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.
01.01
Armies
Each player in a game of Warhammer 40,000 commands an army made up of units of models. You control all of the models in your army. If a rule refers to the ‘controlling player’, it is referring to the player who controls the models being affected by that rule.
01.02
Units and Models
11th
A unit can contain one or more models. These models move and fight together as a single group. Most models have a base, which is also part of that model for all rules purposes. Rules sometimes affect ‘friendly’ or ‘enemy’ models or units, which are defined as follows:
▪ Friendly units and models are those in your army.
▪ Enemy units and models are those in your opponent’s army. If a rule affects units or models without specifying that they are friendly or enemy, that rule affects any unit or model, regardless of whose army they are in. When an effect or ability applies to a unit, it applies to every model in that unit.
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.
01.04
Measuring Distances
Distances in Warhammer 40,000 are measured in inches ("). You can measure distances whenever you want to. When a rule refers to a model’s position in relation to anything else on the battlefield, unless otherwise stated, measure to or from the closest part of that model’s base.
01.05
Dice
You will require some six‑sided dice (often abbreviated to D6). There are many ways dice rolls are referred to, including:
▪ 2+, 3+, and so on: 2+ means a result of 2 or more, 3+ means a result of 3 or more, and so on.
▪ 1‑3, 4‑6, and so on: Any result within the specified range will interact with the rule stated.
▪ 2D6, 3D6, and so on: Roll the stated number of D6 and add the individual values together (e.g. to roll 2D6, roll two D6 and add the values together).
▪ D3: Roll one D6 and halve the result (rounding up).
▪ D6+1, 2D6+3, and so on: Roll the stated number of dice and add the stated value to the result.
01.06
Leadership Rolls
11th
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
01.07
Battle-Shock Rolls
11th
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
▪ If that roll succeeds, that unit does not become battle-shocked.
▪ If that roll fails, that unit, and each model in it, is battle-shocked. While a unit is battle-shocked:
▪ The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
▪ Its controlling player cannot target that unit with stratagems (15).
▪ I t is not eligible to start an action (16), and any action it ha started cannot be completed. DATASHEETS Each unit has a datasheet that explains how learn how to use datasheets when preparing y
02 Datasheets
How to read a datasheet: profiles, abilities, weapons, keywords, composition and wargear.
02.01
Datasheet Name
Here you will find the name of the unit.
02.02
Profiles
These contain the following characteristics that tell you how mighty the models in the unit are: Move (M): The speed at which a model traverses the battlefield. If a model has an M characteristic of ‘-’, it can be set up on the battlefield but otherwise cannot be moved. Toughness (T): The model’s resilience against harm. Save (Sv): Presented as a dice result (e.g. 4+), this indicates the protection a model’s armour gives it. Invulnerable Save (InSv): Presented as a dice result (e.g. 4+). Some models are protected by esoteric means in addition to physical armour, such as force fields or preternatural reflexes. Not all models have an InSv characteristic, but if they do, it will be listed here. Wounds (W): Wounds represent how much damage a model can sustain before it is destroyed. If a model’s wounds are reduced to 0 or fewer, that model is destroyed. Leadership (Ld): Presented as a dice result (e.g. 7+), this reveals how courageous, determined or self‑controlled a model is. Objective Control (OC): How effectively a model can control an objective on the battlefield. If a model has an OC characteristic of ‘-’ it is unable to 02 control objectives at all. it functions in battle. Here you will our army and playing games.
02.03
Abilities
Many units have abilities that may apply during the game. These will be described here.
02.04
Weapons
Weapons have the following characteristics: Range (R): How far ranged weapons can shoot. Weapons with an R characteristic of ‘Melee’ are melee weapons. Attacks (A): How many attack dice are used each time that weapon is used. Ballistic Skill (BS): Presented as a dice result (e.g. 4+), this shows how accurate the bearer is when shooting with the relevant ranged weapon. Weapon Skill (WS): Presented as a dice result (e.g. 4+), this reflects the bearer’s skill in wielding the relevant melee weapon. Strength (S): The higher a weapon’s S characteristic, the more likely it is to wound a foe. Armour Penetration (AP): Presented as a modifier to a dice roll (e.g. -1). The larg the modifier, the better the weapon is at cutting through the target’s defences. Damage (D): The amount of damage inflicted by an attack.
02.05
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD. Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.
6.
02.06
Unit Composition and Other Rules
This section details the number and types of models in the unit. Each of those models will have one set of default wargear, which will be listed here. It may also list other rules, such as which units a leader unit can join or which units can embark within a TRANSPORT.
02.07
Wargear Options
Some datasheets have a list of wargear options. When you include such a unit in your army, you can use these options to alter the weapons and other wargear its models have. BOY Z M T SV W LD 6" 5 5+ 1 7+ 6" 5 5+ 2 7+ RANGED WEAPONS Kustom shoota [RAPID FIRE 2] Kombi‑rokkit Kombi‑shoota Shoota [RAPID FIRE 1] Slugga [CLOSE‑QUARTERS] MELEE WEAPONS Big choppa Choppa WARGE AR OPTIONS 7 ▪ The Boss Nob can have its 1 kustom shoota
KEYWORDS: INFANTRY; BATTLELINE; MOB; EXPLOSIVES; BOYZ 2 BOSS RANGE 18" 24" 24" 18" 12" RANGE Melee Melee replaced with 1 kom BOYZ NOB bi‑sho A BS 4 5+ 1 5+ 3+ 4 ota and 1 S AP 4 0 10 ‑2 4 0 4 0 4 0 kombi‑rokkit. c mobs led by hulking ate but enthusiastic efore hurling, where their sheer help them make short Command phase, if bjective is secured by 1 kustom shoota; 1 shoota; 1 choppa MOVING During a battle, you will move your models by picking them up and changing their position on the battlefield. The principles of movement are explained here.
03 Moving
Coherency, engagement range and the rules that govern every move across the battlefield.
03.01
Moving Units
11th
There are several types of move a unit can make. Each one defines which units are eligible to make it, what its maximum distance or set-up distance is, and any conditions that must be met. Each time you move a unit, you can move one or more of its models, one at a time, by moving it in a straight line and/or rotating it, as many times as you want to. Each time you move a model, unless otherwise stated:
▪ It can be moved through friendly models.
▪ It can be moved through any space its base can fit through.
▪ Its base cannot be moved through enemy models.
▪ Its base cannot cross the edge of the battlefield.
▪ All stated ‘While Moving’ conditions must be met. MOVING A MODEL IN A STRAIGHT LINE Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type. ROTATING A MODEL Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating model does not count towards the distance it has moved. ENDING A MOVE After you have finished setting up all of the models in a unit and/or moving all of the models in a unit that you want to move, check that all of the following apply:
▪ If that unit is on the battlefield, it is in coherency (03.03).
