App data version: 995
Before you learn how to move your warriors across the battlefield and attack the enemy in deadly firefights and bloody close combat, this section introduces some core concepts that underpin every Warhammer 40,000 battle.
Each player in a game of Warhammer 40,000 commands an army made up of units of models. You control all of the models in your army. If a rule refers to the ‘controlling player’, it is referring to the player who controls the models being affected by that rule.
If a rule refers to ‘you’, it is referring to you the person, as the controlling player.
| STARTING STRENGTH OF 1 | STARTING STRENGTH OF 2 OR MORE | |
|---|---|---|
| BELOW STARTING STRENGTH | Model's remaining wounds are less than its W characteristic. | Number of remaining models in the unit is less than its starting strength. |
| AT HALF-STRENGTH | Model's remaining wounds are half of its W characteristic. | Number of remaining models in the unit is half of its starting strength. |
| BELOW HALF-STRENGTH | Model's remaining wounds are less than half of its W characteristic. | Number of remaining models in the unit is less than half of its starting strength. |
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.
If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.
If you have a rule that specifies when it is triggered (e.g. 'In the Shooting phase') and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.
If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
When a rule refers to models or units ‘other’ than the one with that rule (or one already mentioned by that rule), it means a different model or unit to that original one.
Different instances of the same datasheet are still considered to be ‘other’ units.
When a rule mentions a unit, it may have a descriptor for the unit (e.g. Terminator unit, hidden unit, battle-shocked unit, visible unit, controlling unit). For such descriptors to apply to a unit, that unit must have at least one model in that unit that meets that descriptor.
This does not give that rule to every model in the unit, unless that rule specifically states that it gives that rule to the unit, in which case every model in that unit gains that rule, as described in Units and Models (01.02).
Example: A hidden unit would be a unit that has a model in it that is hidden.
Some rules may refer to 'a' unit/model/object without specifying an exact number. In such cases, the meaning is 'one or more', rather than exactly one.
Example: If a rule has a condition that requires a unit to be 'within range of an objective', that condition is still met if that unit is within range of more than one objective.
Tokens are gaming aids that some rules instruct you to place next to model/unit to remind you and your opponent that a model/unit either has a limited-use ability or is under the effects of a particular rule. Tokens are not counted as models for any purposes (even if they are being represented by a model). If another model needs to move into the space occupied by a token, reposition the token to allow that move to be made.
Some rules add a new unit to your army during a battle. That unit’s starting strength is determined when it is added to your army, but is otherwise determined in the same way as for other units.
When a rule mentions ‘all types of model’, this is inclusive of friendly and enemy models and all keywords, e.g. MONSTER/VEHICLE models.
At any point in the game, the players will have rules that they can or must use, which may occur at the same time another player can or must use a rule. Unless otherwise stated, these are activated in the following order:
1. All of the active player’s rules that must be used, in an order of their choosing.
2. All of the active player’s rules that they can optionally use and wish to use, in an order of their choosing.
3. All of the opposing player’s rules that must be used, in an order of their choosing.
4. All of the opposing player’s rules that they can optionally use and wish to use, in an order of their choosing.
If another rule could be used after a rule has resolved during this sequence but before other rules in that same timing have resolved, those new rules do not trigger until all the remaining rules to be resolved in that same timing have been resolved.
Example: The active player's unit has an ability enabling it to make a normal move after it has shot. An enemy unit targeted by that unit has an ability enabling it to shoot back at a unit that shot at it. The active player's rule is resolved first, followed by the opposing player's rule.
Distances in Warhammer 40,000 are measured in inches ("). You can measure distances whenever you want to.
When a rule refers to a model’s position in relation to anything else on the battlefield, unless otherwise stated, measure to or from the closest part of that model’s base.
When a rule refers to the closest or nearest model or unit, this is the closest model or unit to the model or unit using that rule.
If two or more are equally close, the controlling player of the model or unit using that rule selects which is the closest for the purposes of that rule.
When a rule refers to a table quarter, or table quarters, divide the battlefield with imaginary lines 1mm thick drawn lengthwise and widthwise through the centre of the battlefield to create four equal rectangles. These rectangles are the table quarters.
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.
Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.
Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
See Modifiers (02.02.01).
See Ignore Modifiers (02.02.02)
When making a dice roll, a double is a roll that includes any two dice of the same result, and a triple is a roll that includes any three dice of the same result.
If a rule refers to the highest dice result and a dice roll involves multiple dice, if more than one of those dice have the same value, and that value is the highest, the active player must select one of those dice to be the highest dice result.
If a rule refers to the lowest dice result and a dice roll involves multiple dice, if more than one of those dice have the same value, and that value is the lowest, the active player must select one of those dice to be the lowest dice result.
When a dice result is ‘treated as’ or 'set' to another value, any rules that would take effect if that value had been rolled take effect.
This may result in a value that is greater than a value that could be rolled on a D6 dice.
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
Some rules may use the term Leadership test, this is the same as leadership roll.
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
The term Battle-shock test is the same as battle-shock roll.
Each unit has a datasheet that explains how it functions in battle. Here you will learn how to use datasheets when preparing your army and playing games.
Here you will find the name of the unit.
As well as the keywords listed in each datasheet’s Keywords section, each datasheet name acts as an additional keyword for that unit.
These contain the following characteristics that tell you how mighty the models in the unit are:
Move (M): The speed at which a model traverses the battlefield. If a model has an M characteristic of ‘-’, it can be set up on the battlefield but otherwise cannot be moved.
Toughness (T): The model’s resilience against harm.
Save (Sv): Presented as a dice result (e.g. 4+), this indicates the protection a model’s armour gives it.
Invulnerable Save (InSv): Presented as a dice result (e.g. 4+). Some models are protected by esoteric means in addition to physical armour, such as force fields or preternatural reflexes. Not all models have an InSv characteristic, but if they do, it will be listed here.
Wounds (W): Wounds represent how much damage a model can sustain before it is destroyed. If a model’s wounds are reduced to 0 or fewer, that model is destroyed.
Leadership (Ld): Presented as a dice result (e.g. 7+), this reveals how courageous, determined or self‑controlled a model is.
Objective Control (OC): How effectively a model can control an objective on the battlefield. If a model has an OC characteristic of ‘-’ it is unable to control objectives at all.
Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:
Unless otherwise stated, that rule allows you to ignore modifiers to the unit's rolls and the unit's profile and weapon characteristics.
When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.
Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit's M characteristic will only be modified by the +2" M.
Example: Your unit's ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.
Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.
Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon's characteristic when the opposing player has selected a model in the target unit to allocate that attack to.
When determining a random D characteristic, the dice roll made is called a damage roll.
Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.
Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
A model has its full wounds remaining if it has the same number of wounds remaining as its W characteristic.
See Modifiers (02.02.01).
Many units have abilities that may apply during the game. These will be described here.
Weapons have the following characteristics:
Range (R): How far ranged weapons can shoot. Weapons with an Rcharacteristic of ‘Melee’ are melee weapons.
Attacks (A): How many attack dice are used each time that weapon is used.
Ballistic Skill (BS): Presented as a dice result (e.g. 4+), this shows how accurate the bearer is when shooting with the relevant ranged weapon.
Weapon Skill (WS): Presented as a dice result (e.g. 4+), this reflects the bearer’s skill in wielding the relevant melee weapon.
Strength (S): The higher a weapon’s S characteristic, the more likely it is to wound a foe.
Armour Penetration (AP): Presented as a modifier to a dice roll (e.g. -1). The larger the modifier, the better the weapon is at cutting through the target’s defences.
Damage (D): The amount of damage inflicted by an attack.
If a weapon has no S characteristic (because it is '-', or for any other reason) and a rule interacts with that weapon's S, that weapon has S 1 for that interaction.
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.
This section details the number and types of models in the unit. Each of those models will have one set of default wargear, which will be listed here. It may also list other rules, such as which units a leader unit can join or which units can embark within a TRANSPORT.
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
When a rule refers to a unit’s equipment, it refers to all of the wargear equipped by models in that unit.
Some datasheets have a list of wargear options. When you include such a unit in your army, you can use these options to alter the weapons and other wargear its models have.
During a battle, you will move your models by picking them up and changing their position on the battlefield. The principles of movement are explained here.
When making a move type whose maximum distance uses the unit's M characteristic, if different models in the moving unit have different M characteristics, the maximum distance for that move will be different for those models.
Example: If a unit makes a normal move and all models in that unit have an M characteristic of 6" except for one model with an M characteristic of 9", that model’s maximum distance for that move is 9", while the other models’ maximum distance is 6". While that unit is making that move, all other restrictions must be met.

