By now, you’ve scratched the surface of the many ways that you can enjoy the Warhammer 40,000 hobby. The missions that you have already seen are just the beginning – there are always new ways to play and battles to fight!

Contents

POWER RATINGS AND POINTS

Power Ratings

Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.

Understrength Units

Sometimes you may find that you do not have enough models to field a minimum-sized unit; if this is the case, you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit. The Power Rating of an Understrength unit is the same as if you had a minimum-sized unit, even though it contains fewer models.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Has same Power Rating as a minimum-sized unit.

Power Level

An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

Hints and Tips – Power Levels vs Points Limits

The mission you are using will tell you whether or not to muster your army using Power Levels or points limits. Typically, open play or narrative games are intended to be used primarily with Power Levels - as they are often the quickest method by which you can get an army together ready to play - while matched play games are intended to be used primarily with a points limit - to ensure both players can reflect the minutiae of the individual squad loadouts in a fair way.

There is, however, a relationship between Power Ratings and points values - a unit with a high Power Rating will also have a high points value. As a result, it is perfectly legitimate to play a matched play game using a pre-set Power Level instead of a points limit if that’s what you want to do. Likewise, if you wish to use a points limit (or just points values) in a narrative game or open play game, then you can. We recommend both players use the same method as each other, but as long as you both agree, you can decide which method you prefer to use.

Points Values

Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

Unit Champions

Many units are led by a champion of some kind, such as a Sergeant. Unit champions often have better characteristics and access to different wargear options. Unless noted otherwise, unit champion models have the same points value as other models in their unit.

  • Unit champion: The leader of a unit.
  • Has same points value as any other model in their unit.

Understrength Units

If your army includes any Understrength units, the unit’s points value should still only reflect the models you actually have (and any weapons and wargear they have) even though the unit’s Power Rating is that of a minimum-sized unit.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Points value only calculated for models in the unit.

Points Limit

An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.

ADVANCED RULES
ADVANCED RULES

Reinforcement Points

Some rules allow you to add new units to your army during the battle, or else replace units that have been destroyed. If you are playing a game that uses a points limit, then you must set aside some of your points in order to use these rules; these are your Reinforcement points. Each time a unit is added to your army during the battle, subtract the points of that unit from your pool of Reinforcement points. If there are not enough points in your pool to pay for the unit, you must either decrease the size of that unit (but no smaller than its minimum unit size) or the number of weapon options the unit has until you do have enough points to pay for it, otherwise it cannot be added to your army.

Sometimes a rule will allow you to add extra models to an existing unit from your army during the battle. Unless otherwise started, adding these models does not cost any Reinforcement points.

  • Reinforcement Points: Difference between points limit and the total points value of all units in your army.
  • When a unit is added to your army during a battle, reduce your Reinforcement points by the points value of the new unit.
  • Adding models to existing units does not cost Reinforcement points.

BATTLE-FORGED ARMIES

All armies, from the contingents of the T’au to the warbands of the Orks, are — to a greater or lesser extent — structured forces. This section explains how you can organise your units into Detachments: a group of units that fight together.

Some missions will tell you to muster a Battle-forged army. A Battle-forged army has a pool of strategic resources called Command points (CPs) with which to purchase one or more Detachments, into which every unit in that army must be organised. Any CPs that a Battle-forged army has remaining after purchasing Detachments can be spent to utilise Stratagems - each of which represents a strategic or tactical asset available to your army. You will also receive a Battle-forged CP bonus in each of your Command phases. An army that is not Battle-forged is known as an Unbound army.

  • Battle-forged army: An army organised so all its units are in Detachments.
  • Unbound army: An army that is not Battle-forged.
  • Battle-forged armies have a pool of Command points to spend, Unbound armies do not.
  • Battle-forged armies receive a Battle-forged CP bonus every turn.

Command Points

The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

ADVANCED RULES
ADVANCED RULES

Gaining and Refunding Command Points

There are several rules that give you a chance to gain or refund CPs when you or your opponent either use a Stratagems or spend CPs to use a Stratagem. Each player can only gain or have refunded a total of 1 CP per battle round as the result of such rules, regardless of the source, and CPs that are spent on Stratagems that are not used during a phase, such as those used ‘before the battle’ or ‘at the end of the battle round’, can never be refunded. The limit of gaining or refunding 1 CP per battle round does not apply to the Battle-forged CP bonus a player gains at the start of their Command phase before doing anything else, or to any CPs gained by mission special rules that instruct players to gain CPs in their Command phase.

  • Cannot gain or refund more than 1 CP per battle round.
  • Cannot gain or refund CPs used before battle or at the end of a battle round.
  • Battle-forged CP bonus and CPs gained at start of Command phase via mission special rules are exempt from this limit.

Factions

A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the Imperium and Adeptus Astartes Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.

Army Faction

In a Battle-forged army, all of the units in your army - with the exception of those that are Unaligned — must have at least one Faction keyword in common (e.g. Imperium or Chaos) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • Unaligned units are exempt.

Detachments

When you build a Battle-forged army, it will contain one or more Detachments. The maximum number of Detachments you can include in an army depends on the size of the battle you are playing, as shown in the table below.

DETACHMENTS
BATTLE SIZENO. OF DETACHMENTS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

To include a particular Detachment in your army, you must first spend a number of CPs equal to that Detachment’s Command Cost. If you do not have enough CPs for a specific Detachment, you cannot include it in your army. Then, you simply organise some or all of the units in your army so that they fit within the restrictions and limitations detailed for that Detachment. A unit cannot belong to more than one Detachment, and you will often need to use additional information found on a unit's datasheet, such as Faction and Battlefield Role (see below and right) to determine where it fits in a Detachment. Unless otherwise noted, you can include the same Detachment multiple times.

  • Maximum number of Detachments an army can include varies with battle size.
  • To include a Detachment in your army, you must pay the CPs specified.
  • Units must fit into Detachments.
  • A unit cannot belong to more than one Detachment.

Each Detachment contains the following information:

Battlefield Role Slots

This section of a Detachment’s rules lists the minimum and maximum number of units in each Battlefield Role that you must or can include in the Detachment.

The icons on a Detachment are referred to as slots. Each slot will typically specify a single Battlefield Role, and allows you to take one unit. Red icons are compulsory selections - you must take at least this many units of the appropriate Battlefield Role to include the Detachment in your army. Grey icons are optional selections - you can include up to this number of units with the appropriate Battlefield Role when including the Detachment in your army. Any further units of the same Battlefield Role will need to be taken in a different Detachment. For example, in order to take a Battalion Detachment you must select three units with the Troops Battlefield Role, and cannot include more than six Troops units in the Detachment.

  • Each unit has a Battlefield Role on its datasheet.
  • Each unit takes up one slot of the appropriate Battlefield Role.
  • Must include compulsory (red) slots.
  • Can include optional (grey) slots.

Detachment Abilities

Every Codex lists a set of abilities that units in a Detachment gain if every unit in that Detachment is from a specified Faction. Units in Auxiliary Support Detachments, Super-heavy Auxiliary Detachments and Fortification Network Detachments never gain any Detachment abilities, even if every unit in that Detachment is from the Faction specified.

  • Auxiliary Support, Super-heavy Auxiliary and Fortification Detachments never gain Detachment abilities.

Reinforcement Units

If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.

Dedicated Transports

This details how many Dedicated Transport units the Detachment can include (if any). In many Detachments this is separated from other units, as the total number of Dedicated Transport units you can include in a Detachment cannot exceed the number of INFANTRY units you have included in that Detachment (i.e. in such Detachments, for each INFANTRY unit you include in the Detachment you can include up to one unit that has the Dedicated Transport Battlefield Role).