▪ No models in that unit are on another model or partway through a surface of a terrain feature (e.g. a wall or ceiling)
▪ All stated ‘After Moving’ conditions are met. If one or more of the above conditions are not met, that unit cannot make that move and its models are returned to their 03 positions at the start of that move. Otherwise, after resolving any additional rules stated in the ‘After Moving’ section of that move type, that move ends. MOVING IN A STRAIGHT LINE Both models shown here can move a maximum distance of 6". They both move 3" in a straight line, then 3" in another straight line, for a total movement of 6". ROTATING MOVING IF YOU CANNOT SET UP A UNIT This section explains how to set up your units on the battlefield While doing so as the result of a move type, if you have to return a unit’s models to their previous positions because it is not possible to set them all up, that unit has not been selected to make that move. This means it can be selected to make a move later, so could either attempt another set up or remain stationary (09.04). WHAT IS COHERENCY? Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group. WHAT IS ENGAGEMENT? While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.
03.02
Set Up
Before your units can move and make attacks, they will first. need to be set up on the battlefield. This most commonly happens when deploying your army for battle, but can happen for other reasons as well. Whenever a rule instructs you to set up a unit, place its models on the battlefield so that:
▪ That unit is in coherency (see below).
▪ That unit is unengaged (see below).
▪ All other requirements and restrictions are met. If you cannot set up all of the models in a unit, remove that unit from the battlefield and return it to its original position (e.g. strategic reserves or embarked within a TRANSPORT).
03.03
Coherency
A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
▪ Within 2" horizontally and 5" vertically of at least one other model in that unit.
▪ Within 9" horizontally and 5" vertically of every other model in that unit. REGAINING COHERENCY In the End of Turn step of each player’s turn, if one or more unit on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.
03.04
Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
▪ While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
▪ While a unit contains no engaged models, that unit is unengaged. COHERENCY 1 ½" ENGAGEMENT A WEAPON CANNOT SUBSTITUTE Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency. These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other. MAKING ATTACKS During the battle, your u with their weapons each t attacks with your models. MODELS WITHOUT RANGED/MELEE WEAPONS A model that does not have any ranged weapons cannot make ranged attacks, and a model that does not have any melee weapons cannot make melee attacks. SELECTING TARGETS When shooting or fighting, you can select different targets for each weapon. If you cannot select a target for a weapon, or if you choose not to select a target for a ranged weapon, the model with that weapon will not make attacks with it. SIDEARMS Some models are equipped with [CLOSE-QUARTERS] weapons in addition to other firearms. Such models can be an exception to the rules in this section, as you may not be able to select all of their weapons to make attacks with. nits will shoot at and fight the enemy, making attacks ime they do so. This section explains how to make Each time a unit shoots or fights, the active player foll these steps:
1. SELECT WEAPONS
2. SELECT TARGETS
3.
04 Making Attacks
Selecting weapons and targets, then resolving attacks against the foe.
04.01
Select Weapons
11th
For each model in the attacking unit, select which weapons model will make attacks with. Models make ranged attacks wi ranged weapons, and make melee attacks with melee weapons. WHILE SHOOTING You can select one or more ranged weapons that model has. WHILE FIGHTING You must select one melee weapon that model has.
04.02
Select Targets
For each weapon selected: WHILE SHOOTING Select one enemy unit to be the target of that weapon. Unle otherwise stated, each target must be:
▪ Visible to the model that has that weapon (06.01).
▪ Within range of that weapon.
▪ Unengaged. WHILE FIGHTING Select one or more enemy units to be the targets of that weapon:
▪ Each target must be engaged with the model that has that weapon.
▪ You cannot select more targets than that weapon’s A characteristic. ows that
04.03
Resolve Attacks
Resolve attacks using the following sequence:
1. Select Enemy Unit: Select one of the enemy units targeted by one or more weapons.
2. Gather Attack Dice: Select one weapon targeting that unit that has not yet been used to make attacks against it, and gather a number of D6 equal to that weapon's A characteristic. These are attack dice - each one represents one attack being made by an attacking model with that weapon. If one or more other weapons targeting that unit make identical attacks to the selected weapon and those weapons have not yet been used to make attacks against that target, they do so now and you gather those weapons' attack dice as well.
3. Resolve Attack Dice: Resolve the attack sequence (05) for all of the attack dice you just gathered.
4. Other Attacks: Follow the first of the instructions below that applies:
▪ If there are any weapons targeting the same unit that have not yet been used to make attacks, return to the Gather Attack Dice step.
▪ Otherwise, if there are any weapons with unresolved attacks targeting a different unit, return to the Select Enemy Unit step.
▪ Otherwise, if all weapons have been used to make all of their attacks, this sequence ends and the attacking unit's attacks have been resolved.
IDENTICAL ATTACKS: Identical attacks are those that have the same BS/WS, S, AP and D characteristics, and which are affected by the same applicable abilities and rules.
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).
05.02
Wound Rolls
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:
▪ Unmodified 1: fails.
▪ Unmodified 6: critical wound.
▪ Equal to or greater than the required result below: wound.
▪ Any other result: fails.
Required result, comparing the attack's Strength with the target's Toughness:
▪ Strength is twice (or more than twice) the Toughness: 2+
▪ Strength is greater than the Toughness: 3+
▪ Strength is equal to the Toughness: 4+
▪ Strength is less than the Toughness: 5+
▪ Strength is half (or less than half) the Toughness: 6+
Critical wounds are still wounds, and can trigger other rules such as [DEVASTATING WOUNDS] (24).
05.03
Save Rolls
11th
The opposing player resolves the following sequence:
1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
▪ One group for each CHARACTER model.
▪ One group for all other models with the same W, Sv and InSv characteristics.
2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
▪ If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
▪ No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
▪ CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
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.
06 Other Concepts
Visibility, mortal wounds and hazard rolls.
06.01
Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored. Other models and units can be either visible or fully visible to the observing model, as shown opposite. Note that terrain applies additional rules to visibility (13.07).
06.02
Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
1. Select Model: Select one model in that unit by following the first instruction below that applies: If a non‑CHARACTER model in that unit has lost one or more wounds, you must select that model. Otherwise, if that unit contains one or more non‑CHARACTER models, you must select one of those models. Otherwise, if one or more CHARACTER models in that unit have one or more wounds, you must select one of those models.
▪ Otherwise, you must select one CHARACTER model in that unit.
2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed. MORTAL WOUNDS AND NORMAL DAMAGE When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.
06.03
Hazard Rolls
11th
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
11th
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
11th
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
11th
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.
08 Command Phase
Gaining Command points, battle-shock tests and command abilities.
08.01
Start of Command Phase
11th
Rules that are triggered at the start of the Command phase are resolved now.
08.02
Gain Core CP
11th
Both players gain 1 Command Point (CP).
08.03
Battle-Shock
11th
The active player must now make one battle-shock roll (01.07) for each unit in their army that fulfils one or both of the following conditions:
▪ That unit is currently battle-shocked.