Some models have a rule that enables them to ‘move over models’, 'move through models' or ‘move over models as if they were not there’ when making a move. When moving a model with such a rule, it can make its move through enemy models, but must follow all other restrictions of the move they are making.
Both models shown here can move a maximum distance of 6". They both move 3" in a straight line, then 3" in another straight line, for a total movement of 6".
See Random Characteristics (02.02.03)
Some rules allow a unit to make a stated

1. This model can move a maximum distance of 12". It moves in a series of straight lines and rotations, as follows:
A) Moves 6" in a straight line
B) Rotates
C) Moves 6" in a straight line
D) Rotates
This model has moved a total of 12".
2. Models without a base are rotated around their central axis (see Frame, 17.02).
While having to set up a unit as the result of a move type, if you have to return a unit’s models to their previous positions because it is not possible to set them all up, that unit has not been selected to move. This means it can be selected to move later, so could either attempt another set up or remain stationary (09.04).
When a player uses a rule that lets them redeploy their unit, they remove that unit from the battlefield, then deploy it again using all the normal rules (e.g. if all the models in the redeploying unit have the Infiltrators ability, that unit can be set up using that ability).
Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.

These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
During the battle, your units will shoot at and fight the enemy, making attacks with their weapons each time they do so. This section explains how to make attacks with your models.
Each time a unit shoots or fights, the active player follows these steps:
1. SELECT WEAPONS (04.01)
2. SELECT TARGETS (04.02)
3. RESOLVE ATTACKS (04.03)
For each model in the attacking unit, select which weapons that model will make attacks with. Models make ranged attacks with ranged weapons, and make melee attacks with melee weapons.
WHILE SHOOTING
You can select one or more ranged weapons that model has.
WHILE FIGHTING
You must select one melee weapon that model has.
A model that does not have any ranged weapons cannot make ranged attacks, and a model that does not have any melee weapons cannot make melee attacks.
Some models are equipped with [CLOSE-QUARTERS] weapons in addition to other firearms. Such models can be an exception to the rules in this section, as you may not be able to select all of their weapons to make attacks with.
In the select weapons step(4.01), if a selected weapon has more than one profile, then the controlling player must also select one of those profiles. The selected profile is then used in the Resolve Attacks step (04.03).
Some of these profiles are known as Hunter profiles. Hunter profiles can only target units with the specified keywords.
Note that if a unit is equipped with more than one such weapon, a different profile can be selected for each model within that unit.
When making an attack, that attack is considered to have the same characteristics and abilities as the weapon making that attack.
If any modifiers or abilities apply to an attack, those changes apply to the weapon making that attack until that unit's attack sequence and all effects of those abilities (e.g. [Hazardous]) have been resolved.
Rules that apply to a weapon that modify rolls apply to the attacks made with that weapon.
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
When shooting or fighting, you can select different targets for each weapon. If you cannot select a target for a weapon, or if you choose not to select a target for a ranged weapon, the model with that weapon will not make attacks with it.
Rules that are triggered 'against' certain attacks are triggered after the attacking unit has completed the Select Targets step (04.02), provided all other qualifiers are met (e.g. concerning the characteristics of the attacking unit or its weapons).
Rules that are triggered when an attack is 'allocated' to a unit are triggered in step 1 of the Inflict Damage step (05.04).
When a model or unit attacks with one or more weapons, if all of the attacks made with those weapons target the same unit, that model or unit is said to be shooting at, fighting or targeting a single target.
Identical attacks are those that have the same BS/WS, S, AP and D characteristics, and which are affected by the same applicable abilities and rules.
While selecting targets, if you select more than one unit as the target of a melee weapon, you must split that weapon’s attacks between those target units. To do so, declare how many of that weapon’s attacks will be made against each unit (you must declare at least one attack per unit targeted).
In the Gather Attack Dice step, for each weapon that is splitting its attacks, only gather a number of attack dice for that weapon equal to the number of attacks you declared would be made against that target with that weapon.
If a unit that was an eligible target for a rule or attack when it was selected stops being an eligible target (for example, because a rule enables it to make an out-of-phase move that takes it out of range), the controlling player can select new targets.
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.
When all of a model’s ranged weapons have shot, that model has shot.
When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.
If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
When all of the attacks made with a melee weapon have been resolved, that weapon has fought.
When all of a model’s selected melee weapons have fought, that model has fought.
When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.
If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.
Whenever models make attacks, you will follow the sequence detailed in this section to find out if they inflict damage.
Each time the active player is instructed to resolve the attack sequence, they follow the steps below. In each step, if there is more than one dice to roll, make all of those rolls simultaneously.
1. HIT ROLLS
2. WOUND ROLLS
3. SAVE ROLLS
4. INFLICT DAMAGE
If an attack fails or inflicts damage, this sequence ends for that attack. When all attacks have either failed or inflicted damage, this sequence ends and those attacks have been resolved.
| Unmodified 1 | FAILS |
| Unmodified 6 | CRITICAL HIT |
| Equal to or greater than that attack’s BS/WS characteristic | HIT |
| Any other result | FAILS |
Critical hits are still hits, and critical wounds are still wounds. In addition, other rules can be triggered by a critical hit or a critical wound, such as [LETHAL HITS] and [DEVASTATING WOUNDS] (24).
| Unmodified 1 | FAILS |
| Unmodified 6 | CRITICAL WOUND |
| Equal to or greater than required result below | WOUND |
| ATTACK'S STRENGTH VS TARGET'S TOUGHNESS | REQUIRED RESULT |
| Strength is TWICE (or more than twice) the Toughness | 2+ |
| Strength is GREATER than the Toughness | 3+ |
| Strength is EQUAL to the Toughness | 4+ |
| Strength is LESS than the Toughness | 5+ |
| Strength is HALF (or less than half) the Toughness | 6+ |
| Any other result | FAILS |
The term 'saving throw' is the same as save roll.
Some attacks may be modified as a result of the values of hit/wound rolls made for those attacks. When this happens, split those attacks into attack pools based on their new identical attack profiles. The active player can decide which attack pool to resolve first for steps 5.3 and 5.4. Once those steps have been completed for that attack pool, the active player can decide the next pool to resolve and repeat until all new attack pools are resolved.
| Unmodified 1 | INFLICTS DAMAGE |
| Invulnerable Save: The models in the current allocation group have an InSv characteristics, and the result is equal to or greater than that characteristic. | FAILS |
| Save and AP: After modifying the result by the attacking weapon's AP characteristic, it is equal to or greater than the Sv characteristic of model in the current allocation group. | FAILS |
| Any other result | INFLICTS DAMAGE |
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.