Fortifications

Units with the Fortifications Battlefield Role are terrain features that are part of your army. Unless otherwise stated, when setting Fortifications up on the battlefield, they cannot be set up within 3" of any other terrain feature that is not part of its own datasheet (excluding hills). If it is not possible to set up a Fortification as a result, it cannot be deployed and counts as having been destroyed. Fortifications can never be placed into Strategic Reserves.

  • Fortifications cannot be setup within 3" of other terrain features (except hills).
  • Fortifications cannot be placed into Strategic Reserves.

Restrictions

This section of a Detachment’s rules lists any additional restrictions that, apply to the units you can include as part of the Detachment. If a datasheet does not adhere to a particular restriction, it cannot be included as part of the Detachment. The most common restriction is that all of the units included in a Detachment must be from the same Faction.

Command Cost

This section of a Detachment’s rules tells you how many Command points are required to include this Detachment in your army.

Command Benefits

This section of a Detachment’s rules lists any bonuses that apply if you include the Detachment in your army.

Battlefield Role

However you choose your army, all units have a Battlefield Role, which is typically shown as a symbol. Apart from providing a useful overview of the types of duties a unit is meant to perform, the role is also of importance when it comes to using Detachments. The most common Battlefield Roles are shown here.

Patrol Detachment

COMMAND COST:2CP
Command Cost: 2CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: +2 Command points if your WARLORD is part of this Detachment.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 1-3
ELITES: 0-2
FAST ATTACK: 0-2
HEAVY SUPPORT: 0-2
FLYERS: 0-2

Battalion Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: +3 Command points if your WARLORD is part of this Detachment.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 2-3
TROOPS: 3-6
ELITES: 0-6
FAST ATTACK: 0-3
HEAVY SUPPORT: 0-3
FLYERS: 0-2

Brigade Detachment

COMMAND COST:4CP
Command Cost: 4CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: +4 Command points if your WARLORD is part of this Detachment.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 3-5
TROOPS: 6-12
ELITES: 3-8
FAST ATTACK: 3-5
HEAVY SUPPORT: 3-5
FLYERS: 0-2

Vanguard Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: None.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 0-3
ELITES: 3-6
FAST ATTACK: 0-2
HEAVY SUPPORT: 0-2
FLYERS: 0-2

Spearhead Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: None.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 0-3
ELITES: 0-2
FAST ATTACK: 0-2
HEAVY SUPPORT: 3-6
FLYERS: 0-2

Outrider Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: None.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 0-3
ELITES: 0-2
FAST ATTACK: 3-6
HEAVY SUPPORT: 0-2
FLYERS: 0-2

Supreme Command Detachment

COMMAND COST:0CP
Command Cost: 0CP

Restrictions: You can only include one Supreme Command Detachment in your army. This Detachment can only include one PRIMARCH, DAEMON PRIMARCH or SUPREME COMMANDER unit, and this unit must be selected as your WARLORD.

Command Benefits: Select one of the following: +4 Command points if your army includes any Brigade Detachments; +3 Command points if your army includes any Battalion Detachments; +2 Command points if your army includes any Patrol Detachments.
1 LORDS OF WAR or 1 HQ

Super-heavy Detachment

COMMAND COST:3CP or 6CP
Command Cost: 3CP or 6CP

Restrictions: To include this Detachment in your army, you must spend either 3 or 6 Command points. If you only spend 3 Command points then you cannot include any TITANIC units in this Detachment. All units must be from the same Faction.

Command Benefits: None.
LORDS OF WAR 3-5

Super-heavy Auxiliary Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: None.

Command Benefits: None.
LORDS OF WAR 1

Fortification Network

COMMAND COST:1CP
Command Cost: 1CP

Restrictions: You can only include one Fortification Network Detachment in your army. Your WARLORD cannot be a unit in this Detachment.

Command Benefits: +1 Command point if every unit in this Detachment is from the same Faction and that Faction is the same as your WARLORD’s Detachment.
FORTIFICATIONS 1-3

Auxiliary Support Detachment

COMMAND COST:2CP
Command Cost: 2CP

Restrictions: This Detachment can only include one unit.

Command Benefits: None.
1 HQ or 1 TROOPS or 1 ELITES or 1 FAST ATTACK or 1 HEAVY SUPPORT or 1 FLYERS or 1 DEDICATED TRANSPORTS

Battle-forged Army Roster

Once a player has selected a Battle-forged army, the details of it must be recorded. This is called an army roster; it can be written on a piece of paper or recorded digitally, but it must include the information shown below (this shows an example of an army roster you can download here).


* Some rules can be selected randomly. If you choose to randomly determine these rules then write random on your army roster for that units rule. Then, after players have determined their mission, roll dice in front of your opponent to determine what your rules are.

  1. What units are in your army, what their Battlefield Roles are and how many models are in each unit.
  2. What weapons and wargear the models in each unit are equipped with.
  3. The Power Rating and points value of each unit (the latter is only required if you are playing a game that is using a points limit).
  4. Keywords, psychic powers, Warlord Traits and so on:
    • If a unit has any keywords that must be chosen by you (e.g. <Mark of Chaos>, <Legion>, <Chapter> etc.), your army roster must make a note of what your choice is.
    • If a unit is a Psyker, your army roster must make a note of which psychic powers it knows*
    • If a unit has any rules that must, or can be, selected or generated before the battle, your army roster must detail what those selections are (e.g. Litanies of Battle, Powers of the C’tan, Exarch Powers).* This does not apply to rules that are selected at the start of the battle (e.g. Sacred Rites).
    • If a unit has been upgraded by a Stratagem before the battle, your army roster must make a note of the upgrade (e.g. Stratagems that enable additional models to have Relics or Warlord Traits or Stratagems that grant units better characteristics or abilities). If a unit has a Warlord Trait via such a Stratagem, these must be noted on your army roster.
    • If a unit has a Relic or a Warlord Trait, your army roster must say what Relic and/or Warlord Traits it has. The rules for Relics and Warlord Traits can be found in a number of Warhammer 40,000 publications.
  5. If you are playing a game that is using a points limit, your army roster must list the total points cost of your army. This is the combined points cost of every unit in your army plus the total number of Reinforcement points you have set aside (if any).
  6. What Detachments are included in your army, and which units are in which Detachment. If your army includes several different Detachments, write a separate Detachment roster for each and then write a summary army roster that references them. If a Stratagem upgrades a Detachment to be a Specialist Detachment, your army roster must make a note of this.
  7. What your name, your army’s name and your Army Faction is.
  8. Which model in your army is your Warlord. This must be a model with the Character keyword (if your army has any) and cannot be a model with the Fortifications Battlefield Role. This model gains the Warlord keyword and, if it also has the Character keyword, it will have a Warlord Trait, which you choose now and note on your roster. Any Warlord can have the Inspiring Leader Warlord Trait (see Only War mission rules). Alternative Warlord Traits can be found in other publications.
  9. How many Command points your army has at the start of the battle.

Specialist Detachments

This section introduces Specialist Detachments for a dozen different factions. These rules portray the many unique fighting styles of the different armies of the 41st Millennium.

If your army is Battle-forged, you have access to the Specialist Detachment Stratagems. A Specialist Detachment Stratagem is a unique type of Stratagem used when choosing your army. This Stratagem will assign a <SPECIALIST DETACHMENT> keyword to certain units in that Detachment and will unlock Warlord Traits, Relics, Stratagems and psychic powers that those units can take.

Any Detachment from your army (except for Auxiliary Support Detachments) can be upgraded to a Specialist Detachment by using an appropriate Specialist Detachment Stratagem. A Detachment from your army can only be upgraded to a Specialist Detachment once and thus cannot have multiple Specialist Detachment Stratagems applied to it, even if they affect different units in the Detachment.

