Core Rules

App data version: 995

01. Core Concepts

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.

01.01 Armies

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.

01.01.01 - You

If a rule refers to ‘you’, it is referring to you the person, as the controlling player.

01.02 Units and Models

A unit can contain one or more models. These models move and fight together as a single group. Most models have a base, which is also part of that model for all rules purposes. Rules sometimes affect ‘friendly’ or ‘enemy’ models or units, which are defined as follows: If a rule affects units or models without specifying that they are friendly or enemy, that rule affects any unit or model, regardless of whose army they are in. When an effect or ability applies to a unit, it applies to every model in that unit.

01.02.01 - Starting Strength and Half-Strength

The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round. Some rules refer to units being below starting strength, or at – or below – half‑strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.
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.
Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half‑strength. If four Intercessors were destroyed, the unit would be below half‑strength. If all of the Intercessors were destroyed, the remaining Captain would be below half‑strength, despite having his full wounds remaining.

01.02.02 - Persisting Rules Effects

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.

01.02.03 - Revived and Adding Models to a Unit

When a rule revives, resurrects, returns or adds models to a unit, the specified number of models are added to the unit.
  • If a rule revives, resurrects or returns models to a unit, it does so through destroyed models from that unit.
  • This cannot expand a unit beyond its starting strength.
  • Unless otherwise stated, such models are added with all wargear and enhancements they started the battle with, and with their full W remaining.
Models returned to a unit on the battlefield must be set up as follows:
  • They must be set up in coherency with models in that unit that started that phase on the battlefield.
  • They can be set up engaged with one or more enemy units, but only if those enemy units were already engaged with the unit that model is being returned to.
If a leader or support model in an attached unit is destroyed and subsequently revived, they are still part of that attached unit and they must be returned to it if possible. When a model revives, resurrects, returns or is added to an embarked unit, if that TRANSPORT has sufficient remaining transport capacity for that model, that model is returned to that unit and is embarked. Otherwise, that model is destroyed, but it does not trigger rules that apply when a model is destroyed.

01.02.04 - Not On The Battlefield

A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).
This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visibleor within a certain distance (other than their own abilities). Such units can still use their other rules, and are still units in the controlling player's army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army. The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.

01.02.05 - Other Model / Unit

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.

01.02.06 - Splitting Units

Some rules allow you to split units into smaller units (e.g. the Transport ability of Drukhari Venoms). When using such rules:
  • The same models can only be subdivided in this way once (e.g. those smaller units cannot themselves be split further).
  • If a rule is used to split a unit into multiple units before the battle, the starting strength of each individual unit is changed to be equal to the number of models in that unit.
  • A unit must be split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). If a rule states a specific starting strength of the split units, but this is not possible based on the number of models in the unit being split (e.g. due to attached Leader/Support models), split the unit as stated above.

01.02.07 - Describing 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.

01.02.08 - A (Unit/Model/Object)

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.

01.02.09 - Tokens

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.

01.02.10 - Adding a new unit to your army

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.

01.02.11 - All Types of Model

When a rule mentions ‘all types of model’, this is inclusive of friendly and enemy models and all keywords, e.g. MONSTER/VEHICLE models.

01.02.12 - Replacing One Model with Another

When a rule tells you to place one model where another model was, or to replace one model with another:
  • Mark the point on the battlefield beneath the centre of the base of the model to be replaced (or its central axis, for a unit with FRAME).
  • Place the other model so that the centre of its base (or its central axis, for a unit with FRAME) is directly over that point.
If you cannot do the above because you would need to place one model on top of another model, or because you would need to place a model overhanging the battlefield edge, instead place the new model as close as possible to that point.

01.03 Active Player and Opposing Player

At any given time, one player is the ‘active player’ and their opponent is the ‘opposing player’. Which player is which changes throughout the battle, but both players are always one or the other; whenever a player becomes the active player, their opponent becomes the opposing player, and vice versa. While it is neither player’s turn (e.g. at the start or end of the battle round), the player who takes the first turn in each battle round is the active player. While it is a player’s turn, that player is the active player, with the following exceptions:

01.03.01 - Player's Rules

During the game, players will sometimes need to know which rules are theirs, as opposed to their opponent’s. The following are considered a player’s rules:
  • Any army rules they have.
  • Any detachments in their army.
  • Any stratagems they use.
  • Any enhancements that units or models in their army have.
  • Any abilities or rules found on their units’ datasheets.
  • Rules that have restrictions (e.g. 'Once per battle/turn/phase') only apply to the player whose rule it is.
Some missions may introduce additional rules that take effect in the battle. Where this is the case:
  • If the rule is used by a player, it is treated as one of that player’s rules.
  • If it is not used by a player, and always takes effect, such a rule is resolved before any of the active player’s rules, in an order of their choosing.

01.03.02 - Rules Sequencing

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.

01.04 Measuring Distances

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.

01.04.01 - Within / Wholly Within

Rules in Warhammer 40,000 will often apply to models or units that are within or wholly within a certain distance. The following definitions explain what these terms mean:
  • Within: If a rule says it applies ‘within’ a specified distance, it applies at any distance that is not more than that distance. For example, within 1" means any distance that is not more than 1" away
  • Model/Unit Within: A model is within a specified distance if any part of its base is within that distance. A unit is within a specified distance if one or more of its models are within that distance.
  • Model/Unit Wholly Within: A model is wholly within a specified distance if every part of its base is within that distance. A unit is wholly within if every model in that unit is wholly within the specified distance. A model with the frame keyword is wholly within a specified distance if all parts of that model are within the specified distance.
Example: A model is wholly within a terrain area if no part of its base extends beyond the footprint of that terrain area. A unit is wholly within a specified distance if every model in that unit is wholly within that distance.

01.04.02 - Closest Or Nearest Model/Unit

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.

01.04.03 - As Close As Possible

If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.

01.04.04 - Base Contact or Base to Base Contact

When two models’ bases are touching, they are in base contact – also known as base-to-base contact – and are as close as possible (01.04.03). When moving a model from your army into base contact with an enemy model during a move, if that enemy model overhangs its base such that it is not physically possible to be in base contact with that model, until the end of the turn, those models are considered to be in base contact with each other while all of the following are true:
  • The distance your model could move was sufficient to move it into base contact with the enemy model if there was no overhang.
  • The models are as close as possible together.
  • Any part of one model is within 1" of any part of the other model.