See Modifiers (02.02.01).
1. Select Weapons
The RED unit is attacking. The following weapons are selected to make attacks with:
2 boltguns (A)
2 bolt pistols (B)
1 heavy bolter (C)
2. Select Targets
The BLUE unit is selected as the target. The unit is visible to all models in the attacking unit. All of the selected weapons are in range, with the exception of one bolt pistol. As a result, that weapon will not make any attacks.
3. Resolve Attacks
There is only one enemy unit being targeted, so the controlling player now gathers attack dice:
• Five attack dice are gathered for the boltguns and bolt pistol, which have A characteristics of 2 and 1 respectively and all make identical attacks.
• Three attack dice are gathered for the heavy bolter, which has an A characteristic of 3 but does not make identical attacks.
If an attack reaches the Resolve Damage step of the attack sequence (05.04), the model that attack was allocated to has suffered damage, even if that model subsequently uses a rule to ignore the wounds inflicted or it uses a rule that means those wounds are not lost.
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.
When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.
Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

Some rules enable models to attack after they have been destroyed. When a model under such an effect is destroyed, do not remove it from play.
Those models will stay on the battlefield until their unit is selected to attack and has attacked, or until the end of the phase (whichever comes first). Any rules triggered by those models being destroyed are resolved, and then those destroyed models are removed.
If a rule instructs a destroyed model to fight immediately after the attacking unit, instead that model is not removed from the battlefield until that model's unit has fought, or until the end of the phase (whichever comes first). This allows the models in the unit to fight all at once, and stratagems that target that unit will also affect that destroyed model.
1. Hit rolls
The controlling player chooses to make the five hit rolls for the boltguns (A) and bolt pistol (B) first. The BS characteristic of the weapons is 3+. Four of the attacks hit the target.
2. Wound rolls
The controlling player makes four wound rolls. The weapons have an S characteristic of 4 and the target unit has a T characteristic of 3, so rolls of 3+ are required to wound. Three of the attacks wound the target.
3. Save rolls
The target unit’s controlling player makes three save rolls.
4. inflict damage
• The lowest result is less than both the InSv and Sv characteristics of the target, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
• The next lowest result is less than the target’s InSv characteristic, but greater than its Sv characteristic of 3+; that attack fails.
• The other result is greater than the target’s InSv characteristic of 5+; that attack also fails.
When a player has to measure the distance to a destroyed model, that player can measure to any point occupied by that model’s base (or any part of that model if it does not have a base or is a Vehicle, excluding Walker models that have a base) before it was destroyed.
When a player has to measure the distance to a destroyed unit, they measure to the last model destroyed in that unit.

1. Hit rolls
The controlling player then makes three hit rolls for the heavy bolter (C). The BS characteristic of the weapon is 4+. Two of the attacks hit the target.
2. Wound rolls
The controlling player makes two wound rolls. The weapon has an S characteristic of 5, so rolls of 3+ are required to wound. Both attacks wound the target.
3. Save rolls
The target unit’s controlling player makes two save rolls.
4. inflict damage
• The lowest result, when modified by the attacking weapon’s AP characteristic of -1, is less than the target’s Sv characteristic of 3+, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
• The other result is equal to the target’s InSv characteristic of 5+; that attack fails.

1. Select Weapons
The RED unit is attacking. The following weapons are selected to make attacks with:
7 boltguns (A)
1 plasma pistol (B)
2 heavy bolters (C)
2. Select Targets
The BLUE unit is selected as the target. It is an attached unit (19) formed from a Seraphim unit and Saint Celestine (with her two Geminae Superia). The unit is visible to all models in the attacking unit, and all of the selected weapons are in range.
3. resolve attacks
There is only one enemy unit being targeted, so the controlling player now gathers attack dice. They decide to resolve the heavy bolter attacks first, which each have an A characteristic of 3, so six attack dice are gathered.
The attack dice for the remaining weapons will be gathered once the heavy bolter attacks are resolved (see opposite), as follows:
• 14 attack dice for the boltguns, which each have an A characteristic of 2.
• One attack dice for the plasma pistol, which has an A characteristic of 1.

1. Create groups and Declare Order
The target unit’s controlling player divides it into groups: one containing Saint Celestine, one containing the Geminae Superia, and one containing the Seraphim. They then declare the allocation order, choosing the Geminae Superia first (E), hoping their better Sv and InSv characteristics will weather the attacks. The Seraphim must be chosen second (D), as Saint Celestine is a Character model so must be last in the order (F).
2. resolve attack dice
The heavy bolters’ attacks wound the target five times, so the target unit’s controlling player makes five save rolls.
The attacks are resolved one at a time, from lowest save rolls to highest:
• The two results of 1 are allocated first, to the current allocation group (the Geminae Superia). They both inflict damage, and both Geminae Superia are destroyed.
• The result of 3 is now allocated to the Seraphim, who have become the current allocation group. When modified by the attacking weapon’s AP characteristic of -1, this also inflicts damage, destroying one Seraphim model.
• The remaining attacks fail, so no further damage is inflicted.
3. Select next group of attack dice and repeat
This section contains some additional rules concepts that are most frequently used while making attacks.
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored. Other models and units can be either visible or fully visible to the observing model, as shown in the example. Note that terrain applies additional rules to visibility (13.07).
When a rule references a visible unit but does not state which units that unit must be visible to, it must be visible to the unit that is using that rule.
Example: You target a friendly unit with a stratagem that says 'select one visible enemy unit'. That enemy unit must be visible to the friendly unit you targeted with the stratagem.

