| Book | Kind | Edition | Version | Last update |
Warhammer 40,000 Core Rules |
Warhammer 40,000 Core Rules | Rulebook | 11 | | June 2026 |
Welcome to the Warhammer 40,000 Core Rules. This page contain everything you need to know in order to wage battle across the war-torn galaxy of the 41st millennium.
Warhammer 40,000 is a tabletop battle game in which each player commands an army of Citadel miniatures representing the forces of the Imperium or one of its many enemies. The game unfolds in a series of
battle rounds, during which each player will take a turn made up of five
phases. Across these phases, the players will move their forces around the battlefield and make attacks to destroy their foes with deadly shooting and bloody hand-to-hand fighting.
A battle usually lasts for five battle rounds, at the end of which, through a combination of skill, tactics and a little luck, one of the players will be crowned the victor.
Each Warhammer 40,000 game is played using a
mission, which you must generate before you begin. You can do so by using a Warhammer 40,000 mission deck. Each mission will tell you how to prepare for the battle and deploy your forces, as well as any additional rules that will be in effect. Crucially, it will also state what the players need to do to win!
Missions will instruct players to
muster an army from their collection of Citadel miniatures, and will state the total size those armies should be. Doing so is a rewarding hobby in itself, with near limitless narrative themes and unit combinations to explore for over two-dozen factions.
For whichever faction you want to collect and game with, a
Codex is an invaluable guide. Each Codex is the ultimate source book for that faction, filled with inspirational background, art and photography, as well as the rules representing that faction’s models and the unique fighting styles they can use on the tabletop.
Finally, before playing a game of Warhammer 40,000, you will need to create a
battlefield with some
terrain. You can use any surface you can place your models and terrain upon; a table is ideal. Your mission will tell you the size of battlefield you should use, and guide you on the volume and placement of terrain. In doing so, players can recreate many of the 41st millennium’s nightmarish war zones, from carnivorous death worlds to war-ravaged cityscapes.
Following contain the Core Rules that every Warhammer 40,000 player will need to know. This page is your indispensable guide to playing exciting war games that bring the grim and desperate conflicts of the 41st millennium to life. So grab your dice and tape measure, steel your resolve, and may your victories go down in legend!
Before you learn how to move your warriors across the battlefield and attack the enemy in deadly firefights and bloody close combat, this section introduces some core concepts that underpin every Warhammer 40,000 battle.
Armies 01.01
Each player in a game of Warhammer 40,000 commands an army made up of units of models. You control all of the models in your army. If a rule refers to the ‘controlling player’, it is referring to the player who controls the models being affected by that rule.
Units and Models 01.02
A unit can contain one or more models. These models move and fight together as a single group. Most models have a base, which is also part of that model for all rules purposes.
Rules sometimes affect ‘friendly’ or ‘enemy’ models or units, which are defined as follows:
- Friendly units and models are those in your army.
- Enemy units and models are those in your opponent’s army.
If a rule affects units or models without specifying that they are friendly or enemy, that rule affects any unit or model, regardless of whose army they are in. When an effect or ability applies to a unit, it applies to every model in that unit.
SEE ALSO- Starting Strength and Half-Strength 01.02.01
- Persisting Rules Effects 01.02.02
- Revived and Adding Models to a Unit 01.02.03
- Not On The Battlefield 01.02.04
- Other Model / Unit 01.02.05
- Splitting Units 01.02.06
- Describing Units 01.02.07
- A (Unit/Model/Object) 01.02.08
- Tokens 01.02.09
- Adding a new unit to your army 01.02.10
- All Types of Model 01.02.11
- Frame 17.02
Active Player and Opposing Player 01.03
At any given time, one player is the ‘active player’ and their opponent is the ‘opposing player’. Which player is which changes throughout the battle, but both players are always one or the other; whenever a player becomes the active player, their opponent becomes the opposing player, and vice versa.
While it is neither player’s turn (e.g. at the start or end of
the battle round), the player who takes the first turn in each battle round is the active player.
While it is a player’s turn, that player is the active player, with the following exceptions:
- Each time a unit is selected to move, that unit’s controlling player is the active player until that move ends.
- Each time a unit is selected to shoot or selected to fight, that unit’s controlling player is the active player until those attacks are resolved.
SEE ALSO- Player’s Rules 01.03.01
- Rules Sequencing 01.03.02
Measuring Distances 01.04
Distances in Warhammer 40,000 are measured in inches ("). You can measure distances whenever you want to.
