Lexicon
Codex glossary
40 core 11th edition terms, each with the rules meaning and the way the Imperium's serfs would tell it.
40 of 40 entries
- Battle RoundSequence of play
- One full cycle in which both players take a turn. A battle lasts five battle rounds unless the mission says otherwise.
- A single tide of the war — the hour in which one side surges forward and the other answers in blood.
- Command PhaseSequence of play
- Start of your turn: both players gain 1 Command Point, then Battle-shock tests are taken for units Below Half-strength.
- The vox crackles with orders from the command choir; every warrior learns whether their nerve holds.
- Movement PhaseSequence of play
- Move units up to their Move characteristic. Units may Remain Stationary, Advance, or Fall Back out of Engagement Range.
- Boots, tracks and claws grind forward across the ruin-choked killing ground.
- Shooting PhaseSequence of play
- Select eligible units one at a time and resolve their ranged weapons against visible targets.
- The air ignites — las, bolt shell and slug converge on whatever still stands upright.
- Charge PhaseSequence of play
- Declare charges within 12", roll 2D6, and move into Engagement Range of every declared target if able.
- The war cry goes up, and the distance between hate and its object closes in seconds.
- Fight PhaseSequence of play
- Units that charged fight first, then players alternate selecting units within Engagement Range to Pile In, attack and Consolidate.
- Blade against carapace, teeth against ceramite — the honest arithmetic of butchery.
- Command Point (CP)Sequence of play
- The resource spent to use Stratagems. You gain 1 CP each Command phase; you may use each Stratagem once per phase.
- The favour of the high command, hoarded and spent at the exact moment the line would otherwise break.
- AdvanceMovement
- Add D6" to a unit's Move. That unit cannot shoot or charge this turn unless a rule (e.g. Assault) allows it.
- A headlong sprint through the shell-fall, weapons unfired but ground taken.
- Fall BackMovement
- Move out of Engagement Range. The unit cannot shoot or charge this turn unless a rule permits, and may need a Desperate Escape test.
- A fighting withdrawal — never a rout, whatever the enemy scribes record.
- Engagement RangeMovement
- Within 1" horizontally and 5" vertically of an enemy model. Units in Engagement Range are locked in combat.
- Close enough to smell the enemy's fear, or their promethium.
- Deep StrikeMovement
- Set the unit up in Reserves and place it during the Reinforcements step, more than 9" from all enemy models.
- Drop pods, teleport flare and warp-torn air — arrival where the enemy assumed safety.
- ReservesMovement
- Units held off the battlefield. They must arrive by the end of battle round three or count as destroyed.
- Forces still inbound, watching the battle burn beneath them.
- Vertical / Difficult TerrainMovement
- Moving up or down terrain features costs movement equal to the vertical distance travelled.
- Rubble, girders and shattered hab-blocks exact their own toll on every advance.
- Hit RollAttacking
- Roll a D6 for each attack; equal or beat the weapon's Ballistic or Weapon Skill. An unmodified 6 is a Critical Hit.
- The measure of a warrior's steadiness when everything around them is coming apart.
- Wound RollAttacking
- Compare Strength to Toughness: double or more wounds on 2+, greater on 3+, equal on 4+, lower on 5+, half or less on 6+.
- Whether the blow bites deep, or merely scars the plate.
- Armour Penetration (AP)Attacking
- A negative modifier applied to the target's Save characteristic.
- How contemptuously a weapon treats the armour standing in its way.
- Invulnerable SaveAttacking
- A save that is never modified by AP. Use it instead of the armour save, never both.
- Iron faith, refracted force fields, or the fickle protection of the warp.
- Feel No PainAttacking
- After a save fails, roll for each lost wound; on the stated result, that wound is not lost.
- Some things simply refuse to notice that they have been killed.
- Devastating WoundsAttacking
- Critical Wounds from this weapon inflict mortal wounds equal to the weapon's Damage instead of proceeding to the save.
