FAQs

Books

BookKindEditionVersionLast update
  Warhammer 40,000 (Core Rules Updates)
  Warhammer 40,000 (Core Rules Updates)Rulebook101.5December 2024

General

Q:If an attack is subject to a rule that changes its Damage characteristic to 0, as well as another rule that applies a negative modifier to its Damage characteristic ‘to a minimum of 1’, what happens?
A:
The Damage characteristic is changed to 0.
Q:If a Stratagem targets both one or more units from my army and one or more units from my opponent’s army, can I use an ability to modify that Stratagem’s CP cost?
A:
Yes.
Q:If a Stratagem targets two or more units from my army, can I use an ability to modify that Stratagem’s CP cost?
A:
Yes.
Q:If a model has a rule that allows it to shoot or fight after a certain condition is met (such as being targeted by an attack), how many times can it shoot or fight as a result of that rule within a phase?
A:
As many times as the relevant condition is met, unless otherwise stated.
Q:When a rule allows a model to shoot or fight after being destroyed, but before being removed from play, does that model’s unit count as having been selected to shoot or fight?
A:
No. As such, any rules with that trigger do not apply.
Q:When an attack targets a Leader unit that contains one or more models that have the CHARACTER keyword and one or more models that do not have the CHARACTER keyword, if that Leader unit is not an Attached unit, can that attack be allocated to a CHARACTER model in that unit?
A:
Yes.
Q:Where on a model do I measure from when determining if something is within range of an Aura ability?
A:
You measure from the base (or the closest point of any part of that model if it does not have a base), as described in Measuring Distances.
Q:After all modifiers are applied, can a Save characteristic ever be 1+ or better?
A:
No.

Timing/Sequencing

Q:If a unit is destroyed and that same unit is later returned to the battlefield (e.g. Angron, Saint Celestine), do any persisting effects that applied to that unit when it was destroyed continue to apply (e.g. Judgement tokens, Oath of Moment)?
A:
Yes, within the timing limitations of those persisting effects. Note that this does not apply when you are instructed to add a new unit to your army, such as when using the Astra Militarum Reinforcements! Stratagem.
Q:In some rules take effect at the start of a phase, turn or battle round and another rule takes effect during that same phase, turn or battle round without specifying the start, can that latter rule take effect before all of those other rules are resolved?
A:
In most cases, no. Rules that take effect at the start of a phase, turn or battle round must be fully resolved before any rules that do not specify they take effect at the start of that phase, turn or battle round.