01.04.05 - Table Quarters

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.

01.04.06 - Drawing a Line

When a rule tells you to draw a line, unless otherwise stated:
  • That line has no thickness.
  • That line must be straight.

01.05 Dice

You will require some six-sided dice (often abbreviated to D6). There are many ways dice rolls are referred to, including:

01.05.01 - Automatically Successful/Passes/Hits/Wounds

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.

01.05.02 - Re-rolls

Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. When a rule lets you re-roll one or more dice, the following points apply:
  • If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then you must re-roll all of those dice again.
  • You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
  • A re-rolled dice is still considered to be a dice roll and, as such, any rules that can be triggered by a dice roll can also be triggered by a re-rolled dice.

01.05.03 - Modifying Dice Rolls

See Modifiers (02.02.01).

01.05.04 - Ignoring Roll Modifiers

See Ignore Modifiers (02.02.02)

01.05.05 - Roll Off

Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.

01.05.06 - Doubles Or Triples

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.

01.05.07 - Highest or Lowest Dice 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.

01.05.08 - Treated As, Set To (Dice Roll)

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.

01.06 Leadership Rolls

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.

01.06.01 - Leadership Test

Some rules may use the term Leadership test, this is the same as leadership roll.

01.07 Battle-shock Rolls

To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (01.06). While a unit is battle-shocked:

01.07.01 - Battlefield Morale

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.

01.07.02 - Battle-shock Test

The term Battle-shock test is the same as battle-shock roll.

02. Datasheets

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.

02.01 Datasheet Name

Here you will find the name of the unit.

02.01.01 - Datasheet Name and Keywords

As well as the keywords listed in each datasheet’s Keywords section, each datasheet name acts as an additional keyword for that unit.

02.02 Profiles

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.

02.02.01 - Modifiers

WHAT ARE MODIFIERS? Many rules in the game modify a value, characteristic or roll elsewhere in the game. A rule that does so is known as a modifier. A value that has been changed is a modified rule (e.g. modified characteristic, modified roll, modified value, etc). One of the most common ways for modifiers to be presented is as +1 or -1 to a characteristic, roll or value. If the rule has +1 to a characteristic, it improves it by the value after the '+' symbol. Example: 'This weapon has +1 AP' would improve an AP characteristic of -2 to -3. If the rule has -1 to a characteristic, it worsens it by the value after the '-' symbol. Example: 'This unit has -1 Sv' would worsen a Sv characteristic of 3+ to 4+. APPLYING MODIFIERS This section presents the various ways rules may be modified. All modifiers are cumulative. When a value is modified (e.g. characteristic, dice roll, distance), do so in the following order. 1. If a rule instructs you to change or replace one value with a specified value, you must first change the relevant value to the new value. Note that rules that modify a characteristic in this step to a new value of ‘0’, ‘-’ or ‘*’ cannot be modified by other rules (in such cases, skip steps 2-5). 2. Apply multiplication modifiers. 3. Apply addition modifiers. 4. Apply division modifiers. 5. Apply subtraction modifiers. 6. Round any fractions up after applying all modifiers. WHEN MODIFYING CHARACTERISTICS When modifying characteristics, unless otherwise stated, the following points also apply:
  • Characteristics of ‘-’, ‘*’ and ‘N/A’ can never be modified.
  • Rules that modify a model’s WS and/or BS characteristic modify the WS and/or BS characteristic of every weapon equipped by that model.
  • After all modifiers have been applied:
    • M cannot be less than 1".
    • T cannot be less than 1.
    • Sv cannot be 1+ or better.
    • InSv cannot be 1+ or better.
    • Ld cannot be 4+ (or better) or 9+ (or worse).
    • OC cannot be less than 0 or '-'.
    • Range characteristics cannot be less than 1".
    • A cannot be less than 1.
    • WS cannot be 1+ (or better) or 7+ (or worse).
    • BS cannot be 1+ (or better) or 7+ (or worse).
    • S cannot be less than 1.
    • AP cannot be worse than 0.
    • D cannot be less than 1.
When these terms are used in rules, the affected characteristics are being modified, and the following points apply:
  • Improving WS, BS, Sv and Ld: When improving a WS, BS, Sv or Ld characteristic, subtract the appropriate amount from the number before the plus sign, e.g. improving a WS of 3+ by 1 would result in a WS of 2+.
  • Worsening WS, BS, Sv and Ld: When worsening a WS, BS, Sv or Ld characteristic, add the appropriate amount to the number before the plus sign, e.g. worsening a WS of 3+ by 1 would result in a WS of 4+.
  • Improving AP: When improving an Armour Penetration characteristic, subtract the appropriate amount from the characteristic, e.g. improving an AP of -1 by 1 would result in an AP of -2; improving an AP of 0 by 1 would result in an AP of -1.
  • Reducing or Worsening AP: When reducing or worsening an Armour Penetration characteristic, add the appropriate amount to the characteristic, to a maximum of 0, e.g. reducing/worsening an AP of -1 by 1 would result in an AP of 0; reducing /worsening an AP of 0 by 1 would result in an AP of 0.
  • Improving or Worsening Other Characteristics: When instructed to improve/worsen a characteristic that does not include a ‘+’ or ‘-’ symbol, add/subtract the specified amount to/from that characteristic (e.g. to improve a S by 1, add 1 to it).
WHEN MODIFYING DICE ROLLS When modifying dice rolls, the following points also apply:
  • Modifiers are applied after any re-rolls of that dice roll.
    • Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before modifiers.
  • A dice result can be modified above its maximum possible value (for example, a D6 roll can be modified above 6).
  • A result that would be less than 1 is changed to a result of 1.
  • Hit rolls and wound rolls can never be modified by more than -1 or +1. After all the cumulative modifiers to such a roll have been calculated, if the total modifier would be:
    • -2 or worse, it is changed to -1.
    • +2 or better, it is changed to +1.
  • Charge rolls cannot be greater than 12. After all the cumulative modifiers to a charge roll have been calculated, if the result would be 13 or more, it is changed to 12.
OTHER MODIFIED RULES The following rules apply to various rules and effects found throughout the game.
  • Detection range and Lone Operative cannot be better than 9" or worse than 30".
A stratagem cannot have its CP increased by more than 1 or reduced to below 0 after all modifiers have been applied.