When a rule refers to a model’s position in relation to anything else on the battlefield, unless otherwise stated, measure to or from the closest part of that model’s base.
SEE ALSO- Within / Wholly Within 01.04.01
- Closest Or Nearest Model/Unit 01.04.02
- As Close As Possible 01.04.03
- Base Contact or Base to Base Contact 01.04.04
- Table Quarter 01.04.05
Dice 01.05
You will require some six-sided dice (often abbreviated to D6). There are many ways dice rolls are referred to, including:
- 2+, 3+, and so on: 2+ means a result of 2 or more, 3+ means a result of 3 or more, and so on.
- 1-3, 4-6, and so on: Any result within the specified range will interact with the rule stated.
- 2D6, 3D6, and so on: Roll the stated number of D6 and add the individual values together (e.g. to roll 2D6, roll two D6 and add the values together).
- D3: Roll one D6 and halve the result (rounding up).
- D6+1, 2D6+3, and so on: Roll the stated number of dice and add the stated value to the result.
SEE ALSO- Automatically Successful/Passes/Hits/Wounds 01.05.01
- Re-rolls 01.05.02
- Modifying Dice Rolls 01.05.03
- Ignoring Roll Modifiers 01.05.04
- Roll Off 01.05.05
- Doubles Or Triples 01.05.06
- Highest or Lowest Dice Result 01.05.07
- Treated As, Set To (Dice Roll) 01.05.08
Leadership Rolls 01.06
To make a
leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the
Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that
leadership roll will describe the effects of that roll succeeding or failing.
Leadership Test 01.06.01
Some rules may use the term Leadership test, this is the same as
leadership roll.
Battle-shock Rolls 01.07
To make a
battle-shock roll for a unit, its controlling player makes a
leadership roll for it (see above).
- If that roll succeeds, that unit does not become battle-shocked.
- If that roll fails, that unit, and each model in it, is battle-shocked.
While a unit is
battle-shocked:
- The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
- Its controlling player cannot target that unit with stratagems (15).
- It is not eligible to start an action (16), and any action it has started cannot be completed.
SEE ALSO- Battlefield Morale 01.07.01
- Battle-shock Test 01.07.02
Each unit has a datasheet that explains how it functions in battle. Here you will learn how to use datasheets when preparing your army and playing games.
1. Datasheet Name 02.01
Here you will find the name of the unit.
SEE ALSO- Datasheet Name and Keywords 02.01.01
2. Profiles 02.02
These contain the following characteristics that tell you how mighty the models in the unit are:
Move (M): The speed at which a model traverses the battlefield. If a model has an
M characteristic of ‘-’, it can be set up on the battlefield but otherwise cannot be moved.
Toughness (T): The model’s resilience against harm.
Save (Sv): Presented as a dice result (e.g. 4+), this indicates the protection a model’s armour gives it.
Invulnerable Save (InSv): Presented as a dice result (e.g. 4+). Some models are protected by esoteric means in addition to physical armour, such as force fields or preternatural reflexes. Not all models have an
InSv characteristic, but if they do, it will be listed here.
Wounds (W): Wounds represent how much damage a model can sustain before it is
destroyed. If a model’s wounds are reduced to 0 or fewer, that model is
destroyed.
Leadership (Ld): Presented as a dice result (e.g. 7+), this reveals how courageous, determined or self-controlled a model is.
Objective Control (OC): How effectively a model can control an
objective on the battlefield. If a model has an
OC characteristic of ‘-’ it is unable to control
objectives at all.
SEE ALSOPROFILES AND WEAPONS- Modifiers 02.02.01
- Ignore Modifiers 02.02.02
- Random Characteristics 02.02.03
- Healing Or Regaining Lost Wounds 02.02.04
- Full Wounds Remaining 02.02.05
- Characteristic Modifiers & Modified Characteristics 02.02.06
- Destroyed 05.04.04
3. Abilities 02.03
Many units have
abilities that may apply during the game. These will be described here.
SEE ALSO- Aura Abilities 22.01
- Faction Abilities 22.02
- Psychic Abilities 22.03
- Wargear Abilities 22.04
- Rules With Multiple Conditions And Effects 02.03.01
4. Weapons 02.04
Weapons have the following characteristics:
Range (R): How far ranged weapons can shoot. Weapons with an
R characteristic of ‘Melee’ are melee weapons.