▪ That unit is at, or below, half‑strength. If a unit was battle-shocked at the start of this step and its battle-shock roll during this step succeeds, it is no longer battle-shocked.
08.04
Command Abilities
11th
Rules that are triggered in the Command phase (excluding those that are triggered at the start or end of this phase, when gaini Core CP, or by battle-shock rolls) are resolved now.
08.05
End of Command Phase
11th
Rules that are triggered at the end of the Command phase 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 play have achieved any aspects of their mission that are triggere at this point, resolve them now. ers BATTLE-SHOCK EXAMPLES This unit has a starting strength of 3 so is not at o half-strength, but it is currently battle-shocked, so roll must be made for it. If that roll succeeds, the be battle-shocked. This unit has a starting strength of 10. It has five models remaining, so it is at half-strength and a battle-shock roll must be made for it. This unit has a starting strength of 5. It has two models remaining, so it is below half-strength and a battle-shock roll must be made for it. This VEHICLE has a starting strength of 1 and a W characteristic of 11. It has 3 wounds remaining, so it is below half-strength and a battle-shock roll must be made for it. r below a battle-shoc unit will no l MOVEMENT PHASE In the Movement phase, you will be able to move each of your units across the battlefield. Reinforcements can also arrive in this phase to bolster your forces. The Movement phase is resolved by following these steps:
1. START OF MOVEMENT PHASE
2. MOVE UNITS
3.
09 Movement Phase
Normal, advance, fall-back and remain stationary modes, plus reinforcements.
09.01
Start of Movement Phase
11th
SELECTING UNITS Rules that are triggered at the start of the Movement phase are TO MOVE resolved now. When the Move Units step ends, the active player must have selected all of their units to make a move
09.02
Move Units
with, including those in The active player moves their units one at a time, using the strategic reserves. This sequence below, until all of their units have been selected to means that before the move and those moves have ended. phase ends, every unit in their army will have been selected to make 1. Select Unit: Select one friendly unit that has not been a move, even if it is to selected to move this phase. You can select a unit on the remain stationary. battlefield, in strategic reserves, or embarked within a TRANSPORT. That unit is selected to move.
2. Select Move Type: Select one move type that unit is eligibl to make, and resolve it with that unit. This can be one lis below, or one presented elsewhere:
▪ Remain stationary (see opposite)
▪ Normal move (see opposite)
▪ Advance move (see opposite)
▪ Fall-back move (see opposite)
▪ Disembark move (18.04)
▪ Ingress move (20.04) Move types are marked with this icon.
09.03
End of Movement Phase
11th
Rules that are triggered at the end of the Movement phase are resolved now. ted
09.04
Remain Stationary
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move. NORMAL MOVE 09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged. ADVANCE MOVE 09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
▪ Your unit must be unengaged.
▪ Until the end of the turn, unless otherwise stated, your unit is not eligible to declare a charge or start an action
09.07
Fall-Back Move
11th
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
▪ Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
▪ Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
▪ Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
▪ Your unit must be unengaged.
▪ Until the end of the turn, unless otherwise stated, your unit is not eligible to shoot, declare a charge or start an action.
▪ Desperate Escape: If your unit is not battle-shocked, you must make a battle-shock roll for your unit (01.07). SHOOTING PHASE In the Shooting fire at their c Shooting types marked with thi phase, your units will take aim and use their ranged weapons to hosen targets. The Shooting phase is resolved by following these steps:
1. START OF SHOOTING PHASE
2. SHOOT
3.
10 Shooting Phase
Selecting shooting units and resolving ranged attacks.
10.01
Start of Shooting Phase
11th
Rules that are triggered at the start of the Shooting phase are resolved now.
10.02
Shoot
The active player shoots with their eligible units one at a time, using the sequence below, until all the units they choose to shoot with have been selected to shoot and their attacks have been resolved. A unit is eligible to shoot if it is on the battlefield and has not already been selected to shoot this phase.
1. Select Unit: Select one friendly unit that is eligible to shoot that unit is selected to shoot.
2. Select Shooting Type: Select one shooting type that unit is eligible to make, and resolve it with that unit. This can be on listed below, or one presented elsewhere: are
▪ Normal shooting (see below) s icon.
▪ Assault shooting (see opposite)
▪ Close‑quarters shooting (see opposite)
▪ Indirect shooting (see opposite)
10.03
End of Shooting Phase
11th
Rules that are triggered at the end of the Shooting phase are resolved now.
10.04
Normal Shooting
11th
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (04).
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
10.05
Assault Shooting
11th
ELIGIBLE IF: All of the following apply to your unit:
▪ Unengaged and made an advance move this turn.
▪ Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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.
11 Charge Phase
Declaring charges, charge rolls and charge moves.
11.01
Start of Charge Phase
11th
Rules that are triggered at the start of the Charge phase are resolved now.
11.02
Charge
The active player resolves charges with their eligible units one at a time, using the sequence below, until all of their units they choose to charge with have declared a charge and those charges have been resolved.
1. Declare Charge: Select one friendly unit that has not declared a charge this phase and is eligible to declare a charge (see below). That unit declares a charge. A unit is eligible to declare a charge if it is on the battlefie unless otherwise stated. Here are some rules that prevent a unit from being eligible to declare a charge:
▪ It is not within 12" of one or more enemy units.
▪ It is engaged.
▪ It made an advance or fall-back move this turn.
2. Make Charge Roll: Make a charge roll by rolling 2D6: the result is the maximum distance for the charge move.
3. Attempt Charge: If it is possible to make a charge move, and if you still want to, make a charge move with that unit (see opposite). Otherwise, your unit does not make a charge move. In either case, the charge is then resolved.
11.03
End of Charge Phase
11th
Rules that are triggered at the end of the Charge phase are resolved now. ld, CHARGE MOVE 11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
▪ Each model must end its move closer to one or more charge targets.
▪ Each model that can end its move within 1" of one or more charge targets must do so.
▪ Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
▪ Your unit must be engaged with all of the charge targets.
▪ Your unit cannot be engaged with one or more enemy units that are not charge targets.
▪ Until the end of the turn, each model in your unit has the Fights First ability (24.13). MAKING A CHARGE MOVE The BLUE unit A declares a charge and the charge roll generates a maximum distance of 7". Unit A is within this distance, so can be selected as a charge target, but the BLUE unit would not be able to end its charge move Charge Roll engaged with this unit after moving around the intervening terrain features. This unit is more than B 7" from the charging unit, so it cannot be selected as a charge target, even though the charging unit could end its charge move within 2" of this unit. FIGHT PHASE In the Fight phase, both players get to act. First, units will pile in to maximise the number of models that are engaged, then all the combatants will make melee attacks, before units consolidate their position. The Fight phase is resolved by following these steps:
1. START OF FIGHT PHASE
2. PILE IN
3. FIGHT
4. CONSOLIDATE
5. END OF FIGHT PHASE DO UNITS HAVE TO FIGHT? Yes, you have to fight
12 Fight Phase
Fights First, pile-in moves, alternating activations and consolidation.