If any part of another model is visible to the observing model, that model is visible.

If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

If one or more models in a unit are visible to the observing model, that unit is visible.

If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
The term 'Hazardous test' is the same as hazard roll.
Games of Warhammer 40,000 are played in a series of battle rounds. This section describes the structure of the battle round, defining the order in which players take turns to move their units and make attacks with them.
Each battle round is resolved by following these steps:
1. START OF BATTLE ROUND
2. PLAYER TURNS
3. END OF BATTLE ROUND
At the start of the battle round, players resolve rules that are triggered at the start of the battle round, before progressing to player turns.
Both players now take one turn each. The same player always takes the first turn in each battle round – the mission you are playing will tell you which player this is. Once that player’s turn has ended, their opponent takes their turn.
Each turn consists of seven parts: first the Start of Turn step, then a series of five phases resolved in the order shown below, then the End of Turn step.
1. Start of Turn Step: Rules that are triggered at the start of a turn are resolved now.
2. Command Phase: You marshal strategic resources and check your units’ morale.
3. Movement Phase: Your units move across the battlefield and strategic reserves arrive.
4. Shooting Phase: Your units make attacks with their ranged weapons.
5. Charge Phase: Your units make charge moves to engage the enemy.
6. Fight Phase: Both player's units make attacks with their melee weapons.
7. End of Turn Step: Rules that are triggered at the end of a turn are resolved now, in the following order:
1. First resolve rules triggered at this point other than mission rules.
2. Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.
Some rules allow a model or unit to make a move, shoot, declare a charge or fight outside of the normal turn sequence.
When using these out-of-phase rules, you cannot use any other ‘phase-locked’ rules; that is, any other rule that explicitly states the phase in which that rule applies.
Example: In your opponent’s Movement phase, you target a friendly unit with the Fire Overwatch stratagem. That unit has an ability which is used ‘In your Shooting phase, after this unit has shot’. Because Fire Overwatch is phase-locked to your opponent's Shooting phase, that ability is not triggered.
Rules that are triggered at the end of the battle round are resolved now, in the following order:
1. First resolve rules triggered at this point other than mission rules.
2. Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.
The battle round then ends and, unless the battle ends, the next battle round starts. The mission you are playing will tell you how many battle rounds to resolve before the battle ends.
In the Command phase, both players gain Core CP, then you check the combat readiness of your forces and use any strategic-level abilities you may have.
The Command phase is resolved by following these steps:
1. START OF COMMAND PHASE
2. GAIN CORE CP
3. BATTLE-SHOCK
4. COMMAND ABILITIES
5. END OF COMMAND PHASE
Rules that are triggered at the start of the Command phase are resolved now.
Both players gain 1 Command Point (CP).
Command Points are a valuable resource you can spend to use stratagems (15). The Gain Core CP step ensures that both players gain 1CP each turn. While these are termed Core CP here, they are Command Points like any other. Other rules sometimes mention ‘Core CP’ when referring to these Command Points
In the Battle-shock step (08.03), unless otherwise stated, no more than one battle-shock roll can be made by each unit. If for any reason a unit must make a battle-shock roll in this step before one it is required to make for being battle-shocked or at or below half-strength, that unit does not also have to make the battle-shock roll for being battle-shocked or at or below half-strength.

This unit has a starting strength of 3 so is not at or below half-strength, but it is currently battle-shocked, so a battle-shock roll must be made for it. If that roll succeeds, the unit will no longer be battle-shocked.

This unit has a starting strength of 10. It has five models remaining, so it is at half-strength and a battle-shock roll must be made for it.

This unit has a starting strength of 5. It has two models remaining, so it is below half-strength and a battle-shock roll must be made for it.

This Vehicle has a starting strength of 1 and a W characteristic of 11. It has 3 wounds remaining, so it is below half-strength and a battle-shock roll must be made for it.
Rules that are triggered in the Command phase (excluding those that are triggered at the start or end of this phase, when gaining Core CP, or by battle-shock rolls) are resolved now.
Rules that are triggered at the end of the Command phase are resolved now, in the following order:
1. First resolve rules triggered at this point other than mission rules.
2. Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.
In the Movement phase, you will be able to move each of your units across the battlefield. Reinforcements can also arrive in this phase to bolster your forces.
The Movement phase is resolved by following these steps:
1. START OF MOVEMENT PHASE
2. MOVE UNITS
3. END OF MOVEMENT PHASE
Rules that are triggered at the start of the Movement phase are resolved now.
The active player moves their units one at a time, using the sequence below, until all of their units have been selected to move and those moves have ended.
1. Select Unit: Select one friendly unit that has not been selected to move this phase. You can select a unit on the battlefield, in strategic reserves, or embarked within a TRANSPORT. That unit is selected to move.
2. Select Move Type: Select one move type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
▫ Remain stationary (09.04)
▫ Normal move (09.05)
▫ Advance move (09.06)
▫ Fall-back move (09.07)
▫ Disembark move (18.04)
▫ Ingress move (20.04)
When the Move Units step ends, the active player must have selected all of their units to make a move with, including those in strategic reserves. This means that before the phase ends, every unit in their army will have been selected to make a move, even if it is to remain stationary (09.04). Any units the active player does not select a move type for during this step will remain stationary.
Some rules instruct you to select a mode, such as fall-back moves (09.07). Modes are mutually exclusive, and you must assess each one in the order presented. When making a move, if your unit does not meet the conditions of any of the modes, it cannot make that move.
Sometimes a mode will be mandatory if applicable (e.g. consolidation modes, 12.08), but in the case of fall-back moves, ordered retreat is not mandatory, so you could select desperate escape instead.
Many move types state conditions you must meet while/after moving. Those that are labelled with a mode name only apply if you selected that mode; those not labelled with a mode name always apply.
Rules that say they happen during the Reinforcements step happen during the Move Units step.
Rules that are triggered at the end of the Movement phase are resolved now.
'-'
Any unit.
No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
Your unit’s M characteristic.
Your unit is on the battlefield and unengaged.
Your unit moves as described in Moving (03).
Your unit must be unengaged.
A unit cannot make more than one Normal Move in a phase.
Advance roll + your unit’s M characteristic.
Your unit is on the battlefield and unengaged.
Your unit moves as described in Moving (03).
Make an advance roll by rolling one D6.
Your unit’s M characteristic.
Your unit is engaged.
Your unit moves as described in Moving (03).
Some rules may reference the term 'Desperate Escape test'. In all instances this means the hazard rolls made for the desperate escape mode of a fall-back move.
Abilities that subtract from a unit's Desperate Escape test instead subtract from those hazard rolls.
Example: A battle-shocked unit makes a fall-back move away from a unit of Bloodletters that have the Bane of Cowards ability. As a result of Bane of Cowards, because the unit making the fall-back move is battle-shocked, the hazard rolls they make as part of their desperate escape will be at -1.
If a stratagem or ability forces a unit to make a Desperate Escape test, that unit:
- Must make one hazard roll for each model in that unit.
- Must make a battle-shock roll.
In the Shooting phase, your units will take aim and use their ranged weapons to fire at their chosen targets.
The Shooting phase is resolved by following these steps:
1. START OF SHOOTING PHASE
2. SHOOT
3. END OF SHOOTING PHASE
Rules that are triggered at the start of the Shooting phase are resolved now.
The active player shoots with their eligible units one at a time, using the sequence below, until all the units they choose to shoot with have been selected to shoot and their attacks have been resolved.
A unit is eligible to shoot if it is on the battlefield and has not already been selected to shoot this phase.
1. Select Unit: Select one friendly unit that is eligible to shoot; that unit is selected to shoot.
2. Select Shooting Type: Select one shooting type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
▫ Normal shooting (10.04)
▫ Assault shooting(10.05)
▫ Close‑quarters shooting (10.06)
▫ Indirect shooting (10.07)
Rules that are triggered at the end of the Shooting phase are resolved now.
Your unit is unengaged and did not make an advance move this turn.
Your unit shoots as described in Making Attacks (04).
Until the end of the phase, your unit is not eligible to start an action.
Your unit shoots as described in Making Attacks (04).
You can only select [ASSAULT] weapons to make attacks with.
Until the end of the phase, your unit is not eligible to start an action.
Your unit shoots as described in Making Attacks (04).
Until the end of the phase, your unit is not eligible to start an action.
Your unit shoots as described in Making Attacks (04).
Until the end of the phase, your unit is not eligible to start an action.
In the Charge phase, you will be able to make charge moves with your units. This represents your forces closing the distance with their foes in order to engage them in bloody close combat.
The Charge phase is resolved by following these steps:
1. START OF CHARGE PHASE
2. CHARGE
3. END OF CHARGE PHASE
Rules that are triggered at the start of the Charge phase are resolved now.
Note that in the absence of modifiers to the charge roll, a result of 2 (a double 1) is never sufficient for a unit to complete a charge move, as a unit cannot be within engagement range (2") when it attempts a charge. Such a roll would therefore result in a failed charge, and the unit would not move.