Attacks (A): How many
attack dice are used each time that weapon is used.
Ballistic Skill (BS): Presented as a dice result (e.g. 4+), this shows how accurate the
bearer is when shooting with the relevant ranged weapon.
Weapon Skill (WS): Presented as a dice result (e.g. 4+), this reflects the bearer’s skill in wielding the relevant melee weapon.
Strength (S): The higher a weapon’s S characteristic, the more likely it is to wound a foe.
Armour Penetration (AP): Presented as a modifier to a dice roll (e.g. -1). The larger the modifier, the better the weapon is at cutting through the target’s defences.
Damage (D): The amount of damage inflicted by an attack.
SEE ALSO- Weapons With No Strength 02.04.01
5. Keywords 02.05
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in
KEYWORD BOLD.
Some rules are linked to one or more keywords. For example, a rule might say that it applies to
INFANTRY units. This means it only applies to units that have the
INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.
SEE ALSO- Using Keywords & Mixed Keywords in Units 02.05.01
6. Unit Composition and Other Rules 02.06
This section details the number and types of models in the unit. Each of those models will have one set of default wargear, which will be listed here. It may also list other rules, such as which units a
leader unit can join or which units can
embark within a
TRANSPORT.
SEE ALSO- Bearer 02.06.01
- Unit’s Equipment 02.06.02
7. Wargear Options 02.07
Some datasheets have a list of wargear options. When you include such a unit in your army, you can use these options to alter the weapons and other wargear its models have.
During a battle, you will move your models by picking them up and changing their position on the battlefield. The principles of movement are explained here.
Moving Units 03.01
There are several types of move a unit can make. Each one defines which units are eligible to make it, what its
maximum distance or
set-up distance is, and any conditions that must be met.
Each time you move a unit, you can move one or more of its models, one at a time, by moving it in a straight line and/or rotating it, as many times as you want to.
Each time you move a model, unless otherwise stated:
- It can be moved through friendly models.
- It can be moved through any space its base can fit through.
- Its base cannot be moved through enemy models.
- Its base cannot cross the edge of the battlefield.
- All stated ‘While Moving’ conditions must be met.
SEE ALSO- Different Move Characteristics 03.01.01
- Moving Over Or Through Models 03.01.02
- Random Movement 03.01.03
- When Moving Up To 03.01.04
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the
maximum distance of that
move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
Ending a Move
After you have finished setting up all of the models in a unit and/or moving all of the models in a unit that you want to move, check that
all of the following apply:
- If that unit is on the battlefield, it is in coherency (03.03).
- No models in that unit are on another model or partway through a surface of a terrain feature (e.g. a wall or ceiling).
- All stated ‘After Moving’ conditions are met.
If one or more of the above conditions are not met, that unit cannot make that move and its models are returned to their positions at the start of that move. Otherwise, after resolving any additional rules stated in the ‘After Moving’ section of that
move type, that move ends.
SEE ALSO- Frame 17.02
- Monsters and Vehicles 17.00
- Moving Vertically 13.06
- Random Movement
- Strategic Reserves 20.00
- Terrain 13.00
- Transports 18.00
MOVE TYPES- Advance Move 09.06
- Charge Move 11.04
- Consolidation Move 12.08
- Disembark Move 18.04
- Emergency Disembark Move 18.05
- Fall-back Move 09.07
- Ingress Move 20.04
- Normal Move 09.05
- Pile-in Move 12.03
- Scout Move 24.32
- Surge Move 21.02

MOVING IN A STRAIGHT LINE
Both models shown here can move a maximum distance of 6". They both move 3" in a straight line, then 3" in another straight line, for a total movement of 6".

ROTATING
This model can move a maximum distance of 12". It moves in a series of straight lines and rotations, as follows:
A) Moves 6" in a straight line
B) Rotates
C) Moves 6" in a straight line
D) Rotates This model has moved a total of 12".

ROTATING
Models without a base are rotated around their central axis (see Frame, 17.02).
Set Up 03.02
Before your units can move and make attacks, they will first need to be set up on the battlefield. This most commonly happens when deploying your army for battle, but can happen for other reasons as well.
Whenever a rule instructs you to set up a unit, place its models on the battlefield so that:
- That unit is in coherency (see below).
- That unit is unengaged (see below).
- All other requirements and restrictions are met.
If you cannot set up all of the models in a unit, remove that unit from the battlefield and return it to its original position (e.g. in
strategic reserves or embarked within a
TRANSPORT).
