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!
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.
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.
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 SIZE | TOTAL POWER LEVEL | POINTS LIMIT | COMMAND POINTS | Combat Patrol | Up to 50 | Up to 500 | 3 | Incursion | 51-100 | 501-1000 | 6 | Strike Force | 101-200 | 1001-2000 | 12 | Onslaught | 201-300 | 2001-3000 | 18 |
|
- Starting number of Command points varies with battle size.
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 SIZE | NO. OF DETACHMENTS | Combat Patrol | 1 | Incursion | 2 | Strike Force | 3 | Onslaught | 4 |
|
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.
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
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
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
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
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
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
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
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
Command Cost: 3CP
Restrictions: None.
Command Benefits: None.
LORDS OF WAR 1
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
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
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.
- What units are in your army, what their Battlefield Roles are and how many models are in each unit.
- What weapons and wargear the models in each unit are equipped with.
- 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).
- 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.
- 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).
- 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.
- What your name, your army’s name and your Army Faction is.
- 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.
- How many Command points your army has at the start of the battle.
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:
| | |
| 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. | |
| | |
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.
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 RESERVES | CPs TO PLACE INTO STRATEGIC RESERVES | 1-9 | 1 | 10-19 | 2 | 20-29 | 3 | 30-39 | 4 | 40-49 | 5 | 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.
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.
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.
Psychic Actions
While
psychic actions are not in and of themselves psychic powers, they function in much the same way. For all intents and purposes, when a unit attempts a psychic action, this is treated the same as if they were attempting to
manifest a psychic power, and as such triggers any rules that interact with manifesting a psychic power (e.g. rules that enable you to
deny a psychic power can also be used to deny a psychic action). Note that a
PSYKER can still only attempt to perform one psychic action in their
Psychic phase instead of attempting to manifest any other psychic powers.
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.
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).
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 TerrainTerrain Traits:
Scaleable,
Breachable,
Light Cover,
Defensible,
Obscuring
Craters
Many battlefields bear the scars of heavy and sustained bombardment.Terrain Category:
Area TerrainTerrain Traits:
Light Cover,
Difficult Ground
Armoured Containers
These vast steel containers are built strong to protect the cargo within.Terrain Category:
ObstaclesTerrain 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:
ObstaclesTerrain 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 TerrainTerrain 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:
ObstaclesTerrain Traits:
Exposed Position
Industrial Structure
Sectors Mechanicus are a common sight, their gantries thrumming with automated industry.Terrain Category:
Area TerrainTerrain 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:
ObstaclesTerrain Traits:
Light Cover,
Unstable Position,
Inspiring (
IMPERIUM)
Ruined Walls
The broken walls of destroyed buildings provide invaluable cover to troops.Terrain Category:
ObstaclesTerrain Traits:
Defence Line,
Breachable,
Dense Cover,
Defensible,
Unstable PositionIn 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.
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.
Note that the
Counter-offensive Stratagem requires you to select a unit that is eligible to fight. This means that if a unit is under the effects of a rule that says that it is not eligible to fight until after all other eligible units have done so, you will not be able to select that unit to use the Counter-offensive Stratagem.
- 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.
Attacks That Make Multiple Hit Rolls
Some rules, typically weapon abilities, tell you to roll more than one hit roll for each attack made , e.g. ‘each time an attack is made with this weapon, make 2 hit rolls instead of 1’. In these cases, each hit roll is treated as a separate attack that is made against the same target. As such, all normal rules that are triggered by attacks, or that apply to attacks (such as re-rolls or modifiers conferred by other rules) apply to each ‘hit roll’. Note that these additional attacks do not themselves result in more hit rolls being made.
- If a rule tells you to make more than one hit roll for each attack made, each hit roll is treated as a separate attack made against the same target.
Charging Aircraft
It is not normally possible to end any kind of move within
Engagement Range of an enemy
AIRCRAFT model. However, many
AIRCRAFT models have an ability (e.g.
Airborne) that specifically says that they can only be charged by enemy units that can
FLY. Such rules take precedence over those in the Core book, and units that can
FLY can indeed
declare a charge against an
AIRCRAFT model, and they can end a charge move within Engagement Range of it.
- Units that can FLY can declare a charge against AIRCRAFT models.
Disembarking Large Models
Some models are so large that when they are
disembarking from a
TRANSPORT model it is not possible to set them up wholly within 3", typically because the disembarking model is itself larger than 3" in all dimensions. In these cases, set such a model up with its base (or hull) within 1" of its
TRANSPORT model’s base (or hull), and not within
Engagement Range of any enemy models.
- If it is impossible to set up a disembarking model wholly within 3" of their TRANSPORT model because it is too large, set it up within 1" of its TRANSPORT model instead.
Resolving Abilities when Moving off the Edge of the Battlefield
Some models, typically
AIRCRAFT, have rules that are used after they have finished making a move in the
Movement phase, such as dropping bombs on a unit they have moved over. If a unit has such a rule and it can move off the edge of the battlefield (such as is the case with
AIRCRAFT when the
Strategic Reserves rule is being used), then for the purposes of those rules, that unit’s move is considered to have finished when it touches the edge of the battlefield; such rules are then resolved, and the model is then removed from the battlefield.