The BLUE unit (A) declares a charge and the charge roll generates a maximum distance of 7". Unit B is within this distance, so can be selected as a charge target, but the BLUE unit would not be able to end its charge move engaged with this unit after moving around the intervening terrain features.
Unit C is more than 7" from the charging unit, so it cannot be selected as a charge target, even though the charging unit could end its charge move within 2" of this unit.
Units D and E are both within 7", so can be selected as charge targets. The charging unit can end its charge move engaged with all of its charge targets, so this move can be made.
Rules that are triggered at the end of the Charge phase are resolved now.
Charge roll.
Your unit declared a charge this phase.
Your unit moves as described in Moving (03).
Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
In the Fight phase, both players get to act. First, units will pile in to maximise the number of models that are engaged, then all the combatants will make melee attacks, before units consolidate their position.
The Fight phase is resolved by following these steps:
1. START OF FIGHT PHASE
2. PILE IN
3. FIGHT
4. CONSOLIDATE
5. END OF FIGHT PHASE
Rules that are triggered at the start of the Fight phase are resolved now.

Because both RED units made charge moves this turn, they are both Fights First units this phase and are both eligible to make pile-in moves, even though the Monster is unengaged as it destroyed its charge target in the Charge phase using the Crushing Impact stratagem (15.06).
Both players make pile-in moves (12.03) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one pile-in move during this step.

1. The RED player makes pile-in moves first. Each model moves up to 3”.
2. The BLUE player makes pile-in moves next, but as their model is in base-contact with enemy models, it is not moved.
3"
Your unit moves as described in Moving (03).
During the Fight sequence, when the sequence returns to a player to select a unit to fight, if all of that player’s units that are eligible to fight are more than 5" from all enemy units, that player can instead choose to pass and return the sequence to their opponent to select a unit. If both players pass in succession, or if one player passes when their opponent has no remaining units that are eligible to fight, the Fight step ends.
Designer's Note: Occasionally, all of a unit’s targets will be destroyed before they have had a chance to fight, with no other targets close enough to engage with a pile-in move. In such cases, a player can choose to pass and wait to see if another enemy unit ends a pile-in move close enough to be attacked later in the phase.

Players alternate selecting units to fight. Fights First units (A and B) must be selected before any other eligible units.
1. The RED player selects their Monster to fight. It makes a normal fight, destroying the Transport.
2. The embarked unit makes an emergency disembark move. After doing so, it is unengaged.

3. The BLUE player has no Fights First units, so the RED player selects another Fights First unit. This unit is unengaged, but was engaged with the Transport at the start of the Fight step, so can make an overrun fight. It first makes a pile-in move to engage the unit that disembarked, then fights, destroying two enemy models.
4. The BLUE player’s unit fights back, but inflicts no damage.
Your unit is engaged.
Your unit fights as described in Making Attacks (04).
Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).
Both players make consolidation moves (12.08) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one consolidation move during this step.

The RED player makes consolidation moves first. All engaged units and all units that were eligible to fight this phase can make a consolidation move.
Each model moves up to 3". Models in base-contact with enemy models cannot be moved.

No enemy units are within 3" of this Monster unit, but an objective (C) is within 3", so it moves within range of that objective.
3"
It is the Fight phase and your unit was eligible to fight this phase.
Your unit moves as described in Moving (03).
Rules that are triggered at the end of the Fight phase are resolved now.
This section provides rules for using terrain to transform your gaming table into an interactive, thematic battlefield. These rules help to bring your battlefield to life and introduce a vital tactical dimension to your games.
Each terrain feature belongs to a terrain category, which can affect the movement and visibility of models. Below are some examples of which types of terrain features fall under each category.
A mission’s deployment map may define which terrain categories should be present within each terrain area. Meeting these requirements will create the best gaming experience. Note that terrain features sharing the same terrain area can belong to different terrain categories.
Don’t worry if your battlefield doesn’t match a mission’s terrain category requirements; just do the best with the terrain features you have. If a mission does not provide you with guidance, it will be up to the players to decide how to create their battlefield. When doing so, keep in mind that dense terrain features have the greatest impact on visibility and movement. Battlefields with too few dense terrain features can advantage armies that rely on shooting, or disadvantage armies that rely on melee. Also remember to leave sufficient room around dense terrain features for larger models such as MONSTERS/VEHICLES to manoeuvre, especially near the edges of the battlefield.