Warlord Traits

If your Warlord is a CHARACTER and has the relevant <SPECIALIST DETACHMENT> keyword, you can give them a Warlord Trait from the appropriate section in this book instead of one from the Warhammer 40,000 rulebook or a codex. Named characters such as Sammael have associated Warlord Traits in their codex and must still take that Warlord Trait if they are your Warlord.

In addition, if your army is Battle-forged, you can use the Stratagem below:
1CP

FIELD COMMANDER

Stratagem

This warrior’s specialist expertise is second to none and in battle they lead those under their command with sophisticated tactics.

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1CP each time you use it). No two characters in your army can have the same Warlord Trait.

Relics

Before the battle you may give a relic from this section to a CHARACTER from your army with the relevant <SPECIALIST DETACHMENT> keyword instead of a relic from a codex or Chapter Approved. Named characters such as Ghazghkull Thraka cannot be given relics.

Note that some relics replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any relics your characters have on your army roster.

Psychic Powers

If you have any PSYKERS in your army with the relevant <SPECIALIST DETACHMENT> keyword, before the battle you can choose to replace one of their psychic powers with a psychic power from the appropriate section of this book (you cannot choose to replace the Smite psychic power).

For example, a SPACE WOLVES Detachment can be upgraded to a Stalker Pack Specialist Detachment using the Specialist Detachment Stratagem. Doing so gives the BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment the STALKER PACK keyword.

This then allows you to give a STALKER PACK CHARACTER the Saga of the Savage Warlord Trait and to equip a STALKER PACK CHARACTER with the Ironfang of Ammagrimgul relic. You can also use Command Points to use the Blood Scent and Pack Killers Stratagems in your games.

STRATAGEMS

Command points can also be spent during a battle to use Stratagems. Players can always use the Stratagems below. Many more Stratagems can be found in Codexes and other publications.

When you use a Stratagem, reduce your CP total by the appropriate amount. If you do not have enough CPs for a specific Stratagem, you cannot use it. Unless otherwise noted, you can use the same Stratagem multiple times during the course of a battle, but you cannot use the same Stratagem more than once in the same phase (for the purposes of this rule, Stratagems that have identical names, but that appear in different publications, are still considered to be the same Stratagem). This does not affect Stratagems that are not used during a phase, such as those used ‘before the battle’ or ‘at the end of the battle round.

  • To use a Stratagem you must pay the CPs specified.
  • The same Stratagem cannot be used more than once during the same phase.
  • Stratagems not used during a battle round are exempt from this limit.

Using Stratagems with Unbound Armies

Battle-forging your army is the easiest way to gain CPs with which to utilise Stratagems, but if your army is Unbound it is still possible to gain CPs by some other means (such as via a mission rule) that can then be spent during the battle to utilise Stratagems in exactly the same way as a player commanding a Battle-forged army would.

Alternatively, if both players have Unbound armies, but they both still wish to incorporate Stratagems into their game when they are mustering their army, then we recommend they agree beforehand on how many CPs each player will start with.

  • Unbound armies do not start with CPs, but can gain them via abilities and other rules.
  • If an Unbound army gains CPs, they can spend them to use Stratagems.

COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
CUT THEM DOWN1CP
Core Stratagem
Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6, that enemy unit suffers 1 mortal wound.
DESPERATE BREAKOUT2CP
Core Stratagem
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit of your choice is destroyed. Assuming that unit was not destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any model in that unit that ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else this turn (i.e. it cannot attempt to manifest psychic powers, shoot, declare a charge, be selected to fight etc.), even if it has a rule that would allow it to do so after Falling Back.
EMERGENCY DISEMBARKATION1CP
Core Stratagem
Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6" of the destroyed model when they disembark instead of the normal 3" before the model itself is removed from the battlefield. These units are not affected by the destroyed model's Explodes ability (or equivalent) — instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked (your choice) being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform a Heroic Intervention in the same turn that they disembarked from a destroyed TRANSPORT model.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
COUNTER-OFFENSIVE2CP
Core Stratagem
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

STRATEGIC RESERVES

A wise commander does not necessarily commit all their troops to the attack, making sure to keep additional forces held in reserve to reinforce wavering battle lines or exploit a weakness in the enemy's.

Strategic Reserves are forces that one or both sides have chosen not to deploy at the start of the battle. These rules explain how to place units into Strategic Reserves, as well as how and when they arrive on the battlefield.

Note that these rules do not apply to units that are using other rules that enable them to start the battle in a location other than the battlefield. Such units are not placed in Strategic Reserves and they are instead set up as described by their own rules.

Placing Units into Strategic Reserves

You can only place units into Strategic Reserves if your army is Battle-forged.

Unless otherwise stated, before the battle, you can select one or more units from your army to be placed in Strategic Reserves. You must pay Command points (CPs) to place your units into Strategic Reserves; the number of CPs required depends on the combined Power Ratings of all the units you wish to place into Strategic Reserves (including those embarked within TRANSPORT models that are themselves placed into Strategic Reserves), as shown in the table below. If you do not have enough CPs for your current band, you must reduce the number of units you wish to place into Strategic Reserves until you do have sufficient CPs.

STRATEGIC RESERVES
COMBINED POWER RATING OF UNITS PLACED INTO STRATEGIC RESERVESCPs TO PLACE INTO STRATEGIC RESERVES
1-91
10-192
20-293
30-394
40-495
etc.etc.

  • Strategic Reserves: Units that are not deployed at the start of the battle.
  • Only Battle-forged armies can use Strategic Reserves.
  • Must pay CPs to place units into Strategic Reserves.

Arriving from Strategic Reserves

Units that are placed in Strategic Reserves are ‘Strategic Reserve units’, and can arrive later in the battle during the Reinforcements step of any of your Movement phases except your first (i.e. Strategic Reserve units cannot arrive in the first battle round).

  • Strategic Reserve units arrive in the Reinforcements step of Movement phase.
  • Strategic Reserve units cannot arrive in the first battle round.

Setting Up Strategic Reserve Units

Where on the battlefield a Strategic Reserve unit is set up when it arrives depends on the battle round in which the unit arrives, as described below.

Starting from the second battle round, Strategic Reserve units that arrive can be set up wholly within 6" of any battlefield edge other than the enemy’s battlefield edge, but no model can be set up within the enemy’s deployment zone. Starting from the third battle round, Strategic Reserve units that arrive can be set up wholly within 6" of any battlefield edge other than the enemy's battlefield edge.

In any case, Strategic Reserve units cannot be set up within 9" of any enemy models. The only exception to this is if they are being set up within 1" of their own battlefield edge and wholly within their own deployment zone, in which case they can be set up within 9" (and even within Engagement Range) of enemy models. If a unit is set up within Engagement Range of any enemy models, it counts as having made a charge move this turn (Overwatch attacks cannot be made against this unit), and until the end of the turn it can target any unit it is within Engagement Range of with close combat attacks, even though it hasnt declared a charge this turn.

If a model is so large that it cannot physically be set up wholly within 6" of a battlefield edge (i.e. the smallest dimension of that model is greater than 6"), it must be set up so that it is touching your battlefield edge. During the turn in which such a model is set up on the battlefield, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back, Remain Stationary; attempt to manifest or deny psychic powers; make any attacks with ranged weapons; declare a charge; perform a Heroic Intervention; perform any actions or psychic actions.

All the rules that apply to your Reinforcement units when they are set up also apply to your Strategic Reserve units when they are set up, as described in the Reinforcements step of the Movement phase. For example, Strategic Reserve units cannot make a Normal Move, nor can they Advance, Fall Back or Remain Stationary in the turn they arrive for any reason — but they can otherwise act normally (shoot, charge, fight etc.). Models in units that arrived from Strategic Reserves also count as having moved a distance in inches equal to their Move (M) characteristic in the Movement phase they arrive.