02.02.02 - Ignore Modifiers

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.

02.02.03 - Random Characteristics

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.

02.02.04 - Healing Or Regaining Lost Wounds

When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding Character models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with. If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.

02.02.05 - Full Wounds Remaining

A model has its full wounds remaining if it has the same number of wounds remaining as its W characteristic.

02.02.06 - Characteristic Modifiers & Modified Characteristics

See Modifiers (02.02.01).

02.03 Abilities

Many units have abilities that may apply during the game. These will be described here.

02.03.01 - Rules With Multiple Conditions And Effects

Some rules have multiple conditions, with the second, more specific condition conferring an improved rule, either instead of the first condition’s rule or as well as it. Such rules require both the first condition and the second condition to be satisfied for the improved rule to apply. For example, an ability reads: ‘This unit's ranged attacks that target the closest eligible target can:
  • Re-roll hit rolls of 1.
  • Or:If that target is within range of an objective your opponent controls, re-roll hit rolls.’
In order for those attacks to re-roll hit rolls, that target must be both the closest eligible target and within range of an objective your opponent controls.

02.04 Weapons

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.

02.04.01 - Weapons With No Strength

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.

02.05 Keywords

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.

02.05.01 - Using Keywords & Mixed Keywords in Units

When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-Keyword’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-Vehicle units, it only applies to units that do not have the Vehicle keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes ('/'), or two keywords separated by the word ‘or’ (e.g. ‘an Immortals, Deathmarks or Lychguard unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an Aeldari Guardians unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.

02.06 Unit Composition And Other Rules

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.

02.06.01 - Bearer

The bearer of a weapon, enhancement or item of wargear is the model equipped with it.

02.06.02 - Unit's Equipment

When a rule refers to a unit’s equipment, it refers to all of the wargear equipped by models in that unit.

02.07 Wargear options

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.

03. Moving

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.

03.01 Moving Units

There are several types of move a unit can make. Each one defines which units are eligible to make it, what its maximum distance or set-up distance is, and any conditions that must be met. Each time you move a unit, you can move one or more of its models, one at a time, by moving it in a straight line and/or rotating it, as many times as you want to. Each time you move a model, unless otherwise stated: MOVING A MODEL IN A STRAIGHT LINE Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type. ROTATING A MODEL Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved. ENDING A MOVE After you have finished setting up all of the models in a unit and/or moving all of the models in a unit that you want to move, check that all of the following apply:If one or more of the above conditions are not met, that unit cannot make that move and its models are returned to their positions at the start of that move. Otherwise, after resolving any additional rules stated in the ‘After Moving’ section of that move type, that move ends.

Moving in a straight line

03.01.01 - Different Move Characteristics

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.

Core Rules image

03.01.02 - Moving Over Or Through Models

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".

03.01.03 - Random Movement

See Random Characteristics (02.02.03)

Rotating

03.01.04 - When Moving Up To

Some rules allow a unit to make a stated of up to X". That stated distance is the maximum distance for that move.

Core Rules image

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).

03.02 Set Up

Before your units can move and make attacks, they will first need to be set up on the battlefield. This most commonly happens when deploying your army for battle, but can happen for other reasons as well. Whenever a rule instructs you to set up a unit, place its models on the battlefield so that:If you cannot set up all of the models in a unit, remove that unit from the battlefield and return it to its original position (e.g. in strategic reserves or embarked within a TRANSPORT)

03.02.01 - If You Cannot Set Up a Unit

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).

03.02.02 - Setting Up Large Models

If a model cannot meet all of its set up restrictions because it is too large, consult the relevant section below: During Deployment: If a model is so large that its base cannot physically be set up wholly within your deployment zone, it must be set up so that it is touching your battlefield edge. During a turn in which such a large model is set up on the battlefield, that model’s unit cannot do any of the following:
  • Make a normal/advance/fall-back/charge move.
  • Make any attacks with ranged weapons.
Some large models, typically Aircraft, have wings and other parts that extend significantly beyond their base. Such models can overhang a deployment zone if it is not possible to set them up otherwise, but when setting them up, their base must still be wholly within that deployment zone. From Strategic Reserves: If a model is so large that its base cannot physically be set up wholly within the distance required of the battlefield edge, it must be set up so that it is touching a battlefield edge. During a turn in which such a large model is set up on the battlefield (excluding AIRCRAFT models), that model’s unit cannot do any of the following: normal/advance/fall-back/charge move. Make any attacks with ranged weapons. Some large models, typically Aircraft, have wings and other parts that extend significantly beyond their base. Such models can overhang a battlefield edge if it is not possible to set them up otherwise, but when setting them up, they must still be more than 8" away from all enemy units. Disembarking from a Transport: When a unit disembarks from a Transport, it must be set up wholly within 3" of that model. If a disembarking model is so large that it is not possible to set it up wholly within 3" (typically because it is itself larger than 3" in all directions), set that model up with its base within 1" of that Transport’s base (or hull), and not engaged with any enemy units.

03.02.03 - Redeployments

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).

03.03 Coherency

A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit: REGAINING COHERENCY In the End of Turn step of each player’s turn, if one or more units on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.

03.03.01 - What Is Coherency

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.

03.04 Engagement

A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.

Coherency

03.04.01 - What Is Engagement

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.

Core Rules image

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.

Engagement

Core Rules image

These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

04. Making Attacks

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)

04.01 Select Weapons

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.

04.01.01 - Models Without Ranged/Melee Weapons

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.

04.01.02 - Sidearms

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.

04.01.03 - Multiple Weapon Profiles

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.

04.01.04 - Attack Characteristics and Abilities

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.

04.01.05 - Selected to Attack

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.