12.01
Start of Fight Phase
11th
with all units that can, Rules that are triggered at the start of the Fight phase are but you don’t have to resolved now. pile in or consolidate with a unit if you don’t want to.
12.02
Pile in
Both players make pile-in moves (see below) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, follo by their opponent. Each unit cannot make more than one pile-in move during this step.
12.03
Pile-In Move
11th
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
▪ It is engaged.
▪ It made a charge move this turn.
▪ It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select pile-in targets:
▪ If your unit is engaged, select every enemy unit it is engaged with.
▪ Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:
▪ Models in base‑contact with one or more enemy models cannot be moved.
▪ Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible. 12 AFTER MOVING:
▪ Your unit must be engaged.
▪ Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. wed START OF FIGHT PHASE Terrain Objective PILE-IN MOVES Each model Terrain Objective Fights First un 2½" moves up to 3". Because both RED units made charge moves this turn, they are both Fights First units this phase and are both eligible to it make pile-in moves, even though the MONSTER is unengaged as it destroyed its charge target in the Charge phase using the Crushing Impact stratagem (15.06). Fights F
1. The RED player makes pile-in moves first.
2. The BLUE player makes pile-in moves next, but as their model is in base-contact with enemy models, it is not moved. irst unit FIGHT PHASE Fight types are marked with this icon. OVERRUN FIGHTS When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
12.04
Fight
A unit is eligible to fight if it has not already been selected to fight this phase and one or more of the following apply to it:
▪ It is engaged, or it was engaged at the start of this step.
▪ It made a charge move this turn. Players resolve the following sequence until all eligible units have been selected to fight and their attacks have been resolved:
1. R esolve Fights First Combats: Starting with the player whose turn it is, players alternate selecting one friendly Fights Firs unit that is eligible to fight; that unit is selected to fight (below). If this is not possible:
▪ If there are no Fights First units that are eligible to fight, move to the Resolve Remaining Combats step where this player will select their next unit.
▪ Otherwise, the other player selects their next unit.
2. R esolve Remaining Combats: Starting with the player who just moved this sequence onto this step, players alternate selecting one friendly unit that is eligible to fight; that unit selected to fight. If this is not possible:
▪ If there are no units that are eligible to fight, the Fight step ends. � Otherwise, the other player selects their next unit. After resolving a fight in the Resolve Remaining Combats step, if there are one or more Fights First units that are now eligible to fight, return to the Resolve Fights First Combats step. WHEN A UNIT IS SELECTED TO FIGHT Each time a unit is selected to fight, select one fight type that unit is eligible to make, and resolve it with that unit. This can b one listed below, or one presented elsewhere:
12.05
Normal Fight
11th
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit fights as described in Making Attacks (04).
12.06
Overrun Fight
11th
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04). see NORMAL FIGHT Players alternate selecting units to fight. Fights First units must be selected before any other eligible units. Fights First Terrain Objective OVERRUN FIGHT
3. The BLUE player has no Fights First units, so the RED player selects their next unit. Terrain Objective
1. T he RED player selects their MONSTER to fight. It makes a normal fight, destroying the TRANSPORT. Fights First unit unit
2. The embarked unit makes an emergency disembark move. After doing so, it is unengaged.
4. The RED player selects another Fights First unit. This unit is unengaged, but was engaged with the TRANSPORT at the start of the Fight step, so can make an overrun fight. It first makes a pile-in move to engage the unit that disembarked, then fights, destroying two enemy models.
5. The BLUE player’s unit fights back, but inflicts no damage. FIGHT PHASE NEW FOES TO FACE While using the engaging consolidation mode, your unit can end its consolidation move engaged with enemy units that have not yet fought this phase. If so, each of those enemy units will have an opportunity to fight your unit, so think carefully about how aggressively you want to move your unit using this mode.
12.07
Consolidate
Both players make consolidation moves (see below) with all of their eligible units they choose to move. The ‘Eligible If’ sect describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, follo by their opponent. Each unit cannot make more than one consolidation move during this step.
12.08
Consolidation Move
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible t fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
▪ O ngoing Consolidation: If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
▪ E ngaging Consolidation: Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
▪ O bjective Consolidation: Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
▪ Ongoing Consolidation: Models in base‑contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
▪ Engaging Consolidation: Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
▪ Objective Consolidation: Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
▪ Ongoing Consolidation: Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
▪ Engaging Consolidation: Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
▪ Objective Consolidation: Your unit must be within range of the selected objective.
12.09
End of Fight Phase
11th
Rules that are triggered at the end of the Fight phase are resolved now. ion wed ONGOING CONSOLIDATION Terrain Objective OBJECTIVE CONSOLIDATION Terrain Objective The RED player makes consolidation moves first. All engaged units and all units that were eligible to fight this phase can make a consolidation move. Each model moves up to 3". Models in base-contact with enemy models cannot be moved. No enemy units are within 3" of this MONSTER unit, but an objective is within 3", so it moves within range of that objective. BATTLEFIELDS AND TACTICS TERRAIN This section provides r an interactive, themati life and introduce a vi CREATING YOUR OWN BATTLEFIELD Don’t worry if your battlefield doesn’t match a mission’s terrain category requirements; just do the best with the terrain features you have. If a mission does not provide you with guidance, it will be up to the players to decide how to create their battlefield. When doing so, keep in mind that dense terrain features have the greatest impact on visibility and movement. Battlefields with too few dense terrain features can advantage armies that rely on shooting, or disadvantage armies that rely on melee. Also remember to leave sufficient room around dense terrain features for larger models such as MONSTERS/VEHICLES to manoeuvre, especially near the edges of the battlefield. ules for using terrain to transform your gaming table into c battlefield. These rules help to bring your battlefield to tal tactical dimension to your games.
13 Terrain
Terrain categories, cover, visibility and building your battlefield.
13.01
Placing Terrain
11th
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
▪ Place a well‑defined boundary (such as a base or mat) in eac location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
▪ Place one terrain feature directly on the battlefield.
▪ Place two or more terrain features directly on the battlefie in such a way that together they define the boundary of an area. In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.
13.02
Terrain Categories
11th
Each terrain feature belongs to a terrain category, which can affect the movement and visibility of models. Below are some examples of which types of terrain features fall under each category.
13.03
Exposed
11th
Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance. Examples: Craters, razorwire, scattered debris.
13.04
Light
Light terrain can provide cover from incoming attacks, but will not slow an enemy’s advance or offer lasting defence. Examples: Barricades, low walls, statuary.