  • Battle round 1 = no Strategic Reserves.
  • Battle round 2 = set up wholly within 6” of any battlefield edge (not enemy battlefield edge or in enemy deployment zone].
  • Battle round 3+ = set up wholly within 6” of any battlefield edge (not enemy battlefield edge}.
  • Cannot be set up within 9" of enemy models.
  • Strategic Reserve units cannot make a Normal Move, Advance or Fall Back this turn.
  • Strategic Reserve units always count as having moved this turn.
  • Any Strategic Reserve unit not set up on the battlefield by the end of the battle counts as destroyed.

ADVANCED RULES
ADVANCED RULES

Aircraft and Strategic Reserves

Whenever an AIRCRAFT model arrives from Strategic Reserves, you can choose to set it up anywhere on the battlefield that is more than 9" from any enemy models, facing any direction, instead of setting it up wholly within 6" of a particular battlefield edge. AIRCRAFT models can never declare a charge in the turn they arrive from Strategic Reserves, but otherwise follow all the normal rules for models arriving from Strategic Reserves.

If you have a Battle-forged army, AIRCRAFT units from your army can, in your Movement phase, move off the edge of the battlefield (assuming it has sufficient Move for any part of its base (or hull) to touch the edge of the battlefield). If an AIRCRAFT unit does so, it is placed into Strategic Reserves. Similarly, if you have an AIRCRAFT unit with a minimum Move characteristic that cannot make its minimum moye, or is forced to move off the battlefield because of its minimum move, then it is placed into Strategic Reserves. In either case, placing the AIRCRAFT (and any units currently embarked within them) into Strategic Reserves in this manner does not cost any CPs and the unit can be set back up on the battlefield in your next turn, as described in Setting Up Strategic Reserve Units.

  • AIRCRAFT can be set up anywhere on the battlefield that is more than 9" from the enemy when they arrive from Strategic Reserves.
  • If army is Battle-forged, AIRCRAFT can move off battlefield edge and be placed into Strategic Reserves.
  • If army is Battle-forged, and an AIRCRAFT cannot make its minimum move, it is placed into Strategic Reserves.
  • AIRCRAFT can arrive from Strategic Reserves in the next turn.

ACTIONS

Occasionally defeating the enemy through skill at arms is not enough, and your warriors must accomplish some vital battlefield tasks to secure victory. From searching for missing archeotech or activating a series of power generators, to completing a blasphemous ritual to the Dark Gods, these tasks are many and varied.

Performing Actions

Some rules let a unit perform an action; this represents the units doing all manner of things, ranging from raising a banner, arming or dismantling traps, searching an objective site, hacking into a data terminal and so on.

Each action will specify when a unit can start to perform it, when it is completed, and any other conditions that must be satisfied (for example, some actions can only be attempted by units that are at specific locations on the battlefield). You can declare a unit from your army will start to perform an action provided there are no enemy units within Engagement Range of it (excluding AIRCRAFT) and it did not Advance or Fall Back this turn. AIRCRAFT units and units with the Fortifications Battlefield Role cannot perform actions. A unit can only attempt to perform one action per battle round.

If a unit is destroyed, makes a Normal Move, Advances, Falls Back, attempts to manifest a psychic power, declares a charge, performs a Heroic Intervention or makes any attacks with ranged weapons after it has started to perform an action but before that action is completed, that action is failed. Otherwise, that action is successfully completed. A CHARACTER unit cannot use any aura abilities while it is performing an action (if the action is failed, their aura abilities immediately take effect again).

  • Action: A task a unit is attempting to perform. Started and completed as specified by the action itself.
  • A unit cannot start to perform an Action while in Engagement Range with an enemy unit.
  • A unit cannot start to perform an Action if it Advanced or Fell back this turn.
  • AIRCRAFT and Fortifications cannot perform actions.
  • CHARACTERS cannot use Aura abilities while performing actions.
  • Action failed if unit is destroyed or if it makes a Normal Move, Advances, Falls Back, manifests psychic power, shoots, charges or performs a Heroic Intervention.

Performing Psychic Actions

Some mission rules and objectives require a unit to perform a psychic action; this represents a psyker performing all manner of things, ranging from scrying the future, reading the minds of enemy leaders, calming the tides of the warp, enacting a daemonic rite and so on.

A PSYKER unit from your army can attempt to perform a psychic action in its Psychic phase instead of attempting to manifest any psychic powers. A PSYKER unit cannot attempt to perform a psychic action if it has Fallen Back this turn, or if it is also attempting to perform another action. A PSYKER unit can only attempt to perform one psychic action a battle round.

To perform a psychic action with a PSYKER unit, you must first pass a Psychic test in the same manner as if it were attempting to manifest a psychic power. If the result of the Psychic test is a double 1 or a double 6, the PSYKER unit attempting the psychic action immediately suffers Perils of the Warp (if the PSYKER unit is destroyed as a result, the psychic action automatically fails). The opposing player can then select one of their PSYKER units that is within 24" of the PsYKER unit attempting to perform the psychic action and attempt to deny that action in the same manner as if it were attempting to deny a psychic power, by passing a Deny the Witch test.

  • Psychic action: A psychic task a PSYKER unit can attempt to perform.
  • A unit cannot perform a psychic action if it Fell Back this turn.
  • PsykeR can attempt to perform one psychic action instead of attempting to manifest any psychic powers.
  • To perform a psychic action, must pass a Psychic test.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
  • If opponent has a PsYKER within 24” of your PSYKER, they can attempt to deny the psychic action by taking a Deny the Witch test.

TERRAIN FEATURES

This section provides rules for using a range of terrain features that can transform your gaming table into an interactive, thematic battlefield set in the 41st Millennium. These rules help to bring your battlefield to life and introduce a new tactical dimension to your games.

Before the battle begins, you and your opponent will need to create the battlefield by setting up several terrain features from your collection.

Terrain Categories

There are four categories of terrain features: Hills, Obstacles, Area Terrain, and Buildings. Some terrain features have a datasheet and/or terrain traits (see below) that will describe additional rules that apply, but the rules below always apply for these categories of terrain. Certain models receive the benefits of cover from some terrain features. The benefits gained depend on the terrain traits that the terrain feature in question has (if it has none, then no benefits are gained).

  • Each terrain feature belongs to one the following categories: Hills, Obstacles, Area Terrain or Buildings.
  • Some models can gain the benefits of cover from some Terrain features (see Terrain Traits).

Hills

Hills, whether free-standing or modelled into the battlefield itself, are raised areas that offer troops on top of them commanding views of fire. Hills are always considered to be part of the battlefield itself rather than a terrain feature, and so models on top of them do not typically receive any additional benefits. Models can move over hills following the normal rules for movement. A model on or behind a hill uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Hills cannot be chosen as the target of an attack.

  • Hills considered to be part of the battlefield rather than a terrain feature.
  • Models move over hills using normal rules for movement.
  • Models use normal rules to determine if model behind a hill is visible.
  • Hill cannot be attacked.

Obstacles

Obstacles include Barricades, Ruined Walls and other battlefield debris that your models have to move over or around. Models can move up, over and down Obstacles following the normal rules for movement. A model on or behind an Obstacle uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Obstacles cannot be chosen as the target of an attack.

An INFANTRY, BEAST or SWARM model receives the benefits of cover from an Obstacle while it is within 3" of that terrain feature unless, when you resolve an attack that targets that model's unit, you can draw straight lines, 1mm in thickness, to every part of that model’s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of this terrain feature.

  • Models move over Obstacles using normal rules for movement.
  • Models use normal rules to determine if model behind an Obstacle is visible.
  • Obstacles cannot be attacked.
  • INFANTRY, BEASTS and SWARM models receive the benefits of cover while within 3", unless a Straight line can be drawn from the attacker to all parts of the target model without it passing over or through this terrain feature.