04.02 Select Targets

For each weapon selected: WHILE SHOOTING Select one enemy unit to be the target of that weapon. Unless otherwise stated, each target must be: WHILE FIGHTING Select one or more enemy units to be the targets of that weapon:

04.03 Resolve Attacks

Resolve attacks using the following sequence: 1.  Select Enemy Unit: Select one of the enemy units targeted by one or more weapons. 2.  Gather Attack Dice: Select one weapon targeting that unit that has not yet been used to make attacks against it, and gather a number of D6 equal to that weapon’s A characteristic. These are attack dice – each one represents one attack being made by an attacking model with that weapon. If one or more other weapons targeting that unit make identical attacks (04.03.01) to the selected weapon and those weapons have not yet been used to make attacks against that target, they do so now and you gather those weapons’ attack dice as well (e.g. for three weapons making identical attacks, each with an A characteristic of 2, gather a total of six D6). 3.  Resolve Attack Dice: Resolve the attack sequence (05) for all of the attack dice you just gathered. 4.  Other Attacks: Follow the first of the instructions below that applies:

04.03.01 - Identical Attacks

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.

04.03.02 - Splitting Melee Attacks

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.

04.03.03 - Target No Longer Eligible Or Viable

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.

04.03.04 - Shot

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.

04.03.05 - Fought

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.

04.03.06 - Finished Making Its Attacks

When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.

05. Attack Sequence

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.

05.01 Hit Rolls

Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:
Unmodified 1 FAILS
Unmodified 6 CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristic HIT
Any other result FAILS

05.01.01 - Critical Hits and Critical Wounds

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).

05.02 Wound Rolls

Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:
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

05.02.01 - Multiple Toughness Characteristics

When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.

05.03 Save Rolls

The opposing player resolves the following sequence: 1. Create Groups: Divide all models in the target unit into the following groups, as many times as required: 2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following: 3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

05.03.01 - Saving Throw

The term 'saving throw' is the same as save roll.

5.3.2 - Attacks Modified during Hit and Wound rolls

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.

05.04 Inflict Damage

The opposing player resolves the following sequence for each save roll, working from lowest result(s) to highest result(s), until all attacks are resolved or all models in the target unit are destroyed – in the latter case, any excess attacks are lost. 1. Select Model: Select one model in the current allocation group (5.4.1); this must be a model that has lost one or more wounds if possible. 2. Check Save Roll: For each result, check if that attack inflicts damage or fails by matching the first condition below that applies:
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
3. Resolve Damage: If that attack inflicts damage, the selected model loses a number of wounds equal to that attack’s D characteristic. If this reduces that model’s remaining wounds to 0 or fewer, it is destroyed. Example:An AP characteristic of -1 would modify a save roll of 3 to a 2. For models with a Sv characteristic of 2+ or better, that attack would fail.

Making Attacks

05.04.01 - Current Allocation Group

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.

Core Rules image

05.04.02 - Modifying Damage

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.

05.04.03 - Suffers Damage

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.

Resolving attack dice

05.04.04 - Destroyed

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.

Core Rules image

05.04.05 - Fight On Death

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.

05.04.06 - Measuring To A Destroyed Model Or Unit

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.

Resolving other Attacks

Core Rules image

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.

Attacking attached Units

Core Rules image

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.

Allocation groups

Core Rules image

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

06. Other Concepts

This section contains some additional rules concepts that are most frequently used while making attacks.

06.01 Visibility

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).

Model Visible

06.01.01 - Describing Visible Units

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.

Core Rules image

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

Model Fully Visible

Core Rules image

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.

Unit Visible

Core Rules image

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

Unit Fully Visible

Core Rules image

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.

06.02 Mortal Wounds

Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed: 1. Select Model: Select one model in that unit by following the first instruction below that applies: 2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed. MORTAL WOUNDS AND NORMAL DAMAGE When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

06.02.01 - Normal Damage

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.

06.03 Hazard Rolls

To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers:If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

06.03.01 - Hazardous Test

The term 'Hazardous test' is the same as hazard roll.

07. The Battle Round

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

07.01 Start 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.

07.02 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.

07.02.01 - Out Of Phase Rules

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.

07.02.02 - Battle Round/Turn/Phase Definitions

  • Start of Battle Round/Turn/Phase: If a rule is triggered at the start of the battle round/turn/phase, it is triggered at the start of every battle round/turn/phase.
  • The Turn/the Phase: If a rule is triggered during the turn/phase instead of during your turn/phase or your opponent’s turn/phase, it is triggered in both players’ turn/phase.
Example: If a rule states ‘At the end of the Movement phase, this model heals 1 wound’, that rule triggers at the end of your Movement phase and at the end of your opponent’s Movement phase.

07.03 End Of Battle Round

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.

08. Command Phase

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

08.01 Start of Command Phase

Rules that are triggered at the start of the Command phase are resolved now.

08.02 Gain Core CP

Both players gain 1 Command Point (CP).

08.02.01 - Command Points

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

08.03 Battle-Shock Step

The active player must now make one battle-shock roll (01.07) for each unit in their army that fulfils one or both of the following conditions: If a unit was battle-shocked at the start of this step and its battle-shock roll during this step succeeds, it is no longer battle-shocked.

Battle-shock Examples

08.03.01 - Multiple Battle-shock Rolls

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.

Core Rules image

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.

Core Rules image

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.

Core Rules image

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.

Core Rules image

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.

08.04 Command Abilities

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.

08.05 End of Command Phase

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.

09. Movement Phase

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

09.01 Start Of Movement Phase

Rules that are triggered at the start of the Movement phase are resolved now.

09.02 Move Units Step

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)

09.02.01 - Selecting Units To Move

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.

09.02.02 - Selecting Modes

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.

09.02.03 - Reinforcements Step

Rules that say they happen during the Reinforcements step happen during the Move Units step.

09.03 End Of Movement Phase

Rules that are triggered at the end of the Movement phase are resolved now.

09.04 Remain Stationary

Maximum Distance

'-'

Eligible If

Any unit.

Effect

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.

09.05 Normal Move

Maximum Distance

Your unit’s M characteristic.

Eligible If

Your unit is on the battlefield and unengaged.

Effect

Your unit moves as described in Moving (03).

After Moving

Your unit must be unengaged.

