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.
05 Attack Sequence
Hit rolls, wound rolls, saving throws and inflicting damage.
05.01
Hit Rolls
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:
▪ Unmodified 1: fails.
▪ Unmodified 6: critical hit.
▪ Equal to or greater than that attack's BS/WS characteristic: hit.
▪ Any other result: fails.
Critical hits are still hits. Other rules can be triggered by a critical hit, such as [LETHAL HITS] and [SUSTAINED HITS] (24).
05.04
Inflict Damage
The opposing player resolves the following sequence for each save roll, working from lowest result(s) to highest result(s), until all attacks are resolved or all models in the target unit are destroyed – in the latter case, any excess attacks are lost.
1. Select Model: Select one model in the current allocation group (see right); this must be a model that has lost one or more wounds if possible.
2. Check Save Roll: For each result, check if that attack inflicts damage or fails by matching the first condition below that applies:
▪ Unmodified INFLICTS DAMAGE Invulnerable Save: The models in the current allocation group have an InSv characteristic,
▪ FAILS and the result is equal to or greater than that characteristic. Save and AP: After modifying the result by the attacking weapon’s AP characteristic, it is
▪ FAILS equal to or greater than the Sv characteristic of models in the current allocation group.
▪ Any other result INFLICTS DAMAGE
3. Resolve Damage: If that attack inflicts damage, the selected model loses a number of wounds equal to that attack’s D characteristic. If this reduces that model’s remaining wounds to 0 or fewer, it is destroyed. ls with t attack MAKING ATTACKS ATTACK SEQUENCE EXAMPLES BP X5 B
1. SELECT WEAPONS The RED unit is attacking. The following weapons are selected to make attacks with:
▪ 2 boltguns (B)
▪ 2 bolt pistols (BP)
▪ 1 heavy bolter (HB)
2. SELECT TARGETS The BLUE unit is selected as the target. The unit is visible all models in the attacking unit. All of the selected weapons are in range, with the exception of one bolt pistol. As a result, that weapon will not make any attacks.
3. RESOLVE ATTACKS There is only one enemy unit being targeted, so the controlling player now gathers attack dice:
▪ Five attack dice are gathered for the boltguns and bolt pistol, which have A characteristics of 2 and 1 respective and all make identical attacks.
▪ Three attack dice are gathered for the heavy bolter, which has an A characteristic of 3 but does not make identical attacks. RESOLVING ATTACK DICE BP X5 B B 1.
1. HIT ROLLS The controlling player chooses to make the five hit rolls for the boltguns and bolt pistol first. The BS characteristic of the weapons is 3+. Four of the attacks hit the target.
2. WOUND ROLLS The controlling player makes four wound rolls. The weapons have an S characteristic of 4 and the target unit has a T characteristic of 3, so rolls of 3+ are required to wound. Three of the attacks wound the target.
3. SAVE ROLLS The target unit’s controlling player makes three save rolls.
4. INFLICT DAMAGE
▪ The lowest result is less than both the InSv and Sv characteristics of the target, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
▪ The next lowest result is less than the target’s InSv characteristic, but greater than its Sv characteristic of 3+; that attack fails.
▪ The other result is greater than the target’s InSv characteristic of 5+; that attack also fails. RESOLVING OTHER ATTACKS
3. -1 to Save Roll
1. HIT ROLLS The controlling player then makes three hit rolls for the heavy bolter. The BS characteristic of the weapon is 4+. Two of the attacks hit the target.
2. WOUND ROLLS The controlling player makes two wound rolls. The weapon has an S characteristic of 5, so rolls of 3+ are required to wound. Both attacks wound the target.
3. SAVE ROLLS The target unit’s controlling player makes two save rolls.
4. INFLICT DAMAGE
▪ The lowest result, when modified by the attacking weapon’s AP characteristic of -1, is less than the target’s Sv characteristic of 3+, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
▪ The other result is equal to the target’s InSv characteristic of 5+; that attack fails. ATTACKING ATTACHED UNITS ATTACK SEQUENCE EXAMPLES X14
1. SELECT WEAPONS The RED unit is attacking. The following weapons are selected to make attacks with:
▪ 7 boltguns (B)
▪ 1 plasma pistol (PP)
▪ 2 heavy bolters (HB)
2. SELECT TARGETS The BLUE unit is selected as the target. It is an attached unit (19) formed from a Seraphim unit and Saint Celestine (with her two Geminae Superia). The unit is visible to all models in th attacking unit, and all of the selected weapons are in range.
3. RESOLVE ATTACKS There is only one enemy unit being targeted, so the controlling player now gathers attack dice. They decide to resolve the heavy bolter attacks first, which each have an A characteristic of 3, six attack dice are gathered. The attack dice for the remaining weapons will be gathered once the heavy bolter attacks are resolved (see opposite), as follows:
▪ 14 attack dice for the boltguns, which each have an A characteristic of 2. e ▪ One attack dice for the plasma pistol, which has an A characteristic of 1. ALLOCATION GROUPS Save Rolls
1. CREATE GROUPS AND DECLARE ORDER The target unit’s controlling player divides it into groups: one containing Saint Celestine, one containing the Geminae Superia, and one containing the Seraphim. They then declare the allocation order, choosing the Geminae Superia first (1), hoping their better Sv and InSv characteristics will weather the attacks. The Seraphim must be chosen second (2), as Saint Celestine is a CHARACTER model so must be last in the order (3).
