and can fire rapid fire weapons at full effect if the whole unit stays stationary, but cannot fire heavy weapons on the move.

  • Shooting At Jump Pack Troops

    Jump pack troops are shot at exactly like infantry, wounded on their Toughness, and allowed normal saving throws.

  • Jump Pack Troops In Assaults

    Jump pack troops fight in close combat using their own characteristics, and can advance or fall back 3D6" thanks to their speed.

  • Cavalry

    Troops mounted on horses, Cyboars, daemonic steeds or similar creatures fight in squads with a 2" coherence distance, checking morale like ordinary troops.

  • Cavalry Movement

    Cavalry move up to 6" like foot troops but can charge 12" in the assault phase; entering difficult terrain risks losing a model on a roll of 1, with no armour save.

  • Cavalry Shooting

    Cavalry riders shoot using their BS and can fire rapid fire weapons at full effect if stationary, but heavy weapons only if the unit does not move.

  • Shooting at Cavalry

    Cavalry are shot at like infantry using the rider's Toughness, and can take cover saves only if they remained stationary in their previous movement phase.

  • Cavalry in an Assault

    Cavalry fight in close combat using the rider's characteristics, and can advance or fall back up to 3D6" thanks to their speed.

  • Bikes

    Bikes are treated as troops rather than vehicles, using the rider's characteristics, and fight in squads with a 2" coherence distance checking morale like ordinary troops.

  • Bike Movement

    Bikes move up to 12" and charge 6", but are put out of action rather than merely delayed if they crash in difficult terrain.

  • Bikers Shooting

    Bike-mounted weapons fire as if stationary even when the bike has moved, so rapid fire weapons always get two shots at short range, and even heavy weapons can fire on the move.

  • Shooting at Bikes

    Bikes give their riders a +1 Toughness bonus from their armoured bodywork and a normal saving throw, but no benefit from cover.

  • Bikes in an Assault

    Bikes fight in close combat using the rider's characteristics plus their +1 Toughness bonus, and can advance or fall back 3D6" after an assault.

  • Attack Bikes

    Attack bikes carry two crew and a heavy weapon, can fire two weapons in the shooting phase, and fight in close combat as a single trooper with two attacks.

  • Eldar Jet Bikes

    Eldar jetbikes hover on anti-gravitic engines, ignoring terrain as they move but risking a crash on a roll of 1 if they begin or end their move in difficult terrain.