Codex Astartes · Rules Cogitator

11th Edition Rules Index

Numbered, searchable summaries of the 11th edition core rules — every phase, every core Stratagem, every weapon and unit ability — alongside a full-text search of every faction army rule, detachment, enhancement, stratagem and unit ability in the databank.

1. Core Concepts

The building blocks every other rule is written on top of

1.1

Rules Blocks & Numbering

11th

Every rule in 11th edition sits in a numbered block, so rules can cite each other precisely. Some rules — notably Heal — live only in the Warhammer 40,000 app.

1.2

Active & Opposing Player

11th

The player whose turn it is is the Active Player. If you move, shoot or fight during your opponent's turn you become the Active Player until that resolution finishes.

1.3

Sequencing Simultaneous Rules

11th

At any shared timing window the Active Player resolves all mandatory abilities (in an order of their choosing), then their optional abilities; then the Opposing Player does the same. Rules newly triggered wait until all pre-existing rules have resolved. The opposing player therefore usually gets the last say.

1.4

Turn & Phase Structure

11th

Every phase has an explicit Start of Phase step, its own steps, and an End of Phase step. Mission scoring is a sub-step that always resolves after all other end-of-phase effects.

1.5

Invulnerable Saves

11th

An unmodifiable save used in place of the normal save. Invulnerable saves are no longer optional — the roll is checked against the invulnerable save and the (AP-modified) armour save to see whether damage is inflicted.

1.6

Hazard Rolls

11th

Forced by HAZARDOUS weapons, Desperate Escapes and Emergency Disembarkation. Roll one D6: on a 1–2 the unit suffers a mortal wound (3 mortal wounds if it is a Monster or Vehicle).

1.7

Coherency & Engagement

Units must remain in coherency; Engagement Range is 2" horizontally and 5" vertically, so models reach further than in 10th and can engage over low walls.

1.8

Actions

11th

Actions are back in the core rules with a standard template: Start, Unit, Use Limit, Completes, Effect. A unit must have OC 1+, be on the battlefield, not be an Aircraft or Fortification, not have Advanced or Fallen Back, and not already have started an Action. Shooting stops a unit starting an Action, and starting an Action stops it Shooting or Charging.

2. Command Phase

Resources, morale and command abilities

2.1

Command Point

At the start of your Command phase you gain 1 CP. CP is spent on Stratagems.

2.2

Battle-shock Step

11th

Any unit at or below Half-strength must take a Battle-shock test: roll 2D6 and equal or beat its Leadership. Units that started the phase Battle-shocked must test again — there is no automatic recovery.

2.3

Being Battle-shocked

11th

A Battle-shocked unit has its Objective Control set to "-" (an unmodifiable zero), cannot be targeted by Stratagems, and cannot perform Actions — failing any it had started.

2.4

Command Abilities Step

11th

Everything in the Command phase that is not Start/End of phase or Battle-shock happens here — after Battle-shock, so models returned to a unit arrive too late to help it pass its test.

3. Movement Phase

Moves, reserves, transports and defensive fire

3.1

Remain Stationary

A unit that does not move counts as Remaining Stationary and keeps access to abilities that require it.

3.2

Normal Move

Move each model up to M". Models cannot move into Engagement Range of enemy units.

3.3

Advance Move

Roll a D6 and add it to M" for that move. The unit cannot Shoot (except ASSAULT weapons) or Charge this turn.

3.4

Fall Back Move

Leave Engagement Range with a Normal Move. Models that must move through enemies make Desperate Escape Hazard rolls. The unit cannot Shoot or Charge this turn unless a rule says otherwise.

3.5

Ingress Moves

11th

Arriving from Reserves is now a codified Ingress Move: set the unit up wholly within the permitted zone and more than 8" from enemy models. Units that Ingress cannot make a Shooting-phase move.

3.6

Strategic Reserves

Reserves must arrive by the end of battle round 3 or be destroyed, and are limited in how much of your army can be held back.

3.7

Terrain & Movement

11th

Models move over terrain up to 4" tall freely; taller terrain must be climbed, spending movement equal to the vertical distance. Super-heavy Walkers may push straight through terrain over 4", risking Battle-shock on a 1.

3.8

Embark & Disembark

11th

Disembarking is a type of move with three modes, including a new option in 11th. Emergency Disembarkation forces Hazard rolls and automatically Battle-shocks the unit.