The exception to this is that if you use a rule that takes effect at the start of a phase or turn and your opponent has a rule that is explicitly triggered as a result of your rule taking effect, their rule can take effect at the time stated. For example, if a Thousand Sons player uses the Doombolt Ritual to inflict mortal wounds on their opponent’s Adeptus Custodes unit, when one of those mortal wounds is allocated, their opponent could immediately use the Arcane Genetic Alchemy Stratagem to grant that unit the Feel No Pain 4+ ability against mortal wounds, since that Stratagem is triggered ‘just after a mortal wound has been allocated to an Adeptus Custodes model from your army’.
Q:If there are rules that take effect with the same timing as when Primary and Secondary Missions are checked for scoring VP, are such rules resolved before or after the Primary and Secondary Missions are checked for scoring VP?
A:
Before. All rules take effect before any Primary or Secondary Missions are checked for scoring VP.
Q:If a Stratagem used in the Command phase does not explicitly state that it is used in the Battle-shock step or at the end of the Command phase, is it always used in the Command step?
A:
Yes.
Q:Each time a unit becomes Battle-shocked, do the effects of any previously used Stratagems that are still affecting that unit stop applying?
A:
No.
Q:As all objective markers begin the battle in the contested state, is it ever possible for a player to control that objective marker before the end of the first player’s Command phase?
A:
No.
Q:If a unit from your army has a rule that allows it to be the target of a Stratagem, even if that Stratagem has already been used by you earlier that phase, what happens if you have not used that Stratagem yet that phase? Can you use that Stratagem again later in the phase as a result?
A:
No, unless that later usage of that Stratagem also targets a unit with such an ability.
Q:If a rule would apply when a model or unit is destroyed, but another rule is also preventing that model or unit from being destroyed, does the former rule take effect?
A:
No, unless that model is only temporarily prevented from being removed from play, at which point such a rule would take effect.
Q:If a model is subject to two rules that set a characteristic to a particular value (e.g. the Norn Emissary’s Singular Purpose ability and being Battle-shocked), which rule is resolved first?
A:
The order is determined by the active player, or if it is at the start or end of a battle round, players roll off to determine who chooses. In the example, in the controlling player’s turn, they could choose for the Battle-shocked rule to take effect, setting the Objective Control characteristic to 0, and then the Singular Purpose ability to take effect, setting the final Objective Control characteristic to 15. In their opponent’s turn, however, their opponent could choose to apply the rules in the opposite order, resulting in a final Objective Control characteristic of 0.
Q:If both players have rules that they can optionally decide to activate or not (e.g. Ork players calling a Waaagh!) and those decisions are made at the same time, in what order must those players decide whether to use such rules?
A:
If it is during a player’s turn, that player decides first, then their opponent does. If it is not during a player’s turn, the players roll off and the loser of the roll must decide first, followed by their opponent.
Q:Each time a unit from a player’s army shoots or fights, if an enemy unit is destroyed by those attacks while there are still unresolved attacks left to make against it, do those remaining attacks need to be resolved?
A:
No, although if any of those attacks are made with weapons with the [ONE SHOT] ability, those weapons will still have been shot. Similarly, Hazardous tests will need to be taken for any weapons with the [HAZARDOUS] ability making those unresolved attacks.
Q:If a rule adds to the Damage characteristic of an attack (e.g. the [MELTA] ability) and another rule changes the Damage characteristic to 0 (e.g. the Thousand Sons Destined By Fate Stratagem), will the final Damage characteristic be 0?
A:
No, rules that change the Damage characteristic to 0 take effect first, then other modifiers are applied, including the [MELTA] ability. In the example, if the attacking weapon had the [MELTA 2] ability, the Damage characteristic would be changed to 0 first, then the [MELTA 2] ability would add 2 to the Damage characteristic, for a final Damage characteristic of 2.

Out-of-Phase Rules

Q:Can a MONSTER or VEHICLE unit that is within Engagement Range of one or more enemy units be targeted with the Fire Overwatch Stratagem because of the Big Guns Never Tire rule?
A:
No. Big Guns Never Tire allows a unit to shoot in its controlling player’s Shooting phase, but such rules do not take effect in other phases.
Q:Can rules that specify they only take effect in the controlling player’s Shooting phase be used when shooting with the Fire Overwatch Stratagem, e.g. the Firing Deck ability?
A:
No, as per out-of-phase rules.

