07.01Start 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.
Warhammer 40,000 is played in a series of battle rounds of five phases per turn.
At the start of the battle round, players resolve rules that are triggered at the start of the battle round, before progressing to player turns.
Both players now take one turn each. The same player always takes the first turn in each battle round – the mission you are playing will tell you which player this is. Once that player’s turn has ended, their opponent takes their turn. Each turn consists of seven parts: first the Start of Turn step, then a series of five phases resolved in the order shown opposite, then the End of Turn step.
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 playe 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. START OF TURN STEP Rules that are triggered at the start of a turn are resolved now. COMMAND PHASE You marshal strategic resources and check your units’ morale. MOVEMENT PHASE Your units move across the battlefield and strategic reserves arrive. SHOOTING PHASE Your units make attacks with their ranged weapons. CHARGE PHASE Your units make charge moves to engage the enemy. FIGHT PHASE Both players’ units make attacks with their melee weapons. 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. COMMAND PHASE In the Command phase, readiness of your forc 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. both players gain Core CP, then you check the combat es 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.