- A hit that no plate, field or prayer was ever going to stop.
- Mortal WoundsAttacking
- Wounds inflicted without hit, wound or save rolls. Allocate them one at a time to models in the target unit.
- Psychic backlash, plasma bloom, raw entropy — damage that ignores the rules of steel.
- Lethal HitsAttacking
- Critical Hits automatically wound the target, skipping the Wound roll.
- The strike that finds the join in the armour every single time.
- Sustained HitsAttacking
- Each Critical Hit scores the listed number of additional hits.
- A weapon that keeps firing long after restraint has left the gunner.
- BlastAttacking
- Add 1 to the Attacks characteristic for every five models in the target unit. Never targets units in Engagement Range.
- Shells that do not care which of the horde they land among.
- TorrentAttacking
- Attacks made with this weapon automatically hit their target.
- There is no aiming a wall of burning promethium — only pointing it.
- HazardousAttacking
- After resolving attacks, roll one D6 per Hazardous weapon used; on a 1 a model in the unit is destroyed or suffers 3 mortal wounds.
- Machine-spirits of the volatile sort, apt to punish the presumptuous.
- OverwatchAttacking
- A Stratagem letting an eligible unit shoot at an enemy that moves, hitting only on unmodified 6s.
- Fingers already tight on the trigger, waiting for movement in the smoke.
- CoverAttacking
- A unit receiving the Benefit of Cover improves its armour save by 1 (never against AP 0 attacks for Infantry with a 3+ or better save).
- A wall of rockcrete between you and eternity is worth more than any oath.
- Visible / Line of SightAttacking
- A target is visible if a line can be drawn from any part of the firing model to any part of the target model.
- If a gunner can see it, doctrine says the gunner may kill it.
- Battle-shockMorale & control
- Below Half-strength units test in the Command phase: roll 2D6 against Leadership. Failing units have OC 0 and cannot use Stratagems.
- The moment discipline frays and the survivors start looking behind them.
- Objective Control (OC)Morale & control
- Each model's contribution to controlling an objective marker. The side with the higher total OC within range controls it.
- Ground is held by those willing to keep standing on it.
- Below Half-strengthMorale & control
- A unit that has lost half or more of its starting models (or wounds, for single-model units).
- The squad still answers the vox, but the roll-call has grown short.
- LeadershipMorale & control
- The target number for Battle-shock and other tests, taken on 2D6.
- The measure of an officer's voice against the screaming of the guns.
- DetachmentArmy construction
- The single detachment chosen for your army, granting its detachment rule, enhancements and stratagems.
- The doctrine your commanders swore to before the drop-ships opened.
- EnhancementArmy construction
- An upgrade bought for a CHARACTER model from your detachment; each may be taken only once per army.
- Relic blades, honoured banners, whispered pacts — the tools given to those who have earned them.
- StratagemArmy construction
- A CP-purchased effect used in a specified phase, once per phase per stratagem.
- A commander's intervention, called down the vox at the precise moment it matters.
- Unit LimitArmy construction
- Maximum copies of one datasheet: 2 at Incursion (1,000 pts) and 3 at Strike Force (2,000 pts), doubled for BATTLELINE units.
- Even the Departmento Munitorum will not sanction a fourth of anything.
- WarlordArmy construction
- One CHARACTER model nominated to lead your army during muster.
- The one whose name will be carved into the campaign stone — or struck from it.
- BattlelineArmy construction
- A keyword marking a faction's core troops; these units get double the Unit Limit.
- The rank and file who die in the thousands so the heroes may be remembered.
- Dedicated TransportArmy construction
- A transport bought alongside a unit; it gets the doubled Unit Limit allowance.
- The armoured coffin that carries the squad to whichever door needs breaking.
- LeaderArmy construction
- A CHARACTER ability letting the model be attached to a listed Bodyguard unit, forming a single Attached unit.
- A captain takes his place in the line, and the line stands taller for it.