Two terrain features have been placed on a mat. The edges of this mat define the boundary of this terrain area (A). Both terrain features (B) are ruins, so use the rules for dense terrain features.

Three terrain features have been placed directly on the battlefield. The players have agreed on the boundary of the terrain area (A) defined by these features (the shaded rectangle). The BLUE features (B) are dense terrain features and the RED feature (C) is a light terrain feature.
Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance.
Examples: Craters, razorwire, scattered debris.
Light terrain can provide cover from incoming attacks, but will not slow an enemy’s advance or offer lasting defence.
Examples: Barricades, low walls, statuary.
Dense terrain is an obstacle to even the largest war machines, and can shelter entire squads from enemy sight.
Examples: Buildings, ruins, armoured containers, woods.
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.

All sections of the dense terrain feature (A) are more than 2" in height, so the Monster model (B) cannot move through it and must move around it instead.
The Infantry models (C) can move through dense terrain features, such as the walls of this ruin.

1. This Infantry model can move vertically and end its move on the top surface of the terrain feature (D), as it is stable and no part of its base overhangs the outer edge of that surface.
2. This Vehicle model cannot move through the dense terrain feature (E), but It can move vertically to ascend and descend sections that are more than 2" in height (provided it does not end that move on top of such sections).
3. This INFANTRY model is not being moved over or through any terrain features. Its move through the terrain area shown is therefore unimpeded.
Terrain can affect visibility, depending on whether the Benefit of Cover, Hidden, Obscuring or Solid rules apply.

When Unit E makes ranged attacks:
• Unit A is fully visible to every model in Unit E, so does not have the benefit of cover.
• Not all of the models in unit B are within a terrain area, so unit B does not have the benefit of cover.
• All of the models in unit C are within a terrain area, so unit C has the benefit of cover (-1 BS).
• Unit D is not fully visible to unit E due to an intervening obscuring terrain area, so unit D has the benefit of cover (-1 BS).
During the first turn, conditions that require something not to have happened during the previous turn are true. For the Hidden rule, this means that during the first turn a unit has not made ranged attacks during the previous turn.
Terrain areas containing one or more light or dense terrain features are obscuring terrain areas. If every line of sight drawn between two models crosses one or more obscuring terrain areas (excluding obscuring terrain areas that one or both of those models are within), those two models are not visible to each other.

• There is an obscuring terrain area between all models in units A and D, so none of them are visible to each other.
• All models in units B and C are within the terrain area and are Infantry, so are hidden. However, unit D’s models are within the 15" detection range of unit B’s models (but not unit C’s), so unit B’s models are visible to unit D’s. Unit D’s models are also visible to the models in units B and C, since they are not within a terrain area.
Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level.
Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect.

Units A and B are not visible to each other, because even though there is a window in this dense terrain feature, it has the Solid rule, so line of sight cannot be drawn through such enclosed gaps that are 3" or less from ground level.
Units A and C are visible to each other, because even though this dense terrain feature has the Solid rule, line of sight can be drawn normally through enclosed gaps that are more than 3" from ground level.
Objectives represent critical locations that both sides are attempting to secure, and many missions require your forces to take control of them to achieve victory. This section describes how to do so with your models.
If a mission uses objectives, it will state where they are located on the battlefield. Typically, your mission will have a deployment map showing several points where objectives should be placed. The location of each point should coincide with a terrain area (13.01); that terrain area is the objective, and is called a terrain objective.
When measuring distances to and from an objective, measure to and from the closest part of it.
If the location point of an objective does not coincide with a terrain area, you must denote the location of that objective with a flat, circular marker, 40 mm in diameter, centred on that point – this is called anobjective marker. Models can move through objective markers and they can end a move on top of objective markers.
A model is within range of an objective marker while it is within 3" horizontally and 5" vertically of that objective marker. When measuring distances to and from an objective marker, measure to and from the closest part of it.
At the end of each phase and turn, the first thing players do (before any other 'at the end of the phase/end of the turn' rules or abilities) is determine which objectives are controlled by which player.
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

Vehicle A has an OC characteristic of 3, and it is within the terrain area.
Vehicle B has an OC characteristic of 2, and it is wholly within the terrain area.
The models in unit C each have an OC characteristic of 1. Six of its models are within the terrain area.
Unit D is currently battle-shocked, so the OC characteristic of all of its models is ‘-’.
Both players add together the OC characteristics of all their models that are within the terrain area. The BLUE player’s level of control is 5, and the RED player’s level of control is 6. The RED player therefore controls the objective.
Stratagems can be used by spending Command Points, to create epic moments of tactical brilliance or peerless martial might. They are used when a player deems that a critical point in the battle is reached, where extra combat prowess or fleeting but powerful effects are required to tip the balance in their favour.
If a unit is selected as the target of a stratagem, it is said to be affected by that stratagem.
CP Cost: 1
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
That unit or model.
You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
CP Cost: 1
The legends of the 41st millennium are replete with deadly duels between mighty champions.
Fight phase, just after a friendly CHARACTER unit is selected to fight.
That CHARACTER unit.
Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
CP Cost: 1
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
Battle‑shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.
That unit.
That battle-shock roll, is automatically successful
You cannot use this stratagem more than once per battle.
CP Cost: 1
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.
That MONSTER/VEHICLE unit
Resolve the following sequence:
1. Select one enemy unit engaged with your unit.
2. Select one model in your unit engaged with that enemy unit.
3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit)
CP Cost: 1
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
Your Shooting phase.
One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.
Resolve the following sequence:
1. Select one EXPLOSIVES/GRENADES model in your unit.
2. Select one unengaged enemy unit within 8" of and visible to that model.
3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
CP Cost: 1
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
End of your opponent’s Movement phase.
One friendly unit that is in strategic reserves (excluding AIRCRAFT).
Your unit makes an ingress move (20.04).
You cannot use this stratagem during the first battle round.
CP Cost: 1
A hail of fire can drive back advancing foes.
End of your opponent’s Movement phase.
One friendly unengaged unit (excluding TITANIC units).
Your unit shoots using snap shooting (15.09).
As stated in the rule allowing this shooting type.
Your unit shoots as described in Making Attacks (04).
Until the end of the phase, your unit is not eligible to start an action.
CP Cost: 1
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
Start of your opponent’s Shooting phase.
One friendly SMOKE unit.
Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
CP Cost: 1
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head‑on.
End of your opponent’s Charge phase.
One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.
CP Cost: 2
In close‑quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.
One friendly unit that is eligible to fight.
Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
Actions represent vital battlefield tasks your forces must carry out, from searching for missing archeotech to completing a blasphemous ritual.
Some rules allow units to perform actions. Each action states:
■ STARTS: When it is started.
■ UNITS: Which friendly units can perform it.
■ USE LIMIT: How many times friendly units can start it.
■ COMPLETES: When it completes.
■ EFFECT: What the effects of completing it are.
■ Any additional restrictions that may apply.
STARTING AN ACTION
A unit is eligible to start an action unless one or more of the following apply to that unit:
■ It is not on the battlefield.
■ It is an AIRCRAFT/FORTIFICATION unit.
■ It is battle-shocked.
■ It has an OC characteristic of 0 or ‘-’.
■ It is engaged (unless it is a TITANIC unit).
■ It made an advance orfall-back move this turn.
■ It started another action this turn.
If a unit starts an action, until the end of the turn:
■ It is not eligible to shoot (excluding TITANIC units).
■ It is not eligible to declare a charge.
COMPLETING AN ACTION
If a unit performing an action makes a move (excluding pile-in and consolidation moves) or leaves the battlefield, that unit does not complete that action. Otherwise, when an action is completed, its ‘Effect’ section is triggered.
Due to their imposing bulk and implacable nature, Monsters and Vehicles function differently on the battlefield. This section details the additional rules required to use these units in your games.
Each time you make a normal or advance move with a unit, MONSTER/VEHICLE models in that unit can be moved through friendly and enemy models (excluding other MONSTER/VEHICLE models).
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).
When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.
In your Shooting phase, enemy MONSTER/VEHICLE units that are engaged can be selected as targets of ranged attacks (excluding attacks made with [BLAST] weapons).
Each time a model makes a ranged attack that targets such a unit, subtract 1 from the hit roll (excluding attacks made with [CLOSE‑QUARTERS] weapons by models in a unit engaged with the target).
A unit that is engaged with an enemy MONSTER/VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER/VEHICLE unit, unless that unit is eligible to shoot while engaged (e.g. because it is using close‑quarters shooting).