13.05
Dense
11th
Dense terrain is an obstacle to even the largest war machines, and can shelter entire squads from enemy sight. Examples: Buildings, ruins, armoured containers, woods. A mission’s deployment map may define which terrain categories should be present within each terrain area. Meeting these requirements will create the best gaming experience. Note that terrain features sharing the same terrain area can belong to different terrain categories. TERRAIN PLACED ON A MAT Dense Terrain Two terrain features have been placed on a mat. The edges of this mat define the boundary of this terrain area. Both terrain features are ruins, so use the rules for dense terrain features. TERRAIN PLACED ON THE BATTLEFIELD Dense Terrain Three terrain features have been placed directly on the battlefield. The players have agreed on the boundary of the terrain area defined by these features (the shaded rectangle). The BLUE features are dense terrain features and the RED feature is a light terrain feature. Dense Terrain Terrain Area Dense Terrain Terrain Area Light Terrain TERRAIN PLUNGING FIRE As well as gaining superior lines of sight, models that ascend tall terrain features can benefit from the Plunging Fire rule (22.05). SOLID TERRAIN If a terrain feature has the Solid rule (13.11), a dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions o the Solid rule.
13.06
Terrain and Movement
11th
Models can move through different categories of terrain feature as follows:
▪ Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
▪ Dense:
▪ INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
▪ INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
▪ Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below). MOVING VERTICALLY Models can move vertically to ascend or descend terrain features. While doing so:
▪ That model must remain within ½" horizontally of that terrain feature.
▪ Add the distance moved vertically up, and the distance moved vertically down, to any other distance that model has moved since its unit began that move. SETTING UP OR ENDING A MOVE Models can be set up or end a move on the ground level of terrain features. Models can also be set up or end a move on any surface of a terrain feature that is not on ground level, if of the following apply:
▪ That model has one or more of the following keywords: INFANTRY/BEASTS/SWARM/FLY/MONSTER.
▪ After ending that move, that model is stable and no part of i base overhangs the outer edge of that surface. all TERRAIN AND MOVEMENT Dense Terrain All sections of this dense terrain feature ar than 2" in height, so this MONSTER model cann through it and must move around it instead. Dense Terrain This INFANTRY model can move vertically and end its move on the top surface of this terrain feature, as it is stable and no part of its base overhangs the outer edge of that surface. e more ot move Dense Terrain This VEHICLE model cannot move through this dense terrain feature, but It can move vertically to ascend and descend sections that are more than 2" in height (provided it does not end that move on top of such sections). Dense Terrain These INFANTRY models can move through dense terrain features, such as the walls of this ruin. Dense Terrain This INFANTRY model is not being moved over or through any terrain features. Its move through the terrain area shown is therefore unimpeded.
13.07
Terrain Terrain and Visibility
11th
Terrain can affect visibility, depending on whether the Benefit of Cover, Hidden, Obscuring or Solid rules apply.
13.08
Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
▪ That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
▪ That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below). Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by
13.09
Hidden
11th
A model is hidden while all of the following apply to it:
▪ That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
▪ That model’s unit did not make one or more ranged attacks during this turn or during the previous turn. While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
13.10
Obscuring
Terrain areas containing one or more light or dense terrain features are obscuring terrain areas. If every line of sight drawn between two models crosses one or more obscuring terrain areas (excluding obscuring terrain areas that one or both of those models are within), those two models are not visible to each other.
13.11
Solid
Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level. Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small 13 openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect. BENEFIT OF COVER -1 BS -1 BS When Unit E makes ranged attacks:
▪ Unit A is fully visible to every model in Unit E, not have the benefit of cover.
▪ Not all of the models in unit B are within a terra so unit B does not have the benefit of cover.
▪ All of the models in unit C are within a terrain a unit C has the benefit of cover.
▪ Unit D is not fully visible to unit E due to an in obscuring terrain area, so unit D has the benefit of cover. SOLID so does in area, rea, so tervening HIDDEN AND OBSCURING 15"
▪ There is an obscuring terrain area between all models in units A and D, so none of them are visible to each other.
▪ All models in units B and C are within the terrain area and are INFANTRY, so are hidden. However, unit D’s models are within the 15" detection range of unit B’s models (but not unit C’s), so unit B’s models are visible to unit D’s. Unit D’s models are also visible to the models in units B and C, since they are not within a terrain area. C Units A and B are not visible to each other, because even though there is a window in this dense terrain feature, it has the Solid rule, so line of sight cannot be drawn through such enclosed gaps that are 3" or less from ground level. Units A and C are visible to each other, because even though this dense terrain feature has the Solid rule, line of sight can be drawn normally through enclosed gaps that are more than 3" from ground level. OBJECTIVES Objectives represent and many missions req victory. This section HOLD AT ALL COSTS Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army. critical locations that both sides are attempting to secure, uire your forces to take control of them to achieve describes how to do so with your models.
14 Objectives
Objective markers, control, Objective Control and secured objectives.
14.01
Terrain Objectives
11th
If a mission uses objectives, it will state where they are locate on the battlefield. Typically, your mission will have a deploymen map showing several points where objectives should be placed. The location of each point should coincide with a terrain area (13.01); that terrain area is the objective, and is called a terrain objective. When measuring distances to and from an objective, measure to and from the closest part of it.
14.02
Level of Control
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area. At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
▪ The player who has the highest level of control over that objective controls that objective.
▪ If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player. While one or more units from a player’s army are within range of an objective that player controls, for each of those units tha contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.
14.03
Secured Objectives
11th
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at th end of a phase. CONTROLLING A TERRAIN OBJECTIVE This VEHICLE has an OC characteristic of 3, and it within the terrain area. This VEHICLE has an OC characteristic of 2, and it is wholly within the terrain area. Both players add together the OC characteristics of all their models that are within the terrain area. The BLUE player’s level of control is 5, and the RED player’s level of control is 6. The RED player therefore controls the objective. The models in this unit each have an OC characteristic of 1. Six of its models are within the terrain area. This unit is currently battle-shocked, so the OC characteristic of all of its models is ‘-’. STRATAGEMS Stratagems can be used by spending Command Points, to create epic moments of tactical brilliance or peerless martial might. They are used when a player deems that a critical point in the battle is reached, where extra combat prowess or fleeting but powerful effects are required to tip the balance in their favour.
15 Stratagems
Spending Command points on core stratagems for moments of tactical brilliance.
15.01
Using Stratagems
11th
During the battle, both players can use stratagems. Each stratagem states:
▪ How many CP it costs to use.
▪ WHEN: When it can be used.
▪ TARGET: Which units it can target.
▪ EFFECT: What the effects of using that stratagem are.
▪ RESTRICTIONS: Any additional restrictions that apply.
Each player can use the same stratagem multiple times during the battle, but the following restrictions apply:
▪ Each player cannot use the same stratagem more than once in the same phase.
▪ Unless otherwise stated, each player cannot target the same unit with more than one stratagem in the same phase.
Each time you use a stratagem, resolve the following sequence:
1. Select targets as described in that stratagem.
2. Reduce your CP total by the CP cost listed in that stratagem. If that stratagem contains a section that carries an additional CP cost (e.g. +1CP), you can only use that additional section if you increase the CP cost of that stratagem by the amount shown. If you do not have enough CP remaining, you cannot use that stratagem.