Area Terrain

Area Terrain can include Ruins, Woods, Craters and other terrain features that models can move into and through. Each time an Area Terrain feature is set up on the battlefield, both players must agree upon the footprint of that terrain feature — that is, the boundary of the terrain feature at ground level. This is essential to define so that players know when a model is wholly on or within that terrain feature, and when it is not. For some Area Terrain features, their footprint will be obvious, especially if the terrain feature has a base or some other well defined boundary, but if not, then agree with your opponent what the footprint is. Models can move up, over and down Area Terrain following the normal rules for movement. A model on or behind Area Terrain uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Area Terrain cannot be chosen as the target of an attack (but units within them can).

INFANTRY, BEAST and SWARM models receive the benefits of cover from Area Terrain features while they are within it.

  • Area Terrain has a footprint.
  • Footprint = boundary of terrain feature at ground level.
  • Models move over Area Terrain using normal rules for movement.
  • Models use normal rules to determine if model behind area terrain is visible.
  • Area Terrain cannot be attacked.
  • INFANTRY, BEAST and SWARM models receive the benefits of cover while they are within it.

Buildings

Buildings are typically units with the Fortification Battlefield Role and the BUILDING keyword, and that are part of a player’s army. A model on or behind a Building uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Each Building has a datasheet, and unless otherwise noted is either a friendly unit or an enemy unit (meaning that models cannot be moved across them, but they can be chosen as the target of an attack).

  • Buildings are considered to be units, rather than terrain features.
  • Models cannot move across Buildings.
  • Models use normal rules to determine if model behind a Building is visible.
  • Enemy Buildings can be attacked.

Terrain Traits

Each terrain feature can have one or more terrain traits, each of which bestows additional rules. Once the battlefield has been created, both players must agree which terrain traits apply to which terrain features.

Defensible

If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

Defence Line

If an enemy unit is within 1" of this terrain feature, you can still make a charge move against it so long as the charging unit ends its charge move touching that terrain feature and within 2" of the target unit. Units are eligible to fight, and models can make attacks with melee weapons, if their target is on the opposite side of this terrain feature and within 2".

  • Can make a charge move against a unit within 1” of this terrain feature.
  • Can fight if within 2” of enemy.

Breachable

INFANTRY, BEASTS and SWARM units can move through the walls, girders, chains and foliage of this terrain feature without impediment.

  • INFANTRY, BEAST and SWARM models can move through walls, girders, chains and foliage.

Difficult Ground

If a unit makes a Normal Move, Advances, Falls Back or it makes a charge move, and any of its models wish to move over any part of this terrain feature, subtract 2" from the maximum distance that every model in that unit can move (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. This penalty does not apply if every model in the moving unit can FLY.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless moving unit can FLY).

Dense Cover

If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

Unstable Position

Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.

Exposed Position

Models never receive the benefits of cover while they are on top of this terrain feature, but they can gain the benefits of cover while they are behind it.

  • Models do not receive benefits of cover while on top of this terrain feature.

Obscuring

If this terrain feature is at least 5" in height, then models cannot see through or over this terrain feature. This means that one model is not visible to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature. The height of a terrain feature is measured from the highest point on that terrain feature.

Models that are on or within terrain feature can see, and can be seen and targeted normally. AIRCRAFT models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).

  • Blocks visibility if at least 5” tall.
  • Models on or within can see and be seen normally.
  • Aircrart and models with W characteristic of 18+ can be seen normally.

Light Cover

When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

Heavy Cover

When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.

Scaleable

Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, Beasts and SwaRM models, and models that can FLy, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SwarM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.

Inspiring

Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.

Obscuring and Dense Cover

Obscuring and Dense Cover are two terrain traits introduced with ninth edition that interact with visibility. These rules do not overwrite the normal rules for determining visibility, though - they are in addition to them. Specifically, even though the Obscuring rules state that Aircraft and models with a Wounds characteristic of 18+ can be seen through Obscuring terrain, they are still only visible (and hence eligible) targets if the firing model can physically see them (so if the terrain in question is solid and opaque, they are still not eligible targets). Also, in the same way that Obscuring terrain ‘blocks’ visibility when it is in between the firing model and its intended target, Dense Cover terrain imposes a hit penalty whenever it is between the firing model and its intended target (with the noted exceptions). It is not required for a unit to be fulfilling the criteria of ‘gaining the benefits of cover’, as described for Obstacles and Area Terrain, for this penalty to hit rolls to apply (but also note that any rule that ignores the benefits of cover, or that ignores the benefits of cover that impose a penalty on hit rolls, would still ignore that penalty).

Common Terrain Features

The following terrain categories and terrain traits apply to some of the most common terrain features on the battlefields of the 41st Millennium.

Ruins

The galaxy is littered with the shattered remains of once proud cities.

Terrain Category: Area Terrain
Terrain Traits: Scaleable, Breachable, Light Cover, Defensible, Obscuring

Craters

Many battlefields bear the scars of heavy and sustained bombardment.

Terrain Category: Area Terrain
Terrain Traits: Light Cover, Difficult Ground

Armoured Containers

These vast steel containers are built strong to protect the cargo within.

Terrain Category: Obstacles
Terrain Traits: Light Cover, Scaleable, Exposed Position

Barricades and Fuel Pipes

Makeshift but effective defence lines make an excellent position from which to repel the enemy.

Terrain Category: Obstacles
Terrain Traits: Defence Line, Light Cover, Heavy Cover, Defensible, Unstable Position, Difficult Ground

Woods

Twisted woodlands and alien flora grow on many a corpsestrewn battlefield.

Terrain Category: Area Terrain
Terrain Traits: Dense Cover, Breachable, Defensible, Difficult Ground

Battlefield Debris

Scorched rubble and the detritus of war litter the battlefield of the 41st Millennium.

Terrain Category: Obstacles
Terrain Traits: Exposed Position

Industrial Structure

Sectors Mechanicus are a common sight, their gantries thrumming with automated industry.

Terrain Category: Area Terrain
Terrain Traits: Scaleable, Breachable, Dense Cover, Defensible

Imperial Statuary

The heroes of the Imperium are often immortalised in stone effigies to stand sentinel over the galaxy.

Terrain Category: Obstacles
Terrain Traits: Light Cover, Unstable Position, Inspiring (IMPERIUM)

Ruined Walls

The broken walls of destroyed buildings provide invaluable cover to troops.

Terrain Category: Obstacles
Terrain Traits: Defence Line, Breachable, Dense Cover, Defensible, Unstable Position

Example Battlefields

In the far future, battles are fought across an infinite variety of strange and alien planets where no land is left untouched by the tempest of war. Crystal moons, derelict space hulks, carnivorous death worlds and war-ravaged cityscapes are just a few of the fantastical landscapes that can be recreated.

Below is an example of a battlefield set up for a Strike Force-sized battle with an ideal number of terrain features. Assuming the terrain rules are used for the terrain features, their placement on this battlefield will create a dynamic gaming experience that doesn't favour one player over the other — this makes it ideal for a matched play game. This is because the terrain features — in this case, a good mixture of different Obstacles and Area Terrain features — are fairly evenly distributed across the battlefield. There is also sufficient room for large units, such as tanks, to manoeuvre around the terrain features (especially near the edges) without getting trapped. Importantly, some terrain features with the Obscuring trait have been placed near the middle of the battlefield, ensuring that it is not easy to draw visibility from one side of the battlefield to the other (battlefields where this is not the case can advantage armies that rely on shooting, or disadvantage armies that rely on melee).

This Strike Force battlefield (44" x 60") has fewer terrain features set up on it than the one below. The terrain has still been set up so as not to give an advantage to one player or the other, and there is still terrain set up in the middle that blocks visibility from one side of the battlefield to the other. As a result, this battlefield would still make for a good matched play game. Battlefields with less terrain than this will start to advantage armies that rely on shooting over melee.