3.9

Overwatch Timing

11th

Fire Overwatch happens at the end of your opponent's Movement phase only — there is no Overwatch in the Charge phase. The firing unit must be unengaged, and it Snap Shoots.

4. Shooting Phase

The attack sequence, cover and shooting types

4.1

Attack Sequence

Select targets (attacks may be split between eligible targets) → group identical attacks against one target → hit rolls → wound rolls → the defender allocates and saves.

4.2

Allocation Order & Batched Saves

11th

The defender splits the unit into groups of identical defensive profiles (each Character its own group) and sets an allocation order — Characters last, groups containing a wounded model first. Saves are rolled for every successful wound at once, then applied from lowest roll upward down the allocation order.

4.3

Mortal Wounds

11th

Mortal wounds are resolved as a batch at the end of each group of identical attacks rather than at the very end of the unit's shooting.

4.4

Cover

11th

Cover now applies a penalty to the attacker's hit roll rather than improving the target's save. Stealth and Smokescreen both grant Cover.

4.5

Snap Shooting

11th

When Snap Shooting (e.g. Fire Overwatch) attacks hit only on unmodified 6s and hit rolls cannot be re-rolled. TORRENT and SUSTAINED HITS remain the reliable Overwatch tools.

4.6

Assault Shooting

ASSAULT weapons may be fired by a unit that Advanced this turn.

4.7

Close-Quarters Shooting

11th

CLOSE-QUARTERS (the replacement keyword for PISTOL) weapons may be fired while the unit is within Engagement Range, targeting a unit it is engaged with.

4.8

Indirect Shooting

INDIRECT FIRE weapons may target units that are not visible, with the usual penalties to hit and a benefit of Cover for the target.

4.9

Plunging Fire

11th

Firing down from a raised position onto targets below improves your attack, rewarding the use of tall terrain.

5. Charge Phase

Distance-first charging and counter-charges

5.1

Charge Rolls

11th

Eligible units (unengaged, within 12" of an enemy, did not Advance or Fall Back) roll 2D6 for a maximum charge distance, THEN pick any charge targets within that distance. There is no need to declare targets first.

5.2

Charge Move

11th

Move every model up to the maximum distance rolled. You must end engaged with every charge target, each model must end closer to a target, and models must end within 1" of a target where possible. You may not end engaged with a unit you did not select.

5.3

Charging from Reserves

Units arriving from Deep Strike or Strategic Reserves set up more than 8" away, so still need a 9" charge.

5.4

No Overwatch in the Charge Phase

11th

Defensive fire happens in the Movement phase; the Charge phase is uninterrupted by shooting.

5.5

Heroic Intervention

11th

Resolved at the end of the Charge phase. For 1CP counter-charge any number of enemy units that charged, with no distance cap on the roll; for 2CP cap the roll at 6" but charge anything within 6".

6. Fight Phase

Pile in, fight order, consolidation

6.1

Fight Order

Units that Charged, and units with FIGHTS FIRST, fight first. The Active Player then alternates unit activations with the opposing player.

6.2

Pile In

Before attacking, each model may move up to 3" and must end closer to the nearest enemy unit it will attack.

6.3

Overrun Fight

11th

A unit that destroys everything it is engaged with may push on rather than being stranded in the open.

6.4

Consolidation

After attacking, models may move up to 3" to engage another enemy unit, move onto an objective, or return to coherency.

6.5

Counter Offensive

2CP Stratagem: interrupt the alternating activation and fight with one of your units out of order.

7. Terrain & Objectives

Ruins, cover, Hidden and scoring

7.1

Terrain Areas

11th

Terrain is defined by categories and by Terrain Areas — the footprint you measure against for cover, objectives and visibility.

7.2

Hidden

11th

A unit fully behind terrain can be Hidden and cannot be seen or targeted beyond its detection range. Going to Ground (every model obscured) gives a further -3" to that range.

7.3

Obscuring

Obscuring terrain blocks line of sight through it, protecting units on the far side.

7.4

Terrain Objectives

11th

The default in 11th is that designated Terrain Areas are the objectives; a model is in range if it is within the Terrain Area.

7.5

Controlling Objectives

At the end of each phase and at the end of each turn, total the OC of all models within range of an objective. The player with the higher Level of Control holds it.

7.6

Objective Secured

Certain rules let a unit control an objective regardless of the opponent's Level of Control.