2. RESOLVE ATTACK DICE The heavy bolters’ attacks wound the target five times, so the target unit’s controlling player makes five save rolls. 2 2 3 1 The attacks are resolved one at a time, from lowest save rolls to highest:
▪ The two results of 1 are allocated first, to the current allocation group (the Geminae Superia). They both inflict damage, and both Geminae Superia are destroyed.
▪ The result of 3 is now allocated to the Seraphim, who have become the current allocation group. When modified by the attacking weapon’s AP characteristic of -1, this also inflicts damage, destroying one Seraphim model.
▪ The remaining attacks fail, so no further damage is inflicted.
3. SELECT NEXT GROUP OF ATTACK DICE AND REPEAT OTHER CONCEPTS This section contains some additional rules concepts that are most frequently used while making attacks.
10 Shooting Phase
Selecting shooting units and resolving ranged attacks.
10.06
Close‑Quarters Shooting
11th
ELIGIBLE IF: All of the following apply to your unit:
▪ Engaged and did not make an advance move this turn.
▪ Has one or more [CLOSE‑QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
▪ M ONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
▪ Unless that attack is made with a [CLOSE‑QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
▪ If that attack is made with a [BLAST] weapon, it stil cannot target a unit your unit is engaged with.
▪ Non‑MONSTER/Non‑VEHICLE Models: You can only select [CLOSE‑QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
10.07
Indirect Shooting
11th
ELIGIBLE IF: All of the following apply to your unit:
▪ Unengaged and did not make an advance move this turn.
▪ Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
▪ [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
▪ Each time an [INDIRECT FIRE] weapon makes an attack:
▪ The target has the benefit of cover against that attack (13.08).
▪ You cannot re‑roll hit rolls.
▪ An unmodified hit roll of 1‑5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1‑3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action. 7.03 3.07 CHARGE PHASE In the Charge phase, you This represents your forc engage them in bloody clo FAILED CHARGES Note that, in the absence of modifiers to the charge roll, a result of 2 (a double 1) is never sufficient for a unit to complete a charge move, as a unit cannot be within engagement range (2") when it attempts a charge. Such a roll would therefore result in a failed charge, and the unit would not move. will be able to make charge moves with your units. es closing the distance with their foes in order to se combat. The Charge phase is resolved by following these steps:
1. START OF CHARGE PHASE
2. CHARGE
3.
15 Stratagems
Spending Command points on core stratagems for moments of tactical brilliance.
15.02
Command Re-Roll
11th
CORE STRATAGEM A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
▪ Advance roll
▪ Charge roll
▪ Damage roll
▪ Hazard roll
▪ Hit roll
▪ Save roll
▪ Wound roll
▪ A roll to determine the number of attacks generated with a weapon.
TARGET: That unit or model.
EFFECT: You re‑roll that roll. If you are rolling more than one dice together, select one of those dice to re‑roll (excluding charge rolls, which you must re-roll in full).
15.09
Snap Shooting
11th
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
▪ You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
▪ Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
▪ You cannot re‑roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
17 Monsters and Vehicles
The special rules that govern the largest war machines and beasts.
17.03
Monsters and Vehicles
In your Shooting phase, enemy MONSTER/VEHICLE units that are engaged can be selected as targets of ranged attacks. Each time a model makes a ranged attack that targets such a unit, subtract 1 from the hit roll (excluding attacks made with [CLOSE‑QUARTERS] weapons by models in a unit engaged with the target). ENGAGED MONSTERS/VEHICLES – SHOOTING -1 TO HIT ROLL The VEHICLE can shoot at this INFANTRY B unit using close-quarters shooting. While resolving those attacks, subtract 1 from hit rolls. As the INFANTRY unit is engaged, [BLAST] weapons cannot target it, but can target other unengaged units. This INFANTRY unit is engaged, but can shoot at the VEHICLE using close-quarters shooting. While doing so, it can only make attacks with its [CLOSE-QUARTERS] weapons and can only target the VEHICLE it is engaged with. The VEHICLE can shoot at this INFANTRY A unit using close-quarters shooting. While resolving those attacks, subtract 1 from hit rolls (excluding attacks made with [CLOSE‑QUARTERS] weapons). This INFANTRY unit can shoot at the VEHICLE using normal shooting. While resolving those attacks, subtract 1 from hit rolls. As the VEHICLE is engaged, [BLAST] weapons cannot target it, but can target other unengaged units. -1 TO HIT ROLL TRANSPORT models can carry passengers across the battlefield. This section TRANSPORTS ADVANCED explains how to use such models in your battles, and how units can embark within and disembark from them.
24 Core Abilities
The alphabetical reference of core unit abilities and weapon abilities.
24.16
[Heavy]
CORE ABILITIES Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect. In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the followi apply to the attacking unit:
▪ That unit is unengaged.
▪ That unit was not set up on the battlefield this turn.
▪ No model in that unit has moved more than 3" this turn.
24.29
[Psychic]
Some weapons can channel the bearer’s psychic might to empower their blows. Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).