Positioning and Movement

Q:Can I make a ‘reactive’ move (i.e. a move or other form of repositioning triggered by an event such as an enemy unit ending a move within a certain distance of my unit, e.g. Grey Knights’ Mists of Deimos Stratagem, Kroot Trail Shapers’ Trail Finding ability) when an enemy unit disembarks from a TRANSPORT that has already moved this phase?
A:
No, as that disembarking unit has not made a Normal move, it only counts as having made one.
Q:After my unit disembarks from a TRANSPORT that has not yet moved this phase, my unit must make a Normal or Advance move. When it ends that move, can an enemy unit make a ‘reactive’ move?
A:
Yes, provided the conditions of that reactive move are met.
Q:When making a Consolidation move towards an objective marker, can my model move in any direction as long as it ends closer to that objective marker and remains within range of it?
A:
Yes. Note that if that model cannot end that move any closer to that objective marker (e.g. because it is already in base-to-base contact with that objective marker, or on top of it), it cannot make that Consolidation move, but its unit has still Consolidated.
Q:If I set up a TRANSPORT using the Rapid Ingress Stratagem, can units embarked within that TRANSPORT disembark that phase?
A:
No.
Q:If a rule enables a unit to make an out-of-phase ‘surge’ move determined by a dice result (e.g. the D6" move enabled by Khorne Berzerkers’ Blood Surge ability), when a model makes such a move, does it have to move the full distance allowed by the dice result?
A:
No, it can move any distance up to the result.
Q:If a rule enables a unit to make an out-of-phase ‘surge’ move determined by a dice result (e.g. the D6" move enabled by Khorne Berzerkers’ Blood Surge ability), can I choose not to move the unit after seeing that dice result?
A:
Yes, but your unit still counts as having made that move, even if you choose to move it 0".
Q:If my opponent uses the Fire Overwatch Stratagem to shoot at a unit from my army and destroys one or more of its models, and I then use a rule that enables that unit to make an out-of-phase ‘surge’ move (e.g. Khorne Berzerkers’ Blood Surge ability) that brings my unit within Engagement Range of one or more enemy units, can any models in my unit continue to resolve the move that triggered that use of the Fire Overwatch Stratagem (i.e. a Normal, Advance, Fall Back or Charge move)?
A:
No. Conversely, if your opponent used the Fire Overwatch Stratagem at the start of your unit’s move, and that ‘surge’ move was insufficient to bring your unit within Engagement Range, your unit can continue to resolve that original move as normal.
Q:Can models overhang the edge of the battlefield?
A:
Yes, as long as the model’s base or hull (see ‘Hull’ in the Rules Commentary) is wholly on the battlefield.
Q:When a model overhangs the edge of the battlefield, how does that affect its visibility?
A:
That model’s player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.
Q:In the Deploy Armies step, if a model has to be set up in your deployment zone, can parts of that model overhang your deployment zone?
A:
No, unless that model is too large to do otherwise, in which case, as much of that model as possible must be set up within your deployment zone.
Q:If a model is within range of multiple objective markers, when determining Level of Control over those objective markers, does that model’s Objective Control characteristic count towards each of them?
A:
Yes.
Q:When determining if a unit that is partially within (but not wholly within) a terrain feature is visible to another unit, is true line of sight used as normal?
A:
Yes.
Q:When making a Normal move, is it ever possible for a model to move a distance in inches greater than its Move characteristic?
A:
No.
Q:Can a unit with a minimum Move characteristic be affected by a rule that would cause it to move less than that minimum Move characteristic?
A:
No.
Q:When a rule instructs a player that they must set up a unit on the battlefield (e.g. disembarking from a destroyed TRANSPORT, Emergency Disembarkation, a Drop Pod’s Drop Pod Assault ability), if there is not enough space to set up every model in that unit while adhering to any limitations on where those models can be set up, what happens to the unit and the models that cannot be set up?
A:
The unit can still be set up, but any models that cannot be are destroyed (see ‘Set Up on the Battlefield’ in the Rules Commentary). Those models are considered to have been destroyed by the opponent’s army, but not by any specific models or units.
Q:If a unit Falls Back, one or more models from that unit are destroyed, and then one or more models are returned to the battlefield, does the unit and/or those returned models still count as having Fallen Back that turn?
A:
Yes. The same is true for any other type move.
Q:If a unit Falls Back and then becomes a repositioned unit (see ‘Repositioned Units’ in the Rules Commentary), does it still count as having Fallen Back that turn?
A:
Yes. The same is true for any other type of move.
Q:Can models be returned to a unit that is on the battlefield, but was not on the battlefield at the start of the phase?
A:
No (see ‘Adding Models to a Unit’ in the Rules Commentary).