SEE ALSO- If You Cannot Set Up a Unit 03.02.01
- Setting Up Large Models 03.02.02
- Redeployments 03.02.03
Coherency 03.03
A unit that contains more than one model must be set up and end any kind of move in
coherency. A unit is in
coherency while
both of the following apply to
every model in that unit:
- Within 2" horizontally and 5" vertically of at least one other model in that unit.
- Within 9" horizontally and 5" vertically of every other model in that unit.
REGAINING COHERENCYIn the End of Turn step of each player’s turn, if one or more units on the battlefield are not in
coherency, those units’ controlling players must remove models from them, one at a time, until they are in
coherency again. Models removed in this way are
destroyed, but they do not trigger rules that apply when a model is
destroyed.

COHERENCY
Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.
What Is Coherency 03.03.01
Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.
Engagement 03.04
A model’s
engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
- While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
- While a unit contains no engaged models, that unit is unengaged.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
During the battle, your units will shoot at and fight the enemy, making attacks with their weapons each time they do so. This section explains how to make attacks with your models.
1. Select Weapons 04.01
For each model in the attacking unit, select which weapons that model will make attacks with. Models make ranged attacks with ranged weapons, and make melee attacks with melee weapons.
WHILE SHOOTINGYou can select one or more ranged weapons that model has.
WHILE FIGHTINGYou must select
one melee weapon that model has.
SEE ALSO- [CLOSE-QUARTERS] 24.07
- [EXTRA ATTACKS] 24.11
- Models Without Ranged/Melee Weapons 04.01.01
- Sidearms 04.01.02
- Multiple Weapon Profiles 04.01.03
- Attack Characteristics and Abilities 04.01.04
- Selected to Attack 04.01.05
2. Select Targets 04.02
For each weapon selected:
WHILE SHOOTINGSelect
one enemy unit to be the target of that weapon. Unless otherwise stated, each target must be:
- Visible to the model that has that weapon (06.01).
- Within range of that weapon.
- Unengaged.
WHILE FIGHTINGSelect one or more enemy units to be the targets of that weapon:
- Each target must be engaged with the model that has that weapon.
- You cannot select more targets than that weapon’s A characteristic.
SEE ALSO- Frame 17.02
- Shooting at Engaged Monsters and Vehicles 17.03
- Selecting Targets 04.02.01
- Against An Attack 04.02.02
- Single Target 04.02.03
3. Resolve Attacks 04.03
Resolve attacks using the following sequence:
- Select Enemy Unit: Select one of the enemy units targeted by one or more weapons.
- Gather Attack Dice: Select one weapon targeting that unit that has not yet been used to make attacks against it, and gather a number of D6 equal to that weapon’s A characteristic. These are attack dice – each one represents one attack being made by an attacking model with that weapon.
If one or more other weapons targeting that unit make identical attacks to the selected weapon (see below) and those weapons have not yet been used to make attacks against that target, they do so now and you gather those weapons’ attack dice as well (e.g. for three weapons making identical attacks, each with an A characteristic of 2, gather a total of six D6). - Resolve Attack Dice: Resolve the attack sequence (05) for all of the attack dice you just gathered.
- Other Attacks: Follow the first of the instructions below that applies:
| If there are any weapons targeting the same unit that have not yet been used to make attacks, return to the Gather Attack Dice step. | | Otherwise, if there are any weapons with unresolved attacks targeting a different unit, return to the Select Enemy Unit step. | | Otherwise, if all weapons have been used to make all of their attacks, this sequence ends and the attacking unit’s attacks have been resolved. |
|
SEE ALSO- Random Characteristics 02.02.03
- Identical Attacks 04.03.01
- Splitting Melee Attacks 04.03.02
- Target No Longer Eligible Or Viable 04.03.03
- Shot 04.03.04
- Fought 04.03.05
- Finished Making Its Attacks 04.03.06
Identical Attacks
Identical attacks are those that have the same
BS/
WS,
S,
AP and
D characteristics, and which are affected by the same applicable abilities and rules.
Splitting Melee Attacks
While selecting targets, if you select more than one unit as the target of a melee weapon, you must split that weapon’s attacks between those target units. To do so, declare how many of that weapon’s attacks will be made against each unit (you must declare at least one attack per unit targeted).
In the Gather Attack Dice step, for each weapon that is splitting its attacks, only gather a number of
attack dice for that weapon equal to the number of attacks you declared would be made against that target with that weapon.