The Vehicle can shoot at Infantry unit A using close-quarters shooting. While resolving those attacks, subtract 1 from hit rolls (excluding attacks made with [Close‑quarters] weapons).
Infantry unit A can shoot at the Vehicle using normal shooting. While resolving those attacks, subtract 1 from hit rolls. As the Vehicle is engaged, [Blast] weapons cannot target it, but can target other unengaged units.
The Vehicle can shoot at Infantry unit B using close-quarters shooting. While resolving those attacks, subtract 1 from hit rolls. As the INFANTRY unit is engaged, [Blast] weapons cannot target it, but can target other unengaged units.
Infantry unit B is engaged, but can shoot at the VEHICLE using close-quarters shooting. While doing so, it can only make attacks with its [CLOSE-QUARTERS] weapons and can only target the VEHICLE it is engaged with.
TRANSPORT models can carry passengers across the battlefield. This section explains how to use such models in your battles, and how units can embark within and disembark from them.
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.
Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.
A friendly unit must be embarked within each friendly DEDICATED TRANSPORT model. At the end of this step, each friendly DEDICATED TRANSPORT model without an embarked unit is destroyed, but they do not trigger rules that are triggered when a model is destroyed.
A unit is able to embark if it meets all of the conditions in Embarking (18.02). Note that one or more of these conditions may be modified by other rules, in which case a unit must satisfy those modified conditions in addition to any unmodified conditions to be able to embark.
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (18.04).
If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (18.05) with each unit embarked within it.
- Rapid/Tactical Disembark: 3"
- Combat Disembark: 6"
Your unit is set up as described in Set Up (03.02)
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
SET-UP DISTANCE: 6"
Your unit is embarked within a TRANSPORT model that was just destroyed.
Your unit is set up as described in Set Up (03.02)
Make a hazard roll for each model in your unit (06.03)
Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
3"
Your unit is set up as described in Set Up (Core Rules, 03.02).
Set up each model in your unit wholly within the set‑up distance of that TRANSPORT.
3"
Your unit is set up as described in Set Up (Core Rules, 03.02).
Set up each model in your unit wholly within the set‑up distance of that TRANSPORT.
Your unit is not eligible to declare a charge until the end of the turn.
The heroes of your army rarely fight alone. Instead, they typically lead bands of warriors, forming an attached unit that acts as a single entity. This section explains how to form attached units and how they function on the battlefield.
Some units have the Leader or Support ability listed on their datasheet (24.22 & 24.34). Such units are known as leader units and support units respectively. Both of these abilities allow such units to lead other friendly units (known as bodyguard units) to form attached units. An attached unit is a single unit for all rules purposes. Leader and support units can only lead specific bodyguard units, as listed in the Warhammer 40,000 app
Some units have rules stating that when the bodyguard unit in an attached unit is destroyed, leader/support units that were attached to them become separate units with their original starting strengths.
When the bodyguard unit in an attached unit affected by such a rule is destroyed, all of those leader/support units remain a single unit for all rules purposes.
Each time an attack targets an attached unit, if that unit contains one or more bodyguard models, use the highest T characteristic of the bodyguard models in that unit while resolving that attack, even if a leader/support unit in that attached unit has a different T characteristic. If that unit only contains leader/support models, use the highest T characteristic of those models while resolving that attack instead.
Rules that are triggered when a unit is destroyed are only triggered when the last model that started the battle in an attached unit is destroyed.
An attached unit has all of the keywords of all of its component units. As such, an attached unit is affected by any rule that applies to units with any of those keywords. Note that models in an attached unit do not gain the keywords of other models in that unit that they do not already have. Remember that attacks target units, not models.
Example: An attached unit contains a leader model with the PSYKER keyword. While that model is part of that unit, that unit has the PSYKER keyword, even if the bodyguard models do not have that keyword. If that unit is attacked by a weapon with the [ANTI‑PSYKER 4+] ability, any unmodified wound roll of 4+ made against that unit is a critical wound, even if the attack itself is not allocated to that leader model.
| SOURCE OF ABILITY/RULE | APPLIES TO THE ATTACHED UNIT UNTIL |
| Leader/support unit | The last model in that leader/support unit is destroyed.* |
| Bodyguard unit |
The last model in that bodyguard unit is destroyed |
| A specific model |
That model is destroyed |
Leader and support units often have abilities that make the models they are leading more powerful. In the same way, some bodyguard units’ abilities can enhance the power of those leading them. Abilities in Attached Units (19.04) means that once the models conferring such effects are destroyed, that attached unit does not continue to benefit from them. Should those models later be revived, however, those abilities will once more apply to their attached unit.
Strategic reserves are units that arrive on the battlefield at different times, either because they were held back during deployment, or because they are using special abilities to reposition themselves.
Before the battle, in the Declare Battle Formations step, you can select one or more friendly units (excluding FORTIFICATIONS) to place in strategic reserves. Instead of setting up these units on the battlefield during deployment, place them to one side; they are strategic reserves units, and will arrive later in the battle.
Unless otherwise stated, the combined points value of all of your strategic reserves units (including those embarked within TRANSPORTS that are themselves placed in strategic reserves) cannot exceed 50% of your points limit for your battle size.
The term 'Reserves' is the same as strategic reserves.
At the end of the final turn, units in strategic reserves are destroyed, but they do not trigger rules that apply when a model is destroyed.
If a rule mentions a unit being set up on the battlefield as Reinforcements, it means a unit that made an ingress move.
6"
Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves)
Your unit is set up as described in Set Up (03.02)
Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
This section supplements the basic rules for moving models, explaining how some units can fly over obstacles or surge closer to the enemy.
Some rules allow a unit to make a surge move (21.02).