Transports

Q:A TRANSPORT arriving from Strategic Reserves must be set up wholly within 6" of a battlefield edge; does this also apply to units that disembark from that TRANSPORT in the same turn?
A:
No. Such units disembark normally, provided they are set up more than 9" horizontally away from all enemy units.
Q:When a TRANSPORT with multiple embarked units is destroyed, do all of those units have to disembark before rolling for mortal wounds?
A:
Yes.
Q:When a TRANSPORT with multiple embarked units is destroyed, who decides the order in which those units disembark?
A:
That TRANSPORT’s controlling player decides.
Q:When using a TRANSPORT’s rule that allows a unit to be split before the battle (e.g. Adepta Sororitas Immolators, Drukhari Venoms, etc.), what is the points value of half of that split unit for the purposes of placing it into Strategic Reserves?
A:
Halve the points value of the original unit for the purposes of the 25% Strategic Reserves limit.
Q:Can the Fire Overwatch Stratagem be used to shoot at a unit that just disembarked from a TRANSPORT?
A:
Yes. This includes units that just disembarked from a TRANSPORT that arrived from Reserves in the same phase.
Q:Can a unit embarked within a TRANSPORT make use of any rules it has to affect that TRANSPORT? For example, if a Lieutenant is embarked within a Rhino, does its Target Priority ability let that Rhino shoot and declare a charge in a turn in which it Fell Back?
A:
No. The only rules that take effect while the units possessing them are embarked within a TRANSPORT are those that explicitly state that they take effect while such a unit is embarked.
Q:A unit that arrives from Reserves counts as having made a Normal move; can it embark within a TRANSPORT as a result?
A:
No.
Q:If a rule allows a unit to make a Normal, Advance or Fall Back move outside of its controlling player’s Movement phase, just after making that move, can that unit embark within a friendly TRANSPORT model?
A:
Yes, unless explicitly stated otherwise.
Q:When a TRANSPORT is equipped with additional ranged weapons due to the Firing Deck ability, do those weapons benefit from any extra abilities or rules that might be conferred on them by the embarked models?
A:
Only if those embarked models’ rules explicitly state that they still apply while embarked within a TRANSPORT.
Q:Can a TRANSPORT use the Firing Deck ability to shoot with a weapon equipped by a model that Fell Back this turn? Can a TRANSPORT use the Firing Deck ability to shoot with a weapon equipped by a model that Advanced this turn if that weapon does not have the [ASSAULT] ability?
A:
Yes in both cases.

Reserves

Q:Are the limits placed on Reserves and Strategic Reserves separate?
A:
Strategic Reserves units are also Reserves units. As such, any restrictions placed on Reserves by a mission pack (e.g. Chapter Approved: Pariah Nexus) also apply to Strategic Reserves.
Q:Do units in Reserves meet the requirements for being eligible to shoot?
A:
Yes, units in Reserves are eligible to shoot. However, unless at least one model in a unit has an eligible target for one or more of its ranged weapons, that model’s unit cannot be selected to shoot.
Q:When a unit is set up on the battlefield from Reserves, it is unable to move for the rest of the phase. Can such a unit make use of an ability in another phase to let them move (e.g. the Lieutenant in Phobos Armour’s Strategic Dispersal ability)?
A:
Yes.
Q:If a unit is in Reserves and some of the models in that unit have the Deep Strike ability, but not all of the models have it, can that unit be set up on the battlefield using the Deep Strike ability when arriving from Reserves?
A:
No.
Q:If a unit from your army has a rule that allows it to be set up on the battlefield from Reserves in the first battle round, can that unit be set up in the Reinforcements step of your opponent’s Movement phase, using the Rapid Ingress Stratagem?
A:
Yes, unless that rule explicitly states that it applies in your Movement phase, in which case it is prevented by the restrictions for out-of-phase rules.
Q:When setting up a unit from Strategic Reserves, does the entire unit have to be set up within the necessary distance of one or more battlefield edges?
A:
When setting up that unit, it must be set up wholly within the distance specified from one battlefield edge. This can mean that a unit can be set up wholly within the distance specified from one or more battlefield edges, but you only measure the distance from one of those battlefield edges.
Q:If a model is too large to be able to set it up within the restrictions described by Strategic Reserves, can it still be placed in Strategic Reserves and later be set up on the battlefield?
A:
Yes, but it must be set up so that it is touching your battlefield edge (while still being more than 9" from all enemy units and adhering to any other placement limitations). During a turn in which such a large model is set up on the battlefield, that model’s unit cannot do any of the following: make a Normal, Advance or Fall Back move; Remain Stationary; make any attacks with ranged weapons; declare a charge.
Q:Do AIRCRAFT models that have been set up in Reserves count towards the limits on how much of a player’s army can be placed into Strategic Reserves?
A:
No. In the Declare Battle Formations step, AIRCRAFT models only count as being in Reserves, not Strategic Reserves. They only start to be treated as being in Strategic Reserves after the battle has started.
Q:If a unit that started the battle on the battlefield is later placed into Strategic Reserves, in what battle rounds can it be set back up on the battlefield?
A:
If the mission pack allows it (e.g. Chapter Approved: Pariah Nexus), then in any battle round (provided that unit has a rule that describes how it will arrive from Strategic Reserves). Otherwise, from the second battle round onwards.
Q:Can a unit in Reserves be the target of a Stratagem?
A:
Yes, if all other requirements in the Target section of that Stratagem are met.