This Strike Force battlefield (44" x 60") has an ideal number and mixture of terrain features. The largest Area Terrain features have been set up along the two long battlefield edges, whilst the middle of the battlefield only has a scattering of Obstacles to provide any kind of shelter from enemy fire. Whilst this battlefield is not ideal for a matched play game, it would make for a very thematic set-up for a narrative play game such as Ambush.

This Strike Force battlefield (44" x 60") is very similar to the one above it in terms of number and types of terrain features, but they have been set up more evenly across the battlefield, and the middle contains terrain features that block visibility from one side of the battlefield to the other. This battlefield doesn’t give an advantage to one player or the other, and is far more suited to a typical matched play game than the battlefield at the top of the page.

This Incursion battlefield (44" x 30") has an ideal number and mixture of terrain features, including both Area Terrain and Obstacles. The terrain features are set up evenly across the battlefield, there is still space for units to manoeuvre around them, and lines of fire cannot easily be drawn from one edge to the other. This battlefield does not favour one player over the other.

This Incursion battlefield (44" x 30") has been set up with fewer terrain features than the battlefield above. The terrain has still been set up so as not to give advantage to one player over the other. A battlefield with fewer terrain features than this will afford units no way to gain protection from ranged attacks, and so will give a strong advantage to armies that rely on shooting, whilst disadvantaging armies that rely on melee.

This Incursion battlefield (44" x 30") has an ideal number and mixture of terrain features, and has been set up to create a strong thematic battlefield that, whilst not suited to many matched play missions, would be perfect for some narrative play missions, such as Sabotage or The Relic.

RARE RULES

The rules in this section describe some of the more uncommon advanced rules, as well as rare situations that arise when one uncommon rule interacts with another, and how to resolve them.

Benefits of Cover When not in Terrain

Sometimes a rule will tell you that a model or unit gains the benefit of cover, even while they are not entirely on or in a terrain feature. If a model or unit is under the effects of such a rule, and that rule does not specify what the benefits of cover are, when resolving an attack that model is assumed to be entirely on or within a terrain feature with the Light Cover terrain trait for all rules purposes. This means that when an attack made with a ranged weapon wounds a model under the effect of this rule, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

If a model or unit has a rule that only applies while it is receiving the benefits of cover, then that rule will apply while that model or unit is under the effects of any rule that states it gains the benefit of cover even while they are not entirely on or within a terrain feature.

  • Benefit of cover even when not in terrain = Light Cover.
  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

Ignoring the Benefits of Cover

Some rules allow a weapon or model to ignore the benefits that a target might otherwise receive from being on or in a terrain feature.

If a rule says that the target ‘does not receive the benefit of cover to its saving throw’, then, when resolving an attack with that rule, the models in the target unit ignore all benefits received from terrain traits that improve its saving throw (e.g. Light Cover, Heavy Cover).

If a rule says that the target ‘does not receive the benefits of cover that impose penalties on hit rolls’, then, when resolving an attack with that rule, models in the target unit ignore all benefits received from terrain traits that impose penalties on hit rolls (e.g. Dense Cover).

If a rule says that the target unit ‘does not receive the benefit of cover’, without specifying what benefits are ignored, then, when resolving an attack with that rule, models in the target unit ignore all benefits received from all terrain traits, including those that improve its saving throws, impose penalties on hit rolls and so on (e.g. Light Cover, Heavy Cover). Note that rules that say that the target unit ‘does not receive the benefit of cover’ do not enable a model or weapon with that rule to target a unit that would not normally be visible due to terrain features with the Obscuring trait.

  • Does not receive the benefit of cover to saving throws = ignore Light Cover and Heavy Cover.
  • Does not receive the benefits of cover that imposes a penalty on hit rolls = ignore Dense Cover.
  • Does not receive the benefits of cover = ignore Light Cover, Heavy Cover, Dense Cover etc.

Improving the Benefits of Cover

Some models have abilities that improve the bonus a model receives to its saving throw when it is receiving the benefit of cover — for example, ‘add 2 instead of 1 to saving throws for models in this unit while it is receiving the benefit of cover’. If a model or unit with such a rule is receiving the benefits of cover from a terrain feature with the Light Cover or Heavy Cover trait, then this rule is applied as written. If that model or unit is receiving the benefits of cover from any other terrain features with any other terrain traits, you instead add 1 to its saving throws, in addition to any other benefits of cover that are gained from those terrain features. In either case, invulnerable saves are unaffected.

  • Add 2 to saving throws instead of 1 if receiving benefits from Light Cover or Heavy Cover terrain features.
  • Add 1 to saving throws if receiving benefits from any other terrain features.

Units of Psykers

If a unit has more than one model with the PsYKER keyword, you must select one of those models each time its unit attempts to manifest or deny a psychic power, before you take the Psychic test or Deny the Witch test. Measure the distance and check visibility using the model you selected.

Manifesting and Denying with non-Psykers

Sometimes a rule will allow a model that is not a PSYKER to attempt to manifest or deny a psychic power. When resolving such abilities, it does so exactly as if it were a PSYKER, and is affected by rules that modify Psychic tests or Deny the Witch tests, but it is not a PsyKeR for any other rules purposes.

  • Units of PsyKERS: When attempting to manifest or deny a psychic power, first select one model in the unit to measure range and visibility from.

Shoot Again

Some rules allow units (or sometimes models or weapons) to shoot again in the Shooting phase, or shoot ‘as if it were the Shooting phase’. Such rules cannot be used on a unit unless it is eligible to shoot at the time when that rule is used.

When a unit shoots again, any models in that unit that have already shot with any of the weapons they are equipped with earlier in that phase can shoot with those weapons one additional time. When a model shoots again, that model can shoot with any weapons it is equipped with that it has already shot with earlier in that phase one additional time. When a model can shoot with a specific weapon again, that model can shoot with it one additional time if it has already shot with it earlier in that phase.

If a rule allows a unit, model or weapon to shoot again, then it must completely resolve its first shooting attack before resolving the second. This can be at a different target. Ifa rule is used to make a unit shoot again at the end of the Shooting phase, the phase does not end until after all these rules have been resolved.

  • Rules that allow a unit to shoot again can only be used on eligible units.
  • Must completely resolve first shooting attack before starting the second.
  • Can target different unit(s).
  • Shooting phase does not end until after all units that are shooting again have done so.

Non-shooting Abilities

Some models and units have abilities that can be used instead of shooting with that model or unit. Such abilities can only be used in your Shooting phase, but can be used even if your unit has no ranged weapons, or if it Advanced or Fell Back this turn, and such abilities can be used even while the unit is within Engagement Range of any enemy units.

  • Abilities used ‘instead of shooting’ can be used in your Shooting phase.
  • Such abilities can be used even if unit Advanced, Fell Back or is in Engagement Range of enemy.

Always Fight First/Last

Some rules allow a unit from your army to always fight first in the Fight phase, even if they didn't make a charge move this turn. If the enemy has units that have charged, or that have similar rules, then alternate selecting units to fight with from amongst these units, starting with the player whose turn is taking place.

Similarly, some rules say that a certain unit cannot be selected to fight in the Fight phase until after all other eligible units have done so. If both players have units that cannot fight until after all other units have done so, then the players alternate selecting which of those units to fight with, starting with the player whose turn is taking place.

If a unit is under the effects of both a rule that always lets it fight first in the Fight phase, and a rule that says it cannot be selected to fight until after all other units have done so, it instead fights as if neither rule is affecting it.

  • If both players have models that fight first/last, alternate selecting units to fight, starting with player whose turn is taking place.
  • If a unit can always fight first but must also fight last, it fights as if not affected by either rule.