Whenever models make attacks, you will follow the sequence detailed in this section to find out if they inflict damage.
1. Hit Roll 05.01
Make one
hit roll for each
attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:
| Unmodified | FAILS | | Unmodified | CRITICAL HIT | | Equal to or greater than that attack’s BS/WS characteristic | HIT | | Any other result | FAILS |
|
Critical Hits and Critical Wounds 05.01.01
Critical hits are still hits, and
critical wounds are still wounds. In addition, other rules can be triggered by a
critical hit or a
critical wound, such as
[LETHAL HITS] and
[DEVASTATING WOUNDS] (
24).
2. Wound Roll 05.02
Make one
wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:
| Unmodified | FAILS | | Unmodified | CRITICAL WOUND | | Equal to or greater than the required result below: | WOUND | | ATTACK’S STRENGTH VS TARGET’S TOUGHNESS | REQUIRED RESULT | | 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 | + | | Any other result | FAILS |
|
SEE ALSO- Multiple Toughness Characteristics 05.02.01
3. Save Rolls 05.03
The opposing player resolves the following sequence:
- Create Groups: Divide all models in the target unit into the following groups, as many times as required:
- One group for each CHARACTER model.
- One group for all other models with the same W, Sv and InSv characteristics.
- Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
- If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
- No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
- CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
- Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
Saving Throw 05.03.01
The term ‘saving throw’ is the same as
save roll.
Attacks Modified during Hit and Wound rolls 05.03.02
Some attacks may be modified as a result of the values of
hit/
wound rolls made for those attacks. When this happens, split those attacks into attack pools based on their new identical attack profiles. The active player can decide which attack pool to resolve first for steps
05.03 and
05.04 Once those steps have been completed for that attack pool, the active player can decide the next pool to resolve and repeat until all new attack pools are resolved.
4. Inflict Damage 05.04
The opposing player resolves the following sequence for each
save roll, working from lowest result(s) to highest result(s), until all attacks are resolved or all models in the target unit are
destroyed – in the latter case, any excess attacks are lost.
- Select Model: Select one model in the current allocation group (see below); this must be a model that has lost one or more wounds if possible.
- Check Save Roll: For each result, check if that attack inflicts damage or fails by matching the first condition below that applies:
| Unmodified | INFLICTS DAMAGE | | Invulnerable Save: The models in the current allocation group have an InSv characteristic, and the result is equal to or greater than that characteristic. | FAILS | | Save and AP: After modifying the result by the attacking weapon’s AP characteristic, it is equal to or greater than the Sv characteristic of models in the current allocation group.
Example: An AP characteristic of -1 would modify a save roll of 3 to a 2. For models with a Sv characteristic of 2+ or better, that attack would fail. | FAILS | | Any other result | INFLICTS DAMAGE |
|
- Resolve Damage: If that attack inflicts damage, the selected model loses a number of wounds equal to that attack’s D characteristic. If this reduces that model’s remaining wounds to 0 or fewer, it is destroyed.
Suffers Damage 05.04.03
If an attack reaches the Resolve Damage step of the attack sequence (
05.04), the model that attack was allocated to has suffered damage, even if that model subsequently uses a rule to ignore the wounds inflicted or it uses a rule that means those wounds are not lost.
See Also
- Modifying Dice Rolls 01.05.03
- Modified Characteristics 02.02.01
- Random Characteristics 02.02.03
- Current Allocation Group 05.04.01
- Modifying Damage 05.04.02
- Suffers Damage 05.04.03
- Destroyed 05.04.04
- Fight On Death 05.04.05
- Measuring To A Destroyed Model Or Unit 05.04.06

MAKING ATTACKS
1. SELECT WEAPONSThe
RED unit is attacking. The following weapons are selected to make attacks with:
- 2 boltguns (B)
- 2 bolt pistols (BP)
- 1 heavy bolter (HB)
2. SELECT TARGETSThe
BLUE unit is selected as the target. The unit is
visible to all models in the attacking unit. All of the selected weapons are in range, with the exception of one bolt pistol. As a result, that weapon will not make any attacks.
3. RESOLVE ATTACKSThere is only one enemy unit being targeted, so the controlling player now gathers
attack dice:
- Five attack dice are gathered for the boltguns and bolt pistol, which have A characteristics of 2 and 1 respectively and all make identical attacks.