09.05.01 More Than One Normal Move in a Phase.

A unit cannot make more than one Normal Move in a phase.

09.06 Advance Move

Maximum Distance

Advance roll + your unit’s M characteristic.

Eligible If

Your unit is on the battlefield and unengaged.

Effect

Your unit moves as described in Moving (03).

Before Moving

Make an advance roll by rolling one D6.

After Moving

09.07 Fall-Back Move

Maximum Distance

Your unit’s M characteristic.

Eligible If

Your unit is engaged.

Effect

Your unit moves as described in Moving (03).

Before Moving

Select fall-back mode:

09.07.01 Desperate Escape Test

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.

09.07.01 Desperate Escape

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.

09.07.01 - Desperate Escape Test

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. If a stratagem or ability instructs a unit to make a Desperate Escape test, that unit:
  • Must use the desperate escape mode when it is selected to make a fall-back move.
  • Must make one hazard roll for each model in that unit.
  • Must make a battle-shock roll.
Example 1: 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. Example 2: If an ability allows a unit to re-roll Desperate Escape tests, that unit can re-roll hazard rolls made for the desperate escape mode of a fall-back move.

10. Shooting Phase

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

10.01 Start Of Shooting Phase

Rules that are triggered at the start of the Shooting phase are resolved now.

10.02 Shoot Step

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)

10.03 End of Shooting Phase

Rules that are triggered at the end of the Shooting phase are resolved now.

10.04 Normal Shooting

Eligible If

Your unit is unengaged and did not make an advance move this turn.

Effect

Your unit shoots as described in Making Attacks (04).

After Shooting

Until the end of the phase, your unit is not eligible to start an action.

10.05 Assault Shooting

Eligible If

All of the following apply to your unit:

Effect

Your unit shoots as described in Making Attacks (04).

While Shooting

You can only select [ASSAULT] weapons to make attacks with.

After Shooting

Until the end of the phase, your unit is not eligible to start an action.

10.06 Close-Quarters Shooting

Eligible If

All of the following apply to your unit:

Effect

Your unit shoots as described in Making Attacks (04).

While Shooting

Models in your unit can target enemy units your unit is engaged with.

After Shooting

Until the end of the phase, your unit is not eligible to start an action.

10.07 Indirect Shooting

Eligible If

All of the following apply to your unit:

Effect

Your unit shoots as described in Making Attacks (04).

While Shooting

After Shooting

Until the end of the phase, your unit is not eligible to start an action.

11. Charge Phase

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

11.01 Start Of Charge Phase

Rules that are triggered at the start of the Charge phase are resolved now.

11.02 Charge Step

The active player resolves charges with their eligible units one at a time, using the sequence below, until all of their units they choose to charge with have declared a charge and those charges have been resolved. 1. Declare Charge: Select one friendly unit that has not declared a charge this phase and is eligible to declare a charge (see below). That unit declares a charge. A unit is eligible to declare a charge if it is on the battlefield, unless otherwise stated. Here are some rules that prevent a unit from being eligible to declare a charge:2. Make Charge Roll: Make a charge roll by rolling 2D6: the result is the maximum distance for the charge move. 3. Attempt Charge: If it is possible to make a charge move, and if you still want to, make a charge move with that unit (11.04). Otherwise, your unit does not make a charge move. In either case, the charge is then resolved.

Making a charge move

11.02.01 - Failed Charges

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.

Core Rules image

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.

11.03 End Of Charge Phase

Rules that are triggered at the end of the Charge phase are resolved now.

11.04 Charge Move

Maximum Distance

Charge roll.

Eligible If

Your unit declared a charge this phase.

Effect

Your unit moves as described in Moving (03).

Before Moving

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.

While Moving

After Moving

12. Fight Phase

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

12.01 Start Of Fight Phase

Rules that are triggered at the start of the Fight phase are resolved now.

Start of Fight Phase

Core Rules image

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).

12.02 Pile In Step

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.

Pile-in moves

Core Rules image

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.

12.03 Pile-In Move

Maximum Distance

3"

Eligible If

It is the Fight phase and one or more of the following apply to your unit:

Effect

Your unit moves as described in Moving (03).

Before Moving

Select pile-in targets:

While Moving

12.04 Fight Step

A unit is eligible to fight if it has not already been selected to fight this phase and one or more of the following apply to it: Players resolve the following sequence until all eligible units have been selected to fight and their attacks have been resolved: 1. Resolve Fights First Combats: Starting with the player whose turn it is, players alternate selecting one friendly Fights First unit that is eligible to fight; that unit is selected to fight (see below). If this is not possible:2. Resolve Remaining Combats: Starting with the player who just moved this sequence onto this step, players alternate selecting one friendly unit that is eligible to fight; that unit is selected to fight. If this is not possible:After resolving a fight in the Resolve Remaining Combats step, if there are one or more Fights First units that are now eligible to fight, return to the Resolve Fights First Combats step. WHEN A UNIT IS SELECTED TO FIGHT Each time a unit is selected to fight, select one fight type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:

Normal Fight

12.04.01 - Eligible to fight, but unable to fight

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.

Core Rules image

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.

Overrun Fight

Core Rules image

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.

12.05 Normal Fight

Eligible If

Your unit is engaged.

Effect

Your unit fights as described in Making Attacks (04).

12.06 Overrun Fight

Eligible If

Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.

Effect

Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).

12.07 Consolidate Step

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.

Ongoing Consolidation

Core Rules image

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.

Objective Consolidation

Core Rules image

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.

12.08 Consolidation Move

Maximum Distance

3"

Eligible If

It is the Fight phase and your unit was eligible to fight this phase.

Effect

Your unit moves as described in Moving (03).

Before Moving

Select consolidation mode:

While Moving

12.09 End Of Fight Phase

Rules that are triggered at the end of the Fight phase are resolved now.

13. Terrain

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.

13.01 Placing Terrain

Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods: In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

13.02 Terrain Categories

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.

13.02.01 - Creating Your Own Battlefield

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.

Terrain Placed on a Mat

Core Rules image

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.

Terrain Placed on a Battlefield

Core Rules image

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.

13.03 Exposed Terrain

Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance.
Examples: Craters, razorwire, scattered debris.