Fighting with Individual Models

Normally units are selected to fight, but some rules instead specify that only one model in a unit can fight (or can fight again - see below). In these instances, that model is allowed to make a pile-in move, but must still be in unit coherency at the end of its move. It then makes a number of attacks with its melee weapons, as specified in the Make Close Combat Attacks section of the Fight phase. Finally, that model can make a consolidate move, but must still be in unit coherency at the end of the move.

  • Some rules enable an individual model in a unit to fight — such a model piles in, makes close combat attacks, then consolidates.
  • Pile-in and consolidate moves must end in unit coherency.

Fight Again

Some rules allow units to fight again in the Fight phase, or fight ‘as if it were the Fight phase’. Such rules cannot be used on a unit unless it is eligible to fight at the time when that rule is used. Remember that a unit is only eligible to fight if it is within Engagement Range of an enemy unit, or if it made a charge move in the same turn. In addition, all the normal targeting rules apply to a unit that is using a rule to fight again (e.g. if the unit made a charge move this turn it can still only target enemy units it declared a charge against or that performed a Heroic Intervention).

If a rule allows a unit to fight again, then it will pile in, make close combat attacks and consolidate again. Treat each time a unit is selected to fight as a separate unit being selected to fight for all rules purposes. This means that after it has fought for the first time in a phase, your opponent can choose an eligible unit to fight with before you fight with your unit for a second time (you need not consecutively use both of the unit's opportunities to fight — unless of course there are no other eligible units to select to fight with). If such a unit charged this turn, it will still fight both times before any units that did not charge. Note that any rule that interrupts the normal sequence of who fights first can be used to fight inbetween the unit's first and second fight.

If a rule is used to make a unit fight again at the end of the Fight phase, and the unit ends its consolidation move within Engagement Range of any enemy units that have not yet been selected to fight during this phase, those units are now eligible units and your opponent can fight with them before the phase ends.

  • Rules that allow a unit to fight again can only be used on eligible units.
  • Fight again = pile in, make close combat attacks and consolidate again.
  • Each time a unit fights again it is treated as a separate unit being selected to fight.
  • Fight phase does not end until every unit in Engagement Range that has not yet fought has done so.

Attacker’s Priority

While resolving attacks, you'll occasionally find that two rules cannot both apply — for example, when an attacking model with an ability that enables it to always score a successful hit on a 2+ targets a model that has an ability that states it can only be hit on a 6+. When this happens, the attacking model’s rules take precedence.

  • If attacking model and target unit have conflicting rules, the attacking model’s rule takes precedence.

Morale Priority

While resolving Morale tests, you'll occasionally find that two rules are in direct conflict and cannot both apply - for example, when a unit is being simultaneously affected by one rule that says it automatically passes Morale tests and another that says it automatically fails Morale tests. When this happens, rules that say a unit automatically passes a Morale test always take precedence over rules that say a Morale test is automatically failed.

Similarly, rules that say no models flee from a unit always take precedence over rules that say that a number of additional models flee that unit.

  • If a unit is affected by conflicting rules, those that automatically pass Morale tests or cause no models to flee take precedence.

Resurrected Models

Some rules resurrect or return models to their unit in the same turn they were destroyed. For the purposes of Morale tests, such models do not count as having been destroyed this turn — exclude them when determining if a unit has to take a Morale test, and when determining what to add to a D6 roll when taking a unit’s Morale test.

  • Exclude models that were destroyed and returned to a unit in the same turn for Morale test purposes.

Explodes

When destroyed, some models have an ability that gives them a chance to explode (or crash and burn, or lash out with death throes etc.) and inflict mortal wounds on nearby units. If a model has such an ability and is destroyed, then it is always the player controlling that model who rolls to see if it explodes (or similar), and it is always this player who rolls to see if nearby units suffer damage, and if they do, how much damage is inflicted.

  • If a model could explode, controlling player rolls the D6.
  • If a model explodes when destroyed, controlling player rolls to inflict damage on nearby units.

Desperate Breakout and Rules that Prevent Falling Back

Some rules either prevent enemy units from falling back, or when a unit is selected to, or otherwise wishes to Fall Back, triggers a roll-off, test or other dice roll that can result in the enemy unit being unable to Fall Back. In either cases, a rule that prevents Falling Back takes precedence over Desperate Breakout Stratagem. This means, in the first case, that using the Stratagem on a unit would not enable it to Fall Back - you would be spending CPs only for the chance to destroy some of your own models. In the second case, if the Desperate Breakout stratagem is used on a unit, then after rolling to see if any models in that unit are destroyed, any roll-off, test or other roll is then triggered and resolved (which may result in the unit not being able to Fall Back). Note that in either case, if a rule prevents a unit from Falling Back, no models in that unit can make (and hence end) a Fall Back move, so no additional models in that unit are destroyed, but the unit the Stratagem was used on will still be unable to do anything else this turn.

  • Rules that prevent Falling Back take precedence over the Desperate Breakout Stratagem.

Manifesting Priority

While manifesting a psychic power, you’ll occasionally find that two rules are in direct conflict and cannot both apply - for example, when one rule says that a psychic power cannot be denied and another rule says that a psychic power is denied (or resisted). When this happens, rules that say a psychic power cannot be denied take precedence over rules that say the psychic power is denied.

  • If a psychic power is manifested and is affected by conflicting rules regarding whether it can or cannot be denied, rules that say that the psychic power cannot be denied take precedence.

Multiple Attacks that Inflict Mortal Wounds

Some attacks can inflict mortal wounds either instead of, or in addition to, the normal damage. If, when a unit is selected to shoot or fight, more than one of its attacks that target an enemy unit have such a rule, all the normal damage inflicted by the attacking unit’s attacks are resolved against that target before any of the mortal wounds are inflicted on it.

  • If a unit can make multiple attacks that inflict mortal wounds, all of the normal damage inflicted by all of the attacking unit’s attacks is resolved before any of the mortal wounds are resolved.

Scoring Additional Hits

When a model makes an attack, some rules will let that attack score one or more additional hits on a particular hit roll (e.g. ‘each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit’). If the attacking model is also benefiting from any other rules that trigger on a particular hit roll (e.g. ‘each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target’), then only the original attack benefits from those rules. If any additional hits are scored as the result of a particular hit roll, those additional hits are not considered to have been made with any hit roll – they simply hit the target and you must continue the attack sequence for them (i.e. make a wound roll).

  • If a hit roll scores additional hits, those additional hits do not benefit from any other rule that triggered on the original attack’s hit roll.

Stratagems that Gain or Refund CPs

The advanced rules for Command points state that you cannot gain, or have refunded, more than 1 Command point per battle round because of any rules (other than via the exceptions listed here, such as the Battle-forged CP Bonus). However, there are a small handful of Stratagems that let players gain or refund several Command points when used (e.g. Feeder Tendrils in Codex: Tyranids). So long as such a Stratagem is used during a phase (i.e. it is not used ‘before the battle’ or ‘at the end of a battle round’), the limit of gaining or refunding 1 Command point per battle round does not apply to any Command points gained via Stratagems.

  • The limit of gaining or refunding 1 CP per battle round does not apply to any CPs gained via Stratagems that are used during a phase. Breakout Stratagem.

Moving Through Models

Some models have a rule that enables them to ‘move through/over models’, or ‘move through/over models as if they were not there’. Sometimes such a rule will only apply to specific types of movement (e.g. Normal Moves, Advance moves, charge moves etc.) while other times it will apply to all types of movement. In any case, when moving a model with such a rule, it can be moved within Engagement Range of enemy models, but it can never finish a move on top of another model, or its base, and it cannot finish a Normal Move, Advance or Fall Back move within Engagement Range of any enemy models, and it can only end a charge move in Engagement Range of units it declared a charge against that phase).

  • Models that can move through/over enemy models can also be moved within Engagement Range of enemy models.
  • Models cannot end a move on top of another model.
  • Models cannot end a Normal Move, Advance or Fall Back move within Engagement Range of any enemy unit.
  • Models can only end a charge move within Engagement Range of enemy units that they declared a charge against that phase.