- Three attack dice are gathered for the heavy bolter, which has an A characteristic of 3 but does not make identical attacks.

RESOLVING ATTACK DICE
1. HIT ROLLSThe controlling player chooses to make the five
hit rolls for the boltguns and bolt pistol first. The
BS characteristic of the weapons is 3+. Four of the attacks hit the target.
2. WOUND ROLLSThe controlling player makes four
wound rolls. The weapons have an S characteristic of 4 and the target unit has a
T characteristic of 3, so rolls of 3+ are required to wound. Three of the attacks wound the target.
3. SAVE ROLLSThe target unit’s controlling player makes three
save rolls.
4. INFLICT DAMAGE- The lowest result is less than both the InSv and Sv characteristics of the target, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
- The next lowest result is less than the target’s InSv characteristic, but greater than its Sv characteristic of 3+; that attack fails.
- The other result is greater than the target’s InSv characteristic of 5+; that attack also fails.

RESOLVING OTHER ATTACKS
1. HIT ROLLSThe controlling player then makes three
hit rolls for the heavy bolter. The
BS characteristic of the weapon is 4+. Two of the attacks hit the target.
2. WOUND ROLLSThe controlling player makes two
wound rolls. The weapon has an
S characteristic of 5, so rolls of 3+ are required to wound. Both attacks wound the target.
3. SAVE ROLLSThe target unit’s controlling player makes two
save rolls.
4. INFLICT DAMAGE- The lowest result, when modified by the attacking weapon’s AP characteristic of -1, is less than the target’s Sv characteristic of 3+, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
- The other result is equal to the target’s InSv characteristic of 5+; that attack fails.

ATTACKING ATTACHED UNITS
1. SELECT WEAPONSThe
RED unit is attacking. The following weapons are selected to make attacks with:
- 7 boltguns (B)
- 1 plasma pistol (PP)
- 2 heavy bolters (HB)
2. SELECT TARGETSThe
BLUE unit is selected as the target. It is an
attached unit (
19) formed from a Seraphim unit and Saint Celestine (with her two Geminae Superia). The unit is
visible to all models in the attacking unit, and all of the selected weapons are in range.
3. RESOLVE ATTACKSThere is only one enemy unit being targeted, so the controlling player now gathers
attack dice. They decide to resolve the heavy bolter attacks first, which each have an
A characteristic of 3, so six
attack dice are gathered.
The
attack dice for the remaining weapons will be gathered once the heavy bolter attacks are resolved (see above), as follows:
- 14 attack dice for the boltguns, which each have an A characteristic of 2.
- One attack dice for the plasma pistol, which has an A characteristic of 1.

ALLOCATION GROUPS
1. CREATE GROUPS AND DECLARE ORDER
The target unit’s controlling player divides it into groups: one containing Saint Celestine, one containing the Geminae Superia, and one containing the Seraphim. They then declare the allocation order, choosing the Geminae Superia first (1), hoping their better Sv and InSv characteristics will weather the attacks. The Seraphim must be chosen second (2), as Saint Celestine is a CHARACTER model so must be last in the order (3).
2. RESOLVE ATTACK DICE
The heavy bolters’ attacks wound the target five times, so the target unit’s controlling player makes five save rolls.
The attacks are resolved one at a time, from lowest
save rolls to highest:
- The two results of 1 are allocated first, to the current allocation group (the Geminae Superia). They both inflict damage, and both Geminae Superia are destroyed.
- The result of 3 is now allocated to the Seraphim, who have become the current allocation group. When modified by the attacking weapon’s AP characteristic of -1, this also inflicts damage, destroying one Seraphim model.
- The remaining attacks fail, so no further damage is inflicted.
3. SELECT NEXT GROUP OF ATTACK DICE AND REPEATThis section contains some additional rules concepts that are most frequently used while making attacks.
Visibility 06.01
Line of sight is used to determine visibility between models. For an observing model to have
line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the
line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.
Other models and units can be either
visible or
fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (
13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
Describing Visible Units 06.01.01
When a rule references a
visible unit but does not state which units that unit must be
visible to, it must be
visible to the unit that is using that rule.
Example: You target a friendly unit with a
stratagem that says ‘select one
visible enemy unit’. That enemy unit must be
visible to the friendly unit you targeted with the
stratagem.