13.04 Light Terrain

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.

13.05 Dense Terrain

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.

13.06 Terrain And Movement

Models can move through different categories of terrain feature as follows: MOVING VERTICALLY Models can move vertically to ascend or descend terrain features. While doing so: SETTING UP OR ENDING A MOVE Models can be set up or end a move on the ground level of terrain features. Models can also be set up or end a move on any surface of a terrain featurethat is not on ground level, if all of the following apply:

13.06.01 - Solid Terrain and Movement

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.

Terrain and Movement

Core Rules image

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.

Core Rules image

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.

13.07 Terrain And Visibility

Terrain can affect visibility, depending on whether the Benefit of Cover, Hidden, Obscuring or Solid rules apply.

13.08 Benefit Of Cover

Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack: Each time a ranged attack targets a unit that has the benefit of coveragainst it, worsen the BS characteristic of that attack by 1.

Benefit of Cover

Core Rules image

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).

13.09 Hidden

A model is hidden while all of the following apply to it: While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

13.09.01 - Hidden and the First Turn

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.

13.10 Obscuring

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.

Hidden and Obscuring

Core Rules image

• 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.

13.11 Solid

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.

Solid

13.11.01 - Gone to Ground

Hidden models that are concealed by dense terrain features gain an extra benefit while they have gone to ground. A model has gone to ground while all of the following apply:
  • That model is hidden.
  • That model is not fully visible to the attacking model due to one or more intervening dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model has gone to ground, subtract 3" from that model’s detection range. Designer’s Note: Units that made ranged attacks in the current or previous turn cannot go to ground, regardless of any abilities that allow them to shoot and remain hidden.
Core Rules image

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.

14. Objectives

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.

14.01 Terrain Objectives

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.

14.01.01 - Objectives Not Within A Terrain Area

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.

14.02 Level Of Control

At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area. At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective: While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.

14.02.01 - Controlling an Objective at the End of a Phase

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.

14.03 Secured Objectives

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.

Controlling a Terrain Objective

Core Rules image

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.

15. Stratagems

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.

15.01 Using Stratagems

During the battle, both players can use stratagems. Each stratagem states: Each player can use the same stratagem multiple times during the battle, but the following restrictions apply: Each time you use a stratagem, resolve the following sequence: 1. Select targets as described in that stratagem. 2. Reduce your CP total by the CP cost listed in that stratagem. If that stratagem contains a section that carries an additional CP cost (e.g. +1CP), you can only use that additional section if you increase the CP cost of that stratagem by the amount shown. If you do not have enough CP remaining, you cannot use that stratagem. 3. Resolve the effects of that stratagem. CORE STRATAGEMS All players can use core stratagems (see overleaf). Additional stratagems can be found in Codexes and other publications.

15.01.01 - Modifying CP Cost

Some rules modify the cost of using certain stratagems. In such cases, the following points apply:
  • The CP cost of a stratagem use can never be modified below 0CP.
  • If a rule modifies the CP cost of a stratagem when you use it, but does not specify a duration for that modifier, that modifier only applies to that usage of that stratagem.

15.01.02 - Affected By A Stratagem

If a unit is selected as the target of a stratagem, it is said to be affected by that stratagem.

15.01.03 - Stratagem Definitions

  • Your Opponent’s Stratagems: stratagems that your opponent uses are sometimes referred to as your opponent’s stratagems.
  • Your Stratagems: stratagems that you use are sometimes referred to as your stratagems.
  • Your Unit (in Stratagems): The term ‘your unit(s)’ in the Effect section of stratagems always relates to the unit(s) selected in the Target section of that stratagem, and never refers to any other units from your army.

15.02 Command Re-Roll

CP Cost: 1

Lore

A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.

When

Any phase, just after you make one of the following rolls for a friendly unit or model:

Target

That unit or model.

Effect

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).

15.03 Epic Challenge

CP Cost: 1

Lore

The legends of the 41st millennium are replete with deadly duels between mighty champions.

When

Fight phase, just after a friendly CHARACTER unit is selected to fight.

Target

That CHARACTER unit.

Effect

Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.

15.04 Insane Bravery

CP Cost: 1

Lore

Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.

When

Battle‑shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

Target

That unit.

Effect

That battle-shock roll, is automatically successful

Restrictions

You cannot use this stratagem more than once per battle.

15.05 Crushing Impact

CP Cost: 1

Lore

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.

When

Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

Target

That MONSTER/VEHICLE unit

Effect

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)

15.06 Explosives

CP Cost: 1

Lore

Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.

When

Your Shooting phase.

Target

One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

Effect

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).

15.07 Rapid Ingress

CP Cost: 1

Lore

Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.

When

End of your opponent’s Movement phase.

Target

One friendly unit that is in strategic reserves (excluding AIRCRAFT).

Effect

Your unit makes an ingress move (20.04).

Restrictions

You cannot use this stratagem during the first battle round.

15.08 Fire Overwatch

CP Cost: 1

Lore

A hail of fire can drive back advancing foes.

When

End of your opponent’s Movement phase.

Target

One friendly unengaged unit (excluding TITANIC units).

Effect

Your unit shoots using snap shooting (15.09).

15.09 Snap Shooting

Eligible If

As stated in the rule allowing this shooting type.

Effect

Your unit shoots as described in Making Attacks (04).

While Shooting

After Shooting

Until the end of the phase, your unit is not eligible to start an action.

15.10 Smokescreen

CP Cost: 1

Lore

Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.

When

Start of your opponent’s Shooting phase.

Target

One friendly SMOKE unit.

Effect

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).

15.11 Heroic Intervention

CP Cost: 1

Lore

Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head‑on.

When

End of your opponent’s Charge phase.

Target

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.

Effect

Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

Secondary Effect

15.12 Counteroffensive

CP Cost: 2

Lore

In close‑quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.

When

Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

Target

One friendly unit that is eligible to fight.

Effect

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).

16. Actions

Actions represent vital battlefield tasks your forces must carry out, from searching for missing archeotech to completing a blasphemous ritual.

16.01 Performing Actions

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.

17. Monsters And Vehicles

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.

17.01 Moving Monsters And Vehicles

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).