Command Phase

Q:If a rule that takes effect once per battle explicitly gives a player more than 1CP in a battle round (e.g. the Imperial Knights Code Chivalric army rule), does that rule ignore the limitations on how many CP a player can gain in a battle round?
A:
Yes.
Q:Is it possible for a unit to be made to take Battle-shock tests in both the Command step of the Command phase and the Battle-shock step of the Command phase?
A:
Yes.
Q:If a rule takes effect in your Command phase and doesn’t explicitly state that it happens in the Battle-shock step or at the end of the Command phase (e.g. the Tyranids Shadow in the Warp army rule), does it always take place in the Command step?
A:
Yes.
Q:Can a unit be made to take more than one Battle-shock test in the Battle-shock step of the Command phase?
A:
No, but a unit can be made to take more than one Battle-shock test in all other phases, as well as the Command step of the Command phase.

Fight Phase

Q:After a unit fights, is it required to Consolidate even if its controlling player does not want it to?
A:
Yes, Consolidation for a unit is not optional. However, during that Consolidation, for each model in that unit, whether or not that model makes a Consolidation move is optional.

Actions and Missions

Q:If an Action states in its Units section that one unit can perform it, is it possible for multiple units to each be performing one instance of that Action?
A:
No, only one unit from an army can be performing that Action at any one time.
Q:For Primary and Secondary Missions that award VP for destroying CHARACTER models or units, if those models or units are returned to the battlefield and then subsequently destroyed again, will such Primary and Secondary Missions award VP for them being destroyed again?
A:
Yes, unless that Primary or Secondary Mission specifies otherwise.

Mustering Armies

Q:In the Muster Your Army rules, it says that no unit can have more than one Enhancement. If a unit is able to have two CHARACTER units attached to it in the Declare Battle Formations step, can each of those CHARACTER units have an Enhancement?
A:
Yes, this restriction only applies in the Muster Armies step.

Psychic Abilities/Attacks

Q:Are all mortal wounds inflicted by a Psychic ability, including any caused to the unit with that ability, inflicted by a Psychic Attack?
A:
Yes.
Q:Do Doombolt (psychic) and similar abilities count as Psychic Attacks for the purposes of the Feel No Pain ability against Psychic Attacks?
A:
Yes.
Q:When Hazardous weapons inflict one or more mortal wounds as a result of a failed Hazardous test, if that weapon is also a Psychic weapon, are those mortal wounds inflicted by a Psychic Attack?
A:
Yes.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Aura Abilities
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
Measuring Distances
Distances in Warhammer 40,000 are measured in inches ("). You can measure distances whenever you wish.

When measuring the distance between models, measure between the closest points of the bases of the models you’re measuring to and from. If a model does not have a base, measure to the closest point of any part of that model instead.

If a rule says it applies ‘within’ a certain distance, it applies at any distance that is not more than the specified distance. For example, within 1" means any distance that is not more than 1" away.
Persisting Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects. If a persisting effect applies to a unit when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit disembarks for any reason, any persisting effects continue to apply to that unit for their full duration. If a persisting effect applies to an Attached unit and that unit ceases to be an Attached unit (because either all of its Bodyguard models or all of its Leader models are destroyed), any persisting effects continue to apply to the surviving unit(s) for their full duration.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Eye of the Ancestors

The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.

