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.

01 Core Concepts

The essential concepts every commander must master before the first shot is fired.

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: ▪ Each time a unit is selected to move, that unit’s controlling 01 player is the active player until that move ends. ▪ Each time a unit is selected to shoot or selected to fight, that unit’s controlling player is the active player until those attack are resolved.

06 Other Concepts

Visibility, mortal wounds and hazard rolls.

06.03

Hazard Rolls

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To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound (see above), 06 or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously. lost MODEL VISIBLE If any part of another model is visible to the observing model, that model is visible. MODEL FULLY VISIBLE 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 If one or more models in a unit are visible to the observing model, that unit is visible. UNIT FULLY VISIBLE 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. THE BATTLE ROUND 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.

07 The Battle Round

Warhammer 40,000 is played in a series of battle rounds of five phases per turn.

07.01

Start of Battle Round

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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

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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.

07.03

End of Battle Round

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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.

15 Stratagems

Spending Command points on core stratagems for moments of tactical brilliance.

15.07

Rapid Ingress

CORE STRATAGEM 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.

18 Transports

Transport capacity, embarking and disembarking.

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: ▪ Each model in that unit is within 3" of that TRANSPORT. ▪ That unit was not set up on the battlefield this turn. ▪ That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet. ▪ That TRANSPORT has sufficient remaining transport capacity for each model in that unit. When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarke within that TRANSPORT and is not on the battlefield.

20 Strategic Reserves

Holding units off the battlefield and bringing them into the fight.

20.03

Strategic Reserves

To arrive on the battlefield, each strategic reserves unit must make an ingress move (see below). Unless otherwise stated, they can only do so from the second battle round onwards.

20.04

Ingress Move

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SET-UP 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. ▪ Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone. 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. 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: ▪ Units embarked within TRANSPORTS that have made an ingress move during the battle. ▪ Repositioned units (see opposite). FLYING AND SURGING This section supplements the basic rules for moving models, explaining how ADVANCED some units can fly over obstacles or surge closer to the enemy.