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.