If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

Each time a model from your army with this ability makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.

JUDGEMENT TOKENSBONUS
1Eminent Threat: Add 1 to the Hit roll.
2Now We’ve Got a Grudge to Settle: Add 1 to the Hit roll and add 1 to the Wound roll.

Designer’s Note: If a unit with Judgement tokens is removed from the battlefield, make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it. If a unit with Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two units combine to form a single larger unit and either of those units had Judgement tokens, make a note of how many the unit with the most has, just before they combine – the new unit has a number of Judgement tokens equal to this.
Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, add 1 to the Wound roll as well.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
REINFORCEMENTS!
2CP
Combined Regiment – Strategic Ploy Stratagem
The Astra Militarum can call upon a nearly inexhaustible supply of warriors.
WHEN: Any phase.

TARGET: One REGIMENT unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.

RESTRICTIONS: This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Cabal of Sorcerers

The Thousand Sons channel their arcane power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge or ravage their foes with warpfire and mutation.

If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.

WEAVER OF FATES (PSYCHIC)

2 CABAL POINTS
Use this Ritual at the start of any phase. Once during that phase, when a saving throw is failed for a friendly THOUSAND SONS model whose unit is within 18" of this PSYKER, you can re-roll that saving throw.

TEMPORAL SURGE (PSYCHIC)

5 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one friendly THOUSAND SONS unit within 18" of this PSYKER; unless that unit is within Engagement Range of one or more enemy units, it can make a Normal move. If it does, that unit is not eligible to declare a charge this turn. The same unit cannot be selected for this Ritual more than once per phase.

ECHOES FROM THE WARP (PSYCHIC)

6 CABAL POINTS
Use this Ritual at the start of any phase. Once this phase, you can select this PSYKER’s unit as the target of a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

DOOMBOLT (PSYCHIC)

7 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER(excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, that enemy unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D3+3 mortal wounds; on a 6, that enemy unit suffers D3+6 mortal wounds.

TWIST OF FATE (PSYCHIC)

9 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER; until the end of the phase, each time a THOUSAND SONS model from your army makes a ranged attack that targets that unit, improve the Armour Penetration characteristic of that attack by 2.

The ANATHEMA PSYKANA keyword is used in the following Adeptus Custodes datasheets:

Dedicated Transports
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
ARCANE GENETIC ALCHEMY
1CP
Shield Host – Battle Tactic Stratagem
The Adeptus Custodes are individually engineered on a molecular level using secrets of genetic alchemy that render them virtual demigods in battle.
WHEN: Any phase, just after a mortal wound has been allocated to an ADEPTUS CUSTODES model from your army(excluding ANATHEMA PSYKANA models).

TARGET: That ADEPTUS CUSTODES model’s unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.
Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.

If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and:
  • Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced.
  • Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability.
  • Models from your army with this ability have a 5+ invulnerable save.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed Stratagem
The Architect of Fate has great designs for his pawns, which do not include their untimely demise just yet…
WHEN: Any phase, when a saving throw is failed for a THOUSAND SONS PSYKER model from your army.

TARGET: That PSYKER model.

EFFECT: Change the Damage characteristic of that attack to 0.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Big Guns Never Tire

Monsters and war engines can dispense death from afar even as they trample the masses before them.

MONSTER and VEHICLE units are eligible to shoot in their controlling player’s Shooting phase even while they are within Engagement Range of one or more enemy units. Ranged weapons equipped by MONSTER and VEHICLE units can target one or more of the enemy units they are within Engagement Range of, even if other friendly units are also within Engagement Range of the same enemy unit. Each time a MONSTER or VEHICLE unit makes a ranged attack, if that unit was within Engagement Range of one or more enemy units when it selected its targets, unless that attack is made with a Pistol, subtract 1 from that attack’s Hit roll.