- If a unit can move off the edge of the battlefield, it can still resolve rules that are triggered at the end of its move before being removed from the battlefield.
Shooting Whilst Embarked on a Transport
Some rules, such as Open-topped, enable units to shoot and make ranged attacks even while
embarked within a
TRANSPORT model. Each time such an embarked unit is selected to shoot, the following rules apply to it:
- Stratagems cannot be used on that unit in order to affect its attacks, and you cannot use the Command Re-roll Stratagem to affect any dice rolls made for its models’ ranged attacks.
- Measure distances and draw line of sight from any point on the TRANSPORT model when models in that unit make the ranged attacks.
- If the TRANSPORT model made a Normal Move, Advanced, Fell Back or Remained Stationary this turn, embarked units are considered to have done the same when they make ranged attacks.
- While the TRANSPORT model is within Engagement Range of any enemy units, unless the ability that the TRANSPORT model has that allows its passengers to shoot whilst embarked states otherwise, then models in embarked units cannot make ranged attacks, except with Pistols.
- Unless specifically stated otherwise, the embarked unit is not affected by the abilities (including aura abilities) of any other unit, even if that unit is also embarked within the same TRANSPORT model.
- If the unit was under the effects of a rule when it embarked on the TRANSPORT model (such as rules bestowed on it during the Command phase, by a psychic power or a Stratagem etc.) those rules do not apply to that unit whilst it is embarked.
- Any abilities (including Detachment abilities) that models in an embarked unit have, or that their weapons have, continue to apply when they make ranged attacks.
- If a restriction applies to the TRANSPORT model, that same restriction applies to units embarked within it. For example, if the TRANSPORT model is not eligible to shoot with because it has Advanced or Fallen Back this turn, its passengers are not eligible to shoot with.
- If a TRANSPORT model is under the effects of a modifier to its ranged attacks (such as a modifier to its hit rolls, wound rolls, etc.) the same modifier applies each time an embarked model makes a ranged attack.
Preventing Reinforcement Units From Setting Up
Some rules prevent
Reinforcement units from setting up on certain parts of the battlefield e.g. ‘enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit.’ Such rules always take precedence over rules that instruct you where you can set up Reinforcement units (e.g. ‘in the
Reinforcements step of one of your
Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models’. The only exception is units that are
arriving from Strategic Reserves that are set up within 1" of their own battlefield edge and wholly within their own deployment zone – in this case, the Strategic Reserves unit can be so set up, despite any rules enemy models have that would otherwise prevent it from being set up.
- Rules that prevent Reinforcement units from being set up take precedence over rules that allow Reinforcement units to be set up.
- Does not apply to Strategic Reserve units that are set up within 1" on their battlefield edge and within their own deployment zone.
Defensive Rules that Apply to Attacks with Specific Characteristics
Some rules only apply against attacks that have a specific characteristic. For example, ‘Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in this unit, that attack has an Armour Penetration characteristic of 0 instead.’ Each time you determine if such a rule is triggered, and so applies, always use the modified characteristics of that attack at the
Allocate Attack step of the attack sequence. In the example above, that means that if an attack which originally has an Armour Penetration characteristic of 0, but then is modified by another rule before the Allocate Attack step to be -1, then at the Allocate Attack step it would then trigger the ability and be changed back to 0 instead.
- To determine if a defensive rule applies against an attack, use the modified characteristics of that attack at the Allocate Attack step of the attack sequence.
Splitting Units with Pre-existing Rules Effects
Some rules enable one unit to split up into two or more smaller units. Each time this happens, any rules that the original unit was being affected by when it split, and which would continue to affect it for a specific duration (from abilities, Stratagems, psychic powers, etc.) continue to affect all of the individual units it split into until such a point as they would normally have no longer applied. For example, if the original unit was within range of an
aura ability when it split, any given individual smaller unit would only be affected by that aura ability if it was itself still within range of that ability after the split, whereas if the original unit was being affected by a psychic power that lasted until the end of that turn at the point when it split, all of the smaller individual units would still be affected by it until the end of that turn.
- Rules that affect a unit at the time when it splits into several smaller units continue to apply to all of those smaller units for the duration of that rule.
- Aura abilities only affect those smaller units whilst they remain within range of that ability.
Transports and Rules that Count as Remaining Stationary
Some rules allow a model to count as having
Remained Stationary, even if that model has moved during its
Movement phase. Even if a
TRANSPORT model is subject to such a rule, embarked models still cannot
disembark from that
TRANSPORT model during the Movement phase if that
TRANSPORT model has already moved, unless that
TRANSPORT model (or the models embarked within it) have a rule that explicitly allows them to disembark after the
TRANSPORT model has moved.
- Units cannot disembark from a TRANSPORT model after it has moved, even if that TRANSPORT model is under the effects of a rule that lets it count as having Remained Stationary even if it has moved.
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:
- 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.
- 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.
- The unit cannot make a Normal Move, Advance, Fall Back or Remain Stationary that turn for any reason.
- 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.
- If that unit Advanced this battle round, it still counts as having Advanced after it has been set back up on the battlefield.
- 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.
- 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.
- 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.
- If that unit was performing an action, that action immediately fails.
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.