17.02 Frame

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.

17.03 Shooting At Engaged Monsters And Vehicles

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).

17.03.01 - Shooting While Engaged With Monsters/Vehicles

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).

Engaged Monsters/Vehicles – Shooting

Core Rules image

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.

18. Transports

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.

18.01 Transport Capacity

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.

18.02 Embarking

Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

18.02.01 - Able To Embark

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.

18.03 Disembarking

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.

18.04 Disembark Move

Setup Distance

- Rapid/Tactical Disembark: 3"
- Combat Disembark: 6"

Eligible If

All of the following apply to your unit:

Effect

Your unit is set up as described in Set Up (03.02)

Before Moving

Select disembark mode:

While Moving

Set up each model in your unit wholly within the set-up distance of that TRANSPORT.

After Moving

18.04.01 Rapid Disembark And Limitations

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.

18.05 Emergency Disembark Move

Maximum Distance

SET-UP DISTANCE: 6"

Eligible If

Your unit is embarked within a TRANSPORT model that was just destroyed.

Effect

Your unit is set up as described in Set Up (03.02)

Before Moving

Make a hazard roll for each model in your unit (06.03)

While Moving

Set up each model in your unit: Each model that still cannot be set up is destroyed.

After Moving

Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

18.06 Assault Disembark Move

Setup Distance

3"

Eligible If

As stated in the rule allowing this move type, if all of the following apply to your unit:

Effect

Your unit is set up as described in Set Up (Core Rules, 03.02).

While Moving

Set up each model in your unit wholly within the set‑up distance of that TRANSPORT.

18.07 Shock Disembark Move

Setup Distance

3"

Eligible If

As stated in the rule allowing this move type, if all of the following apply to your unit:

Effect

Your unit is set up as described in Set Up (Core Rules, 03.02).

While Moving

Set up each model in your unit wholly within the set‑up distance of that TRANSPORT.

After Moving

Your unit is not eligible to declare a charge until the end of the turn.

19. Attached Units

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.

19.01 Forming Attached Units

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

19.01.01 - Attached Units After Their Bodyguard Unit is Destroyed

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.

19.02 Attacking Attached Units

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.

19.03 Keywords In Attached Units

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.

19.04 Abilities In Attached Units

Abilities/rules that affect a single specified model (e.g. from an enhancement or an item of wargear) only ever apply to that model, even while part of an attached unit. Otherwise, abilities/rules that affect a unit (or models in it) apply to every model in an attached unit, until the source of that ability/rule is destroyed, as shown below.
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
  • (e.g. from a datasheet ability)
  • The last model in that bodyguard unit is destroyed
    A specific model
  • (e.g. the bearer of an enhancement or an item of wargear)
  • That model is destroyed
    *This means leader/support units continue to benefit from their own 'while this model is leading a unit' abilities even after their bodyguard unit is destroyed, provided they started the battle in an attached unit. In all of the above cases, if that last model was destroyed as the result of an attack, the ability it was conferring upon the attached unit applies until the attacking unit has resolved all of its attacks.

    19.04.01 - Only In Death Does Duty End

    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.

    20. Strategic Reserves

    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.

    20.01 Placing Units In Strategic Reserves

    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.

    20.01.01 - Reserves

    The term 'Reserves' is the same as strategic reserves.

    20.01.02 - Strategic Reserves at the End of the Battle

    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.

    20.02 Repositioned Units

    Some rules allow units to be removed from the battlefield and placed in strategic reserves during the battle. Units that use such rules are known as repositioned units. In addition to any other rules that apply to such units (such as where they can or cannot arrive), all of the following rules apply to them:Example: A unit that was within range of an aura ability when removed from the battlefield would no longer be affected by that aura ability if it is no longer within range of it when it makes an ingress move, but a unit that was battle-shocked when removed from the battlefield would still be battle-shocked if it makes an ingress move in the same turn.

    20.03 Arriving From Strategic Reserves

    To arrive on the battlefield, each strategic reserves unit must make an ingress move (20.04). Unless otherwise stated, they can only do so from the second battle round onwards. At the end of the third battle round, unless otherwise stated, all strategic reserves units that have not made one or more ingress moves are destroyed, with the following exceptions:

    20.03.01 - Set Up As Reinforcements

    If a rule mentions a unit being set up on the battlefield as Reinforcements, it means a unit that made an ingress move.

    20.04 Ingress Move

    Setup Distance

    6"

    Eligible If

    Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves)

    Effect

    Your unit is set up as described in Set Up (03.02)

    While Moving

    Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.

    After Moving

    Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.

    21. Flying and Surging

    This section supplements the basic rules for moving models, explaining how some units can fly over obstacles or surge closer to the enemy.

    21.01 Surge Moves

    Some rules allow a unit to make a surge move (21.02).

    Making a Surge Move

    Core Rules image

    • 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.

    21.02 Surge Move

    Maximum Distance

    As stated in the rule allowing this move type.

    Eligible If

    All of the following apply:

    Effect

    Your unit moves as described in Moving (03).

    Before Moving

    Select the closest enemy unit to be the surge target.

    While Moving

    After Moving

    21.03 Flying Models

    Models with the FLY keyword, and units such models are part of, are said to be able to FLY. Some rules also refer to such models/units as FLYING models/FLYING units. Each time a FLYING unit is selected to make a normal, advance, fall-back or charge move, before moving any models in that unit, the active player can declare that it will take to the skies. If it does, while resolving that move:

    Taking to the Skies

    Core Rules image

    • 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.

    22. Other Rules And Abilities

    In addition to the core abilities presented elsewhere, many units have access to other rules and types of abilities that function as described below.

    22.01 Aura Abilities

    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.

    22.02 Faction Abilities

    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.

    22.03 Psychic Abilities

    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).

    22.03.01 - Psychic Abilities with a Psychic Level

    When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.

    22.04 Wargear Abilities

    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.

    22.05 Plunging Fire

    Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:

    Plunging Fire

    Core Rules image

    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.

    23. Aircraft

    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.

    23.01 Aircraft Deployment

    23.02 Aircraft Movement

    23.03 Shooting With Or At Aircraft

    23.04 Aircraft Charging And Fighting

    24. Core Abilities

    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.