3. Resolve the effects of that stratagem.
CORE STRATAGEMS: All players can use core stratagems. Additional stratagems can be found in Codexes and other publications.
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).
15.03
Epic Challenge
CORE STRATAGEM The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.
TARGET: That CHARACTER unit.
EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
15.04
Insane Bravery
CORE STRATAGEM Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle‑shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.
TARGET: That unit.
EFFECT: That battle-shock roll is automatically successful.
RESTRICTIONS: You cannot use this stratagem more than once per battle.
15.05
CP Explosives
11th
CORE STRATAGEM Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.
TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.
EFFECT: Resolve the following sequence:
1. Select one EXPLOSIVES/GRENADES model in your unit.
2. Select one unengaged enemy unit within 8" of and visible to that model. 3. Roll six D6: for each 4+, that enemy unit suff 1 mortal wound (06.02).
15.06
Crushing Impact
11th
CORE STRATAGEM 1CP In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.
TARGET: That MONSTER/VEHICLE unit.
EFFECT: Resolve the following sequence:
1. Select one enemy unit engaged with your unit.
2. Select one model in your unit engaged with that enemy unit. 3. Roll a number of D6 equal to the 1CP T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit). 1CP ers
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.
15.08
Fire Overwatch
CORE STRATAGEM A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unengaged unit (excluding TITANIC units).
EFFECT: Your unit shoots using snap shooting (see below).
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.
15.10
CP Smokescreen
11th
CORE STRATAGEM Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.
TARGET: One friendly SMOKE unit.
EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
15.11
Heroic Intervention
1CP CORE STRATAGEM Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head‑on.
WHEN: End of your opponent’s Charge phase.
TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.
EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:
▪ Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
▪ Into the Fray:
▪ When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
▪ When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
15.12
Counteroffensive
11th
CORE STRATAGEM In close‑quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.
TARGET: One friendly unit that is eligible to fight.
EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04). 1CP 1CP +1CP 2CP ACTIONS Actions represent vita searching for missing WHERE TO FIND ACTIONS The actions players can use can be found in other publications such as mission packs. All players can use core actions, while other actions may have restrictions such as army faction. Example action for illustrative purposes only. l battlefield tasks your forces must carry out, from archeotech to completing a blasphemous ritual.
16 Actions
Starting, performing and completing actions.
16.01
Performing Actions
11th
Some rules allow units to perform actions. Each action states
▪ STARTS: When it is started.
▪ UNITS: Which friendly units can perform it.
▪ USE LIMIT: How many times friendly units can start it.
▪ COMPLETES: When it completes.
▪ EFFECT: What the effects of completing it are.
▪ Any additional restrictions that may apply. STARTING AN ACTION A unit is eligible to start an action unless one or more of t following apply to that unit:
▪ It is not on the battlefield.
▪ It is an AIRCRAFT/FORTIFICATION unit.
▪ It is battle-shocked.
▪ It has an OC characteristic of 0 or ‘-’.
▪ It is engaged (unless it is a TITANIC unit).
▪ It made an advance or fall-back move this turn.
▪ It started another action this turn. If a unit starts an action, until the end of the turn:
▪ It is not eligible to shoot (excluding TITANIC units).
▪ It is not eligible to declare a charge. COMPLETING AN ACTION If a unit performing an action makes a move (excluding pile-i and consolidation moves) or leaves the battlefield, that unit does not complete that action. Otherwise, when an action is completed, its ‘Effect’ section is triggered. DEPLOY DEVICE EXAMPLE ACTION (CANNOT BE USED) of battle, deployment of Though it won’t turn the tide al to the war effort. this device will be instrument
STARTS: Your Shooting phase. n a terrain area t
UNITS: One INFANTRY unit that is withi is not within your deployment zone.
USE LIMIT: Once per turn.
COMPLETES: End of the turn. of your unit and
EFFECT: Set up one marker within 1" within that terrain area. hat ADVANCED RULES MONSTERS AND VEHICLES Due to their imposing bulk ADVANCED function differently on the required to use these units SHOOTING WHILE ENGAGED WITH MONSTERS/VEHICLES A unit that is engaged with an enemy MONSTER/VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER/VEHICLE unit, unless that unit is eligible to shoot while engaged (e.g. because it is using close‑quarters shooting). and implacable nature, Monsters and Vehicles battlefield. This section details the additional rules in your games.
17 Monsters and Vehicles
The special rules that govern the largest war machines and beasts.
17.01
Monsters and Vehicles
Each time you make a normal or advance move with a unit, MONSTER/VEHICLE models in that unit can be moved through friendly and enemy models (excluding other MONSTER/VEHICLE models).
17.02
Frame
11th
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefiel (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, it has one). When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axi while keeping it upright.
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.
18 Transports
Transport capacity, embarking and disembarking.
18.01
Transport Capacity
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity. Before the battle, in the Declare Battle Formations step, you units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for th whole unit.
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.
18.03
Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see opposite). If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see opposite) with each unit embarked within it.
18.04
Disembark Move
11th
SET-UP DISTANCE: - Rapid/Tactical Disembark: 3" - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
▪ Embarked within a TRANSPORT model that is on the battlefield.
▪ Did not embark within that TRANSPORT this phase.
▪ That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
▪ Rapid Disembark: If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
▪ Tactical Disembark: Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
▪ Combat Disembark: Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
▪ Rapid Disembark: If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
▪ Combat Disembark: Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
▪ Rapid Disembark: Until the end of the turn, your unit is not eligible to declare a charge.
▪ Tactical Disembark: Select your unit to make a normal or advance move.
▪ Combat Disembark: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
18.05
Emergency Disembark Move
11th
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge. ATTACHED UNITS The heroes of your army rarely fight alone. Instead, they typically lead bands ADVANCED of warriors, forming an attached unit that acts as a single entity. This section explains how to form attached units and how they function on the battlefield.
19 Attached Units
Leaders joining bodyguard units, and how their rules combine.
19.01
Forming Attached Units
11th
Some units have the Leader or Support ability listed on their datasheet (see below). Such units are known as leader units and support units respectively. Both of these abilities allow such units to lead other friendly units (known as bodyguard units) to form attached units. An attached unit is a single unit for all rules purposes. Leader and support units can only lead specific bodyguard units, as listed in the Warhammer 40,000 app.
19.02
Attacking Attached Units
11th
Each time an attack targets an attached unit, if that unit contain one or more bodyguard models, use the highest T characteristic of the bodyguard models in that unit while resolving that attack, even if a leader/support unit in that attached unit has a different T characteristic. If that unit only contains leader/support models, use the highest T characteristic of those models while resolving that attack instead. Rules that are triggered when a unit is destroyed are only triggered when the last model that started the battle in an attached unit is destroyed.