• Unit A shoots, and destroys two models from unit B.
• Unit B has an ability that allows it to make a surge move of D6" after an enemy unit has shot, if one or more of its models were destroyed by those attacks. The active player rolls one D6, resulting in a 4.
• Unit B makes a surge move, each of its surviving models moving up to 4" towards the closest enemy unit (unit C). It ends this move engaged with that unit.
As stated in the rule allowing this move type.
Your unit moves as described in Moving (03).
Select the closest enemy unit to be the surge target.

• This Riptide Battlesuit can Fly. It makes an advance move with a maximum distance of 16".
• Before moving the unit, the active player declares that it will take to the skies. That move’s maximum distance is reduced to 14", but while making that move, the Riptide Battlesuit can move through all enemy units (including Vehicles) and all terrain features, ignoring any vertical distance that would normally be counted to ascend and descend terrain features.
In addition to the core abilities presented elsewhere, many units have access to other rules and types of abilities that function as described below.
Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’.
While a model with an aura ability is on the battlefield, it is always within range of its own aura ability.
A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.
Some abilities are common to each unit that belongs to a particular faction – these are faction abilities (also known as army rules), and are listed in the Faction Abilities section of a datasheet.
Unless otherwise stated, a unit’s faction abilities only apply if the army faction you selected while mustering your army matches a faction keyword listed on that unit’s datasheet.
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
Abilities that are gained when a unit (or one of its models) has a particular item of wargear are wargear abilities, and are listed in the Wargear Abilities section of a datasheet.
If a unit has an item of wargear that has a wargear ability, that ability applies to that unit. If a model within a unit has an item of wargear that has a wargear ability, that model is the ‘bearer’ of that item of wargear and that ability applies until that model is destroyed.

All the attacking models in unit A are on a section of terrain feature that is 3" or more in height, and the target unit contains models on ground level, so Plunging Fire improves the BS characteristic of those attacks by 1.
Attacking model B is on ground level, but has the Towering keyword. The target unit is within 12" and contains models on ground level, so Plunging Fire improves the BS characteristic of those attacks by 1.
AIRCRAFT fulfil a unique but limited role on Warhammer 40,000 battlefields. Hurtling through the skies while they duel one another, strafe ground forces or perform bombing runs, they are constantly on the move.
This section presents the most common abilities used in Warhammer 40,000. When these appear in other places, they are usually only referenced by name.
Many units have core abilities listed on their datasheets, and weapon abilities listed in their weapon profiles.
Weapon abilities are presented in square brackets with bold formatting, e.g. [BLAST]. Weapons are often described using a particular ability they have, e.g. [BLAST] weapons are those with the [BLAST] ability.
If a weapon ability is followed by one or more keywords, when making attacks with that weapon, that ability only applies if the target unit has one or more of those keywords.
Example: The [LETHAL HITS: VEHICLE] ability only applies to attacks that target a VEHICLE unit. The [SUSTAINED HITS 1: INFANTRY/BEASTS] ability only applies to attacks that target an INFANTRY/BEASTS unit.
Some rules affect or require you to select a model or unit with a particular ability. When resolving such rules, any numbers following the ability are irrelevant when determining if such rules apply.
Example: If a rule instructs you to select a model from your army with the Deadly Demise ability, you could select a model with the Deadly Demise 1, Deadly Demise D3 or Deadly Demise D6 ability.
This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
This ability always takes the form Deadly Demise X. Each time a model with this ability is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.
Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
If a unit has [Extra Attacks] weapons, it does not need to select weapons without the [Extra Attacks] ability in order to make attacks with those [Extra Attacks] weapons.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
While every model in a unit has this ability, that unit is a Fights First unit.
See the Resolve Fights First Combats step in the Fight phase (12.04).
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.
Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
See Attached Units (19)
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.
If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
If all models in an attached unit have Lone Operative, that unit will benefit from Lone Operative.
If a unit has Lone Operative, but models in that unit have different range values for Lone Operative, the highest value amongst that unit's models on the battlefield is applied to the whole unit.
If an attached unit below starting strength only contains models with Lone Operative, Lone Operative becomes active again.
Example: A Character with Lone Operative is attached to a bodyguard unit that has Lone Operative 15". Lone Operative 15" is therefore used for the whole unit.
Example: A Character with Lone Operative is attached to a bodyguard unit that does not have Lone Operative. Once all of the bodyguard models have been destroyed and only the Character remains, the Character's Lone Operative becomes active again.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.
Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2
Each weapon with this ability can only be selected to make attacks with once per battle.
If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.
If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
If a model is equipped with more than one of the same weapon with the [ONE SHOT] ability (e.g. 2 hunter-killer missiles), that model can shoot with each of those weapons once per battle.
[PISTOL] and [CLOSE‑QUARTERS] are identical for all rules purposes. See [CLOSE‑QUARTERS].
Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
Mortal Wounds inflicted by a [PRECISION] attack with the [DEVASTATING WOUNDS] ability are first applied to the CHARACTER group that was selected for those [PRECISION] attacks (if that group is not already destroyed).
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.
Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
The X" in Scouts X"
It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
Your unit moves as described in Moving (03).
Your unit must be more than 8" horizontally from all enemy units.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.
Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
See Attached Units (19).
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[TORRENT] weapons cannot have [INDIRECT FIRE] or [PRECISION].
Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.
The following rules tell you how to create an army list out of models and units from your Warhammer 40,000 collection.
The details of your army must be recorded on an army roster. You can either write this down or use the Warhammer 40,000 app. Players should show their finished army roster to their opponent before battle commences.
Note on your army roster one faction keyword to be your army faction.
| BATTLE SIZE | Points Total | Detachment Points (DP) | Enhancement Limit | Unit Limit* |
| INCURSION | 1000 | 2 | 2 | 2 |
| STRIKE FORCE | 2000 | 3 | 4 | 3 |
■ If a rule allows a unit to be eligible to declare a charge after disembarking from a TRANSPORT model that made a normal move that turn, that unit makes an assault disembark move (18.06) for that disembarkation (instead of a disembark move).
■ If a rule allows a unit to disembark from a TRANSPORT model that made an advance move that turn, that unit makes a shock disembark move (18.07) for that disembarkation (instead of a disembark move).