8. Core Stratagems

The Stratagems every army may use

8.0

Using Stratagems

11th

Spend the listed CP. A Stratagem may be used only once per phase, and — new in 11th — you cannot use more than one Stratagem on the same unit in a phase. Some Stratagems have multiple modes at different CP costs.

8.1

Command Re-roll — 1CP

11th

Re-roll one dice. Charge rolls re-roll both dice.

8.2

Insane Bravery — 1CP

Once per battle, a unit automatically passes a Battle-shock test. Cannot be used on a unit that is already Battle-shocked.

8.3

Fire Overwatch — 1CP

11th

At the end of your opponent's Movement phase, an unengaged unit Snap Shoots at a visible enemy unit within 24".

8.4

Rapid Ingress — 1CP

11th

At the end of your opponent's Movement phase, one unit in Reserves makes an Ingress Move. Cannot target Aircraft.

8.5

Heroic Intervention — 1CP/2CP

11th

Counter-charge at the end of your opponent's Charge phase. See 5.5 for the two modes.

8.6

Counter Offensive — 2CP

Interrupt the fight sequence: one of your eligible units fights next.

8.7

Epic Challenge — 1CP

A Character fighting an enemy Character makes its melee attacks with PRECISION.

8.8

Explosives — 1CP

11th

Formerly Grenades. An eligible unit hurls explosives at an enemy unit within 8" for mortal wounds.

8.9

Smokescreen — 1CP

11th

The target unit gains Cover, and also provides Cover to friendly units behind it.

8.10

Crushing Impact — 1CP

11th

The new Tank Shock. A Monster or Vehicle that charged slams into the foe for mortal wounds; on a 1 it takes a mortal wound itself.

9. Weapon & Unit Abilities

Core keywords found on datasheets

9.1

Anti-X N+

Wound rolls of N+ against the listed keyword are Critical Wounds.

9.2

Assault

May be fired by a unit that Advanced.

9.3

Blast X

11th

Gains X extra shots for every model in the target unit.

9.4

Close-Quarters / Pistol

May be fired while engaged, at a unit you are engaged with.

9.5

Devastating Wounds

11th

Critical Wounds inflict mortal wounds instead of normal damage, resolved as a batch at the end of the attack group.

9.6

Lethal Hits

11th

Critical Hits automatically wound. Now optional, so you can decline it to fish for Devastating Wounds.

9.7

Sustained Hits X

Each Critical Hit scores X additional hits.

9.8

Twin-linked

Re-roll wound rolls.

9.9

Torrent

Attacks hit automatically.

9.10

Melta X

11th

Within half range, increase the Damage characteristic by X. It no longer bypasses halving or set-to-zero effects.

9.11

Hazardous

11th

After the weapon is used, the unit makes a Hazard roll (see 1.6).

9.12

Rapid Fire X

X extra shots against targets within half range.

9.13

Indirect Fire

May be used for Indirect Shooting against unseen targets.

9.14

Ignores Cover

11th

The target does not benefit from Cover — which in 11th means the hit-roll penalty does not apply.

9.15

Precision

Successful attacks may be allocated to an attached Character.

9.16

Deep Strike

11th

May be placed in Reserves and Ingress anywhere on the battlefield more than 8" from enemy models.

9.17

Infiltrators

11th

Deploy anywhere more than 8" from the enemy deployment zone and enemy models.

9.18

Scouts X"

Make a pre-battle Normal Move of up to X", ending more than 9" from enemy models.

9.19

Stealth

11th

The unit has Cover.

9.20

Lone Operative X"

11th

Cannot be targeted by ranged attacks from further than X" (12" by default) unless it is attached to a unit.

9.21

Feel No Pain X+

Each time damage is allocated, roll X+ to ignore it.

9.22

Deadly Demise X

11th

When destroyed, roll a D6; on a 6 nearby units suffer X mortal wounds. For Transports this happens after embarked units disembark.

9.23

Firing Deck X

X embarked models may fire their ranged weapons through the Transport.

9.24

Extra Attacks

11th

Used in addition to other melee weapons. The Attacks characteristic can now be modified.

9.25

Fights First

Fights in the first fight step, before units without the ability.

9.26

Super-heavy Walker

11th

May move through terrain features taller than 4", risking Battle-shock on a roll of 1.

9.27

One Shot

May be fired only once per battle.

9.28

Lance

+1 to Wound if the bearer's unit made a Charge move this turn.