19.03
Keywords in Attached Units
11th
An attached unit has all of the keywords of all of its component units. As such, an attached unit is affected by any rule that applies to units with any of those keywords. Note that models in an attached unit do not gain the keywords of other models in that unit that they do not already have. Remember that attacks target units, not models. Example: An attached unit contains a leader model with the PSYKER keyword. While that model is part of that unit, that unit has the PSYKER keyword, even if the bodyguard models do not have that keyword. If that unit is attacked by a weapon with the [ANTI‑PSYKER 4+] ability, any unmodified wound roll of 4+ made against that unit is a critical wound, even if the attack itself is not allocated to that leader model.
19.04
Abilities in Attached Units
11th
Abilities/rules that affect a single specified model (e.g. from an enhancement or an item of wargear) only ever apply to that model, even while part of an attached unit. Otherwise, abilities/rules that affect a unit (or models in it) apply to every model in an attached unit, until the source of that ability/rule is destroyed, as shown below. ABILITIES IN ATTACHED UNITS SOURCE OF ABILITY/RULE APPLIES TO THE ATTACHED UNIT UNTIL The last model in that leader/support Leader/support unit unit is destroyed.* Bodyguard unit The last model in that bodyguard unit (e.g. from a datasheet ability) is destroyed. A specific model (e.g. the bearer of an That model is destroyed. enhancement or an item of wargear) * This means leader/support units continue to benefit from their own ‘while this model is leading a unit’ abilities even after their bodygu unit is destroyed, provided they started the battle in an attached unit In all of the above cases, if that last model was destroyed as the result of an attack, the ability it was conferring upon the attached unit applies until the attacking unit has resolved all of its attacks. ITS STRATEGIC RESERVES Strategic reserves are units that arrive on the battlefield at different times, ADVANCED either because they were held back during deployment, or because they are using special abilities to reposition themselves.
20 Strategic Reserves
Holding units off the battlefield and bringing them into the fight.
20.01
Strategic Reserves
Before the battle, in the Declare Battle Formations step, you can select one or more friendly units (excluding FORTIFICATIONS) to place in strategic reserves. Instead of setting up these units on the battlefield during deployment, place them to one side; they are strategic reserves units, and will arrive later in the battle Unless otherwise stated, the combined points value of all of your strategic reserves units (including those embarked within TRANSPORTS that are themselves placed in strategic reserves) cannot exceed 50% of your points limit for your battle size.
20.02
Repositioned Units
11th
Some rules allow units to be removed from the battlefield and placed in strategic reserves during the battle. Units that use such rules are known as repositioned units. In addition to any other rules that apply to such units (such as where they can or cannot arrive), all of the following rules apply to them:
▪ If used in the Movement phase, such rules can be used on units that have already moved that phase.
▪ A repositioned unit that is set up in the same turn in which it made an advance, fall-back or disembark move has still made an advance, fall-back or disembark move that turn.
▪ When they are removed from the battlefield, any rules that are affecting such units for a specified duration or under specified circumstances continue to affect them while that duration and/or those circumstances apply. Example: A unit that was within range of an aura ability when removed from the battlefield would no longer be affected by that aura ability if it is no longer within range of it when it makes an ingress move, but a unit that was battle-shocked when removed from the battlefield would still be battle-shocked if it makes an ingress move in the same turn.
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
11th
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.
21 Flying and Surging
Surge moves, flying models and moving over obstacles.
21.01
Surge Moves
11th
Some rules allow a unit to make a surge move, as described below.
21.02
Surge Move
11th
MAXIMUM DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
▪ The rule allowing this move type has been triggered.
▪ Your unit is not battle-shocked.
▪ Your unit is unengaged.
▪ Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
▪ Each model must end its move engaged with the surge target if possible.
▪ Each model that cannot end its move engaged with the surge target must end its move as close as possible the surge target.
AFTER MOVING:
▪ Your unit cannot be engaged with one or more enemy units that were not the surge target.
▪ Your unit cannot move again this phase. MAKING A SURGE MOVE
▪ Unit A shoots, and destroys two models from unit B.
▪ Unit B has an ability that allows it to make a surge move of D6" after an enemy unit has shot, if one or more of its models were destroyed by 4" those attacks. The active player rolls one D6, resulting in a 4.
▪ Unit B makes a surge move, each of its surviving models moving up to 4" towards the closest enemy unit (unit C). It ends this move engaged with C that unit.
21.03
Flying Models
Models with the FLY keyword, and units such models are part of, are said to be able to FLY. Some rules also refer to such models/units as FLYING models/FLYING units. Each time a FLYING unit is selected to make a normal, advance, fall-back or charge move, before moving any models in that unit, the active player can declare that it will take to the skies. it does, while resolving that move:
▪ Subtract 2" from the maximum distance.
▪ Each time a FLYING model moves:
▪ Ignore all vertical distance for the purposes of how far it has moved.
▪ It can move through all types of model (including enemy models and MONSTER/VEHICLE models).
▪ It can move horizontally and vertically through all categories of terrain feature. TAKING TO THE SKIES 14" OTHER RULES AND ABILITIES In addition to the core abilities presented elsewhere, many units have access to ADVANCED other rules and types of abilities that function as described below.
22 Other Rules and Abilities
Aura, faction, psychic and wargear abilities, and plunging fire.
22.01
Aura Abilities
Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’. While a model with an aura ability is on the battlefield, it is always within range of its own aura ability. A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.
22.02
Faction Abilities
11th
Some abilities are common to each unit that belongs to a particular faction – these are faction abilities (also known as army rules), and are listed in the Faction Abilities section of a datasheet. Unless otherwise stated, a unit’s faction abilities only apply if the army faction you selected while mustering your army matches a faction keyword listed on that unit’s datasheet.
22.03
Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
22.04
Wargear Abilities
Abilities that are gained when a unit (or one of its models) has a particular item of wargear are wargear abilities, and are listed i the Wargear Abilities section of a datasheet. If a unit has an item of wargear that has a wargear ability, that ability applies to that unit. If a model within a unit has an item of wargear that has a wargear ability, that model is the ‘bearer’ of that item of wargear and that ability applies until that model is destroyed.
22.05
Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
▪ The attacking model is on a section of a terrain feature that is 3" or more in height.
▪ The attacking model has the TOWERING keyword and the target unit is within 12". PLUNGING FIRE All of these attacking models are on a section of terrain feature that is 3" or more in height, and the target unit contains models on ground level, so Plunging Fire improves the BS characteristic of those attacks by 1. +1 BS This attacking model is on ground +1 BS level, but has the TOWERING keyword. The target unit is within 12" and contains models on ground level, so Plunging Fire improves the BS characteristic of those attacks by 1. AIRCRAFT fulfil a unique but limited role on Warhammer 40,000 battlefields. AIRCRAFT ADVANCED Hurtling through the skies while they duel one another, strafe ground forces or perform bombing runs, they are constantly on the move.
23 Aircraft
How Aircraft deploy, move, shoot, charge and fight.
23.01
Deployment
▪ In the Declare Battle Formations step, all AIRCRAFT units mus be placed in strategic reserves (20.01).