    24.01 Abilities

    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.

    24.01.01 - With The 'X' Ability

    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.

    24.02 Duplicated Abilities

    Multiple instances of the same core ability or weapon ability are not cumulative, regardless of any numbers or keywords included in them. In such cases, the controlling player must select which instance will apply at any one time. In the case of duplicated weapon abilities, this selection must be made each time that unit makes attacks, in the Select Weapons step.

    24.03 [ANTI]

    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+.

    24.04 [ASSAULT]

    Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

    24.05 [BLAST]

    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).

    24.06 [CLEAVE]

    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).

    24.07 [CLOSE-QUARTERS]

    Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

    24.08 Deadly Demise

    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").

    24.09 Deep Strike

    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.

    24.10 [DEVASTATING WOUNDS]

    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.

    24.11 [EXTRA ATTACKS]

    Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

    24.11.01 - Only [EXTRA ATTACKS] weapons

    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.

    24.12 Feel No Pain

    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.

    24.13 Fights First

    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).

    24.14 Firing Deck

    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.

    24.15 [HAZARDOUS]

    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.

    24.16 [HEAVY]

    In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

    24.17 Hover

    Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.

    24.18 [IGNORES COVER]

    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).

    24.19 [INDIRECT FIRE]

    Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

    24.20 Infiltrators

    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.

    24.21 [LANCE]

    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.

    24.22 Leader

    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)

    24.23 [LETHAL HITS]

    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].

    24.24 Lone Operative

    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.

    24.24.01 - Attached units and Lone Operative

    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.

    24.25 [MELTA]

    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

    24.26 [ONE SHOT]

    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.

    24.26.01 - Multiple [ONE SHOT] Weapons

    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.

    24.27 [PISTOL]

    [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.

    24.28 [PRECISION]

    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.

    24.28.01 - Precision and Devastating Wounds

    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).

    24.29 [PSYCHIC]

    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).

    24.30 [RAPID FIRE]

    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).

    24.31 Scouts

    This ability always takes the form Scouts X". In the Resolve Pre‑battle Abilities step, if every model in a unit has this ability, you can do one of the following:

    24.32 Scout Move

    Maximum Distance

    The X" in Scouts X"

    Eligible If

    It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.

    Effect

    Your unit moves as described in Moving (03).

    After Moving

    Your unit must be more than 8" horizontally from all enemy units.

    24.33 Stealth

    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).

    24.34 Support

    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).

    24.35 Super-Heavy Walker

    Each time a unit with this ability makes a normal, advance or fall-back move: Designer’s Note: Gaining the MOBILE keyword for the duration of a move will enable models in that unit to move horizontally through dense terrain features (13.06).

    24.36 [SUSTAINED HITS]

    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).

    24.37 [TORRENT]

    Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

    24.37.01

    [TORRENT] weapons cannot have [INDIRECT FIRE] or [PRECISION].

    24.38 [TWIN-LINKED]

    Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

    24.39 Damaged

    This ability always takes the form Damaged X. While a model’s remaining wounds are equal to or less than X, that model is damaged:

    25. Muster Armies

    The following rules tell you how to create an army list out of models and units from your Warhammer 40,000 collection.

    25.01 Start Your Army Roster

    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.

    25.02 Select Army Faction

    Note on your army roster one faction keyword to be your army faction.

    25.03 Select Battle Size

    With your opponent, select one of the battle sizes below. This will determine the total number of points (also known as the points total) each player can spend to build their army. The points values for units can be found in the Warhammer 40,000 app. You will need to refer to these when building your army. The battle size will also determine the total number of Detachment Points (DP) players will have to unlock detachments with, the number of units with the same datasheet name that they can include in their army, and the number of enhancements that they can include in their army. These are summarised below.
    BATTLE SIZE Points Total Detachment Points (DP) Enhancement Limit Unit Limit*
    INCURSION 1000 2 2 2
    STRIKE FORCE 2000 3 4 3
    * The unit limit for BATTLELINE and DEDICATED TRANSPORT units is double the relevant amount shown above, and every EPIC HERO has a unit limit of 1, regardless of the battle size.

    25.04 Fill Your Army Roster

    You will now select your detachments, units, warlord and enhancements that will be in your army. You will also attach your leader and support units to other units. When doing so: SELECT DETACHMENTS You can now use your DP to select detachments for your army. You can only select from those available to your army faction. Each one will give you access to different force dispositions, detachment rules, enhancements and/or stratagems to use in the coming battle. You cannot select the same detachment more than once. Record your selected detachments on your army roster. Note that some detachment rules list units and other detachments that your army either must include or cannot include; you must follow all such rules when building your army for the detachments you have selected. SELECT UNITS Select all the units you want to include in your army. You can only select units with your faction keyword and units available to your army faction. Each time you include a unit in your army, it can take any wargear or options it has access to. Note on your army roster the number of models in the unit, any wargear and upgrades it has, and its points value. Select one CHARACTER unit to be your Warlord’s unit. This must be a unit that has the faction keyword you chose as your army faction. Then select one CHARACTER model in that unit to be your Warlord – the supreme leader of your army – and make a note of this on your army roster. That model gains the WARLORD keyword. Some units have a rule on their datasheet stating that they must be your WARLORD. If you want to include one or more of these units in your army, you must select one of them to be your WARLORD. Rules that state that a model cannot be your WARLORD take precedence over ones that require it to be your WARLORD. ATTACH LEADERS AND SUPPORT UNITS For each leader and support unit in your roster, you can attach them to a bodyguard unit that they can join, following the rules for Forming Attached Units (19.01). Each support unit in your roster must be attached to a bodyguard unit. SELECT ENHANCEMENTS Select all of the enhancements you want to include from the detachments you selected and give each one to a different unit in your army. When you do, increase those units’ points values accordingly. The points values for enhancements can be found in the Warhammer 40,000 app. Unless otherwise stated: Upgrades: Some enhancements are tagged with ‘Upgrade'. Unlike other enhancements: ** If you are playing an Incursion battle, you can select a 3DP detachment as your only detachment.

    Universal Rules Updates

    Move Types for Disembarking Units

    ■ 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).