You can select an enemy MONSTER or VEHICLE unit within Engagement Range of one or more units from your army as a target of ranged weapons. Each time a model from your army makes a ranged attack against such a target, unless that attack is made with a Pistol, subtract 1 from that attack’s Hit roll.

Designer’s Note: A unit that is within Engagement Range of an enemy MONSTER or VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER or VEHICLE unit (unless that unit is eligible to shoot even while within Engagement Range of enemy units, e.g. it is itself a MONSTER or VEHICLE unit, or its models are equipped with Pistols). Other units from your army that are eligible to shoot can, however, target and shoot that enemy MONSTER or VEHICLE unit.

  • MONSTERS and VEHICLES can shoot, and be shot at, even while they are within Engagement Range of enemy units. Each time a ranged attack is made by or against such a unit, subtract 1 from that attack’s Hit roll (unless shooting with a Pistol).
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Out-of-Phase Rules
Some rules allow a model or unit to move, shoot, charge or fight outside of the normal turn sequence. For example, the Fire Overwatch Stratagem enables a unit to shoot in your opponent’s turn as if it were your Shooting phase. When using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase.
Example: In your opponent’s Movement phase, you use the Fire Overwatch Stratagem to enable a WHIRLWIND from your army to shoot as if it were your Shooting phase. The Whirlwind has the Pinning Bombardment ability, which is used ‘In your Shooting phase, after this model has shot’. Because Fire Overwatch is an out-of-phase rule, it only allows the Whirlwind to perform the specified action (in this case, shooting as if it were your Shooting phase) and does not trigger any other rules that would normally be used in your Shooting phase. This means the Whirlwind’s Pinning Bombardment ability has no effect while resolving these attacks, and you could not use any other Stratagems that are used in your Shooting phase to affect those attacks.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, 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" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
MISTS OF DEIMOS
1CP
Teleport Strike Force – Strategic Ploy Stratagem
When the enemy closes in, the Grey Knights wreathe themselves in psychic mists to confound the foe while they reposition until the time is ready to launch a counter-blow.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GREY KNIGHTS PSYKER unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6" as if it were your Movement phase or, if it has the Deep Strike ability, it can be placed into Strategic Reserves.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Emergency Disembarkation
If a TRANSPORT model is destroyed and it is not possible to set up a disembarking unit wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models, that unit must instead perform an Emergency Disembarkation. This is performed as described for disembarking from a destroyed TRANSPORT model, except that a unit that does so must be set up wholly within 6" of the destroyed TRANSPORT model (instead of wholly within 3") and not within Engagement Range of any enemy models, and when rolling for each disembarking model, that unit suffers 1 mortal wound for each roll of 1-3 (instead of for each roll of 1). If, for any reason, a disembarking model still cannot be set up, that model is destroyed.

  • Units disembarking a destroyed TRANSPORT that cannot be set up wholly within 3" of it must perform an Emergency Disembarkation:
    • Must be set up wholly within 6" of it instead of wholly within 3".
    • Suffer 1 mortal wound for each roll of 1-3, instead of each roll of 1.
    • Any disembarking model that cannot be set up is destroyed.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
Code Chivalric

Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.

If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must select one of the Oaths below to be active for your army. Models from your army with this ability gain the associated Oath ability, and you gain the associated Deed to complete.

If, at the start of any of your Command phases, your selected Oath’s Deed is completed, your army becomes Honoured for the rest of the battle and you gain 3CP (you can only gain CP in this way once per battle, and CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1).

LAY LOW THE TYRANT
  • Oath Ability: Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.
  • Deed: This deed is completed if the enemy WARLORD is destroyed.

RECLAIM THE REALM
  • Oath Ability: Add 1" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.
  • Deed: This deed is completed if you control one or more objective markers in your opponent’s deployment zone.
Shadow in the Warp

Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.

If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

DOOMBOLT (PSYCHIC)

7 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER(excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, that enemy unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D3+3 mortal wounds; on a 6, that enemy unit suffers D3+6 mortal wounds.

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