Ignoring Wounds Vs Rules that Prevent Models from Ignoring Wounds

Some models have a rule that says that they cannot lose more than a specified number of wounds in the same phase/turn/battle round, and that any wounds that would be lost after that point are not lost. When such a model is attacked by a weapon or model with a rule that says that enemy models cannot use rules to ignore the wounds it loses, that rule takes precedence over the previous rule, and if that attack inflicts any damage on that model, it loses a number of wounds equal to the Damage characteristic of that attack, even if it has already lost the specified number of wounds already this phase/turn/battle round.

  • Rules that say models ‘cannot use rules to ignore the wounds they lose’ take precedence over rules that say that a model ‘cannot lose more than a specified number of wounds, and any wounds lost after that point are not lost.

Repositioned and Replacement Units

Some rules enable units to teleport or else be repositioned and set back up on the battlefield. Other rules enable units to removed from the battlefield and be replaced by a new, full-strength unit, which is then set up on the battlefield. If a rule causes a unit to be removed from the battlefield and subsequently set back up, the following rules apply to it:
  1. Rules that are triggered by or apply to units that are ‘set up on the battlefield as Reinforcements’ are also triggered by and apply to that unit when it is set up on the battlefield.
  2. Models in units that arrived as Reinforcements count as having moved a distance in inches equal to their Move characteristic this Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic.
  3. The unit cannot make a Normal Move, Advance, Fall Back or Remain Stationary that turn for any reason.
  4. If that unit was within Engagement Range of an enemy unit when it was removed from the battlefield, it does not count as having Fallen Back when it is set back up on the battlefield.
  5. If that unit Advanced this battle round, it still counts as having Advanced after it has been set back up on the battlefield.
  6. Any destroyed models in that unit when it is removed are still destroyed when their unit is set back up on the battlefield. If they were destroyed this turn, they still count towards any Morale tests taken this turn.
  7. Any models in that unit that have lost any wounds do not regain those wounds when they are removed, and will still have lost them when their unit is set back up on the battlefield.
  8. Any rules that unit was being affected by when it was removed, and which would continue to affect it for a specific duration (from abilities, Stratagems, psychic powers, etc.) continue to affect that unit until such a point as they would normally have no longer applied. For example, a unit that was within range of an aura ability when it was removed would no longer be affected by that ability if it was set up outside of that aura’s range, whereas a unit that was being affected by a psychic power that lasted until the end of that turn would still be affected by it until the end of that turn.
Note that points 5-8 do not apply to any unit that has been set up because it is replacing a destroyed unit (including units set up via a rule that instructs you to remove a unit then set it back up at its full starting strength). These rules represent new units joining the fight, rather than the existing units being repositioned on the battlefield.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the Imperium and Adeptus Astartes Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.
Understrength Units
Sometimes you may find that you do not have enough models to field a minimum-sized unit; if this is the case, you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit. The Power Rating of an Understrength unit is the same as if you had a minimum-sized unit, even though it contains fewer models.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Has same Power Rating as a minimum-sized unit.
Psychic Powers
All Psykers know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each Psyker knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A Psyker unit generates their powers before the battle.

  • All Psykers know Smite.
  • Psykers will know additional psychic powers, as described on their datasheets.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

If every unit in your army has the ADEPTA SORORITAS and/or ADEPTUS MINISTORUM Faction keywords, this unit gains an ability depending on which Sacred Rite is active for your army. Determine which Sacred Rite is active for all units from your army with this ability at the start of the battle. To do so, after deployment, but before the first battle round begins, select one Sacred Rite from the following table to be active. Alternatively, you can roll two D6 to randomly generate two Sacred Rites to be active (a duplicate result has no additional effect, but is considered to be active for the purposes of the Battle Rites Stratagem). In either case, Sacred Rites are active until the end of the battle.
D6Sacred Rite
1Hand of the Emperor: The Sororitas are imbued with a boundless font of vigour.
When a unit with this Sacred Rite Advances, add 1 to the Advance roll. When you make a charge roll for a unit with this Sacred Rite, add 1 to the result. 
2Spirit of the Martyr: Even with their dying act the Sororitas mete out the Emperor’s judgement.
When a model with this Sacred Rite is destroyed, roll one D6 before removing the model from play. On a 5+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (if the model has a damage table, use the bottom row of that table when shooting with that ranged weapon or resolving that attack with a melee weapon). 
3Aegis of the Emperor: The Sororitas do not suffer the vile trickery of witches.
When a Deny the Witch test is taken for a unit with this Sacred Rite, add 3 to the total. 
4Divine Guidance: Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.
When resolving an attack made with a ranged weapon by a model with this Sacred Rite, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1). 
5The Passion: The Sororitas are filled with a burning passion to inflict suffering upon the faithless.
When resolving an attack made with a melee weapon by a model with this Sacred Rite, an unmodified hit roll of 6 scores 1 additional hit. 
6Light of the Emperor: The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.
When a Morale test is taken for a unit with this Sacred Rite, you can re-roll the dice. 
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are Unaligned — must have at least one Faction keyword in common (e.g. Imperium or Chaos) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • Unaligned units are exempt.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The Sammael keyword is used in following Dark Angels datasheets:

Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

The Blood Claws keyword is used in following Space Wolves datasheets:

The Reivers keyword is used in following Space Wolves datasheets:

Elites
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Obscuring
If this terrain feature is at least 5" in height, then models cannot see through or over this terrain feature. This means that one model is not visible to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature. The height of a terrain feature is measured from the highest point on that terrain feature.

Models that are on or within terrain feature can see, and can be seen and targeted normally. AIRCRAFT models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).

  • Blocks visibility if at least 5” tall.
  • Models on or within can see and be seen normally.
  • Aircrart and models with W characteristic of 18+ can be seen normally.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Scaleable
Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, Beasts and SwaRM models, and models that can FLy, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SwarM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.
Breachable
INFANTRY, BEASTS and SWARM units can move through the walls, girders, chains and foliage of this terrain feature without impediment.

  • INFANTRY, BEAST and SWARM models can move through walls, girders, chains and foliage.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Defensible
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Difficult Ground
If a unit makes a Normal Move, Advances, Falls Back or it makes a charge move, and any of its models wish to move over any part of this terrain feature, subtract 2" from the maximum distance that every model in that unit can move (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. This penalty does not apply if every model in the moving unit can FLY.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless moving unit can FLY).
Exposed Position
Models never receive the benefits of cover while they are on top of this terrain feature, but they can gain the benefits of cover while they are behind it.

  • Models do not receive benefits of cover while on top of this terrain feature.
Defence Line
If an enemy unit is within 1" of this terrain feature, you can still make a charge move against it so long as the charging unit ends its charge move touching that terrain feature and within 2" of the target unit. Units are eligible to fight, and models can make attacks with melee weapons, if their target is on the opposite side of this terrain feature and within 2".

  • Can make a charge move against a unit within 1” of this terrain feature.
  • Can fight if within 2” of enemy.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
Inspiring
Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
DESPERATE BREAKOUT2CP
Core Stratagem
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit of your choice is destroyed. Assuming that unit was not destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any model in that unit that ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else this turn (i.e. it cannot attempt to manifest psychic powers, shoot, declare a charge, be selected to fight etc.), even if it has a rule that would allow it to do so after Falling Back.

The Lictor keyword is used in following Tyranids datasheets:

1CP

FEEDER TENDRILS

Tyranids Stratagem

Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.

Use this Stratagem when a Genestealer, LICTOR, Toxicrene or Venomthrope from your army kills a CHARACTER in the Fight phase. Gain D3 Command Points.
© Vyacheslav Maltsev 2013-2020