23.02
Movement
▪ AIRCRAFT units are only eligible to make an ingress move (20.04); they are not eligible to make any other type of mov
▪ At the end of your opponent’s turn, all AIRCRAFT units in your army that are on the battlefield must be placed in strategic reserves.
▪ Each time a unit makes any type of move, its models can be moved through AIRCRAFT models.
▪ Each time a unit makes a pile-in, consolidation or surge move, unless that unit can FLY, while making that move, ignore AIRCRAFT units for the purposes of selecting enemy units and determining the closest enemy unit.
▪ B eing engaged solely with one or more AIRCRAFT units does not prevent a unit from being eligible to make a normal or advance move.
23.03
Shooting
▪ The Plunging Fire rule (22.05) has no effect on attacks made by, or targeting, AIRCRAFT units.
23.04
Charging and Fighting
11th
▪ AIRCRAFT units are not eligible to declare a charge, and can only make melee attacks that target FLYING units.
▪ Only FLYING units can select AIRCRAFT units as a charge target, and only FLYING models can make melee attacks that target AIRCRAFT units. REFERENCE CORE ABILITIES This section presents the most common abilities used in Warhammer 40,000. When these appear in other places, they are usually only referenced by name.
24 Core Abilities
The alphabetical reference of core unit abilities and weapon abilities.
24.01
Abilities
Many units have core abilities listed on their datasheets, and weapon abilities listed in their weapon profiles. Weapon abilities are presented in square brackets with bold formatting, e.g. [BLAST]. Weapons are often described using a particular ability they have, e.g. [BLAST] weapons are those wi the [BLAST] ability. If a weapon ability is followed by one or more keywords, when making attacks with that weapon, that ability only applies if t target unit has one or more of those keywords. Example: The [LETHAL HITS: VEHICLE] ability only applies to attacks that target a VEHICLE unit. The [SUSTAINED HITS 1: INFANTRY/BEASTS] ability only applies to attacks that target an INFANTRY/BEASTS unit.
24.02
Duplicated Abilities
11th
Multiple instances of the same core ability or weapon ability are not cumulative, regardless of any numbers or keywords included in them. In such cases, the controlling player must select which instance will apply at any one time. In the case of duplicated weapon abilities, this selection must be made each time that unit makes attacks, in the Select Weapons step.
▪ Multiple instances of core abilities that include a number are duplicated even if that number varies. However, in the case of Scouts, you must select the lowest number not shared by every model in that unit (e.g. if every model in a unit has both Scouts 6" and Scouts 8", you could select Scouts 8" as it is shared by every model, but if a unit contains one model with Scouts 6" and five with Scouts 8", you must select Scouts 6").
▪ Multiple instances of weapon abilities that include a number (e.g. [SUSTAINED HITS 1]) are duplicated even if that number varies (e.g. the controlling player would have to select between [SUSTAINED HITS 1] and [SUSTAINED HITS 2]).
▪ Multiple instances of weapon abilities that include a 24 keyword are duplicated even if that keyword varies (e.g. the controlling player would have to select between [ANTI‑VEHICLE 4+] and [ANTI‑INFANTRY 2+]).
24.03
[Anti]
Certain weapons are the bane of particular foes. This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critica wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
24.04
[Assault]
Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move. Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
24.05
[Blast]
High‑explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise. Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such l a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
24.06
[Cleave]
With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs. This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
24.07
[Close‑Quarters]
11th
CORE ABILITIES Weapons designed for close‑quarters fighting can be wielded effectively even in the press of melee combat. Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
▪ One or more of its [CLOSE‑QUARTERS] weapons.
▪ One or more of its other ranged weapons.
24.08
Deadly Demise
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6"). Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. 24 Finally, the Impulsor is removed from the battlefield.
24.09
Deep Strike
There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhe on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
24.10
[Devastating Wounds]
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes. Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
24.11
[Extra Attacks]
Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows. Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
▪ All of that model’s [EXTRA ATTACKS] weapons.
▪ One of that model’s other melee weapons, if possible.
24.12
Feel No Pain
The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
24.13
Fights First
Those possessed of lightning‑fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase (12.04).
24.14
Firing Deck
Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions. This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence: 1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase). 2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons). 3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons. 4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
24.15
[Hazardous]
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them. Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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.
24.17
Hover
Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops. Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.
24.18
[Ignores Cover]
Some weapons are designed to root enemy formations out of entrenched positions. Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
24.19
[Indirect Fire]
Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury. 24 Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
24.20
Infiltrators
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up ng anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
24.21
[Lance]
With the momentum of a warrior at full‑tilt, lance weapons are deadly on the charge. Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
24.22
Leader
Mighty heroes fight at the forefront of battle. See Attached Units (19).
24.23
[Lethal Hits]
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience. Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that atta to automatically wound the target. Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
24.24
Lone Operative
Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit. If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
24.25
[Melta]
Melta weapons are powerful heat rays whose fury is magnified at close range. This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic. Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
24.26
[One Shot]
11th
Some weapons are so rare, or so complex and slow to reload, that they can only be used once. Each weapon with this ability can only be selected to make attacks with once per battle. If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again. If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
24.27
[Pistol]
Pistols can be wielded even at point‑blank range. [PISTOL] and [CLOSE‑QUARTERS] are identical for all rules purposes. See [CLOSE‑QUARTERS]. Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
24.28
[Precision]
CORE ABILITIES Precision attacks can pick high‑value targets out in a crowd. While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
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).
24.30
[Rapid Fire]
Rapid fire weapons are capable of long‑ranged precision shots or controlled bursts at nearby targets. This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step. Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets 24 a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
24.31
Scouts
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X". In the Resolve Pre‑battle Abilities step, if every model in a unit has this ability, you can do one of the following:
▪ If that unit is in strategic reserves, can set up that unit anywhere that is wholly within your deployment zone.
▪ If that unit is wholly within your deployment zone, it can make a scout move (see below).
▪ If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
24.32
Scout Move
11th
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units. you
24.33
Stealth
The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
24.34
/ Support
11th
Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
24.35
Super-Heavy Walker
11th
Monstrous creatures and gigantic engines of war loom over the battlefield like gods given form, striding over combatants and smashing through almost any obstacle that bars their passage. Each time a unit with this ability makes a normal, advance or fall-back move:
▪ Models in that unit can move through models (including MONSTER/VEHICLE models, but excluding TITANIC models) and can move horizontally through sections of terrain features that are 4" or less in height.
▪ Before moving that unit, you can select for all models in that unit to have the MOBILE keyword until that move ends. If you do, when that move ends, roll one D6: on a 1, that unit is battle-shocked. Designer’s Note: Gaining the MOBILE keyword for the duration of a move will enable models in that unit to move horizontally through dense terrain features (13.06).
24.36
[Sustained Hits]
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity. This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack result in a number of additional hits on the target as denoted by X. Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
24.37
[Torrent]
Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade. Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
24.38
[Twin‑Linked]
11th
Dual weapons are often grafted to the same targeting system for greater lethality. Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.