Mortal Wounds 06.02
Some attacks or rules inflict
mortal wounds on units. Each time a unit suffers one or more
mortal wounds, its controlling player must resolve the following sequence for each of those
mortal wounds, until either all of them have been inflicted or that unit is
destroyed:
- Select Model: Select one model in that unit by following the first instruction below that applies:
| If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model. | | Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models. | | Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models. | | Otherwise, you must select one CHARACTER model in that unit. |
|
- Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.
MORTAL WOUNDS AND NORMAL DAMAGEWhen resolving
attack dice, if those attacks inflict a mixture of both
mortal wounds and
normal damage, resolve all of the normal damage first, then resolve all of the
mortal wounds.
Hazard Rolls 06.03
To make a
hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1
mortal wound, or 3
mortal wounds instead if each model in that unit is a
MONSTER/
VEHICLE model. If more than one
hazard roll is required for a unit, make all of those rolls simultaneously.
Hazardous Test 06.03.01
The term ‘Hazardous test’ is the same as
hazard roll.
Games of Warhammer 40,000 are played in a series of battle rounds. This section describes the structure of the battle round, defining the order in which players take turns to move their units and make attacks with them.
1. Start of Battle Round 07.01
At the start of the battle round, players resolve rules that are triggered at the start of the battle round, before progressing to player turns.
2. Player Turns 07.02
Both players now take one turn each. The same player always takes the first turn in each battle round – the mission you are playing will tell you which player this is. Once that player’s turn has ended, their opponent takes their turn.
Each turn consists of seven parts: first the Start of Turn step, then a series of five phases resolved in the order shown opposite, then the End of Turn step.
SEE ALSO- Out Of Phase Rules 07.02.01
- Battle Round/Turn/Phase Definitions 07.02.02
3. End of Battle Round 07.03
Rules that are triggered at the end of the battle round are resolved now, in the following order:
- First resolve rules triggered at this point other than mission rules.
- Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.
The battle round then ends and, unless the battle ends, the next battle round starts. The mission you are playing will tell you how many battle rounds to resolve before the battle ends.
1
START OF TURN STEPRules that are triggered at the start of a turn are resolved now.
2
COMMAND PHASEYou marshal strategic resources and check your units’ morale.
6
FIGHT PHASEBoth players’ units make attacks with their melee weapons.
7
END OF TURN STEPRules that are triggered at the end of a turn are resolved now, in the following order:
First resolve rules triggered at this point other than mission rules.
Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.
In the Command phase, both players gain Core CP, then you check the combat readiness of your forces and use any strategic-level abilities you may have.
1. Start of Command Phase 08.01
Rules that are triggered at the start of the Command phase are resolved now.
2. Gain Core CP 08.02
Both players gain 1 Command Point (CP).
3. Battle-shock Step 08.03
The active player must now make one
battle-shock roll (
01.07) for each unit in their army that fulfils one or both of the following conditions:
- That unit is currently battle-shocked.
- That unit is at, or below, half-strength.
If a unit was
battle-shocked at the start of this step and its
battle-shock roll during this step succeeds, it is no longer
battle-shocked.
SEE ALSO- Starting Strength and Half-strength 01.02.01
- Not on the Battlefield 01.02.04
- Battle-shock Rolls 01.07
- Modified Characteristics
02.02.01 - Multiple Battle-shock Rolls 08.03.01
4. Command Abilities 08.04
Rules that are triggered in the Command phase (excluding those that are triggered at the start or end of this phase, when gaining Core CP, or by
battle-shock rolls) are resolved now.
5. End of Command Phase 08.05
Rules that are triggered at the end of the Command phase are resolved now, in the following order:
- First resolve rules triggered at this point other than mission rules.
- Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.

BATTLE-SHOCK EXAMPLES
This unit has a
starting strength of 3 so is not at or
below half-strength, but it is currently
battle-shocked, so a
battle-shock roll must be made for it. If that roll succeeds, the unit will no longer be
battle-shocked.
This unit has a starting strength of 10. It has five models remaining, so it is at half-strength and a battle-shock roll must be made for it.
This unit has a starting strength of 5. It has two models remaining, so it is below half-strength and a battle-shock roll must be made for it.
This VEHICLE has a starting strength of 1 and a W characteristic of 11. It has 3 wounds remaining, so it is below half-strength and a battle-shock roll must be made for it.
In the Movement phase, you will be able to move each of your units across the battlefield. Reinforcements can also arrive in this phase to bolster your forces.
1. Start of Movement Phase 09.01
Rules that are triggered at the start of the Movement phase are resolved now.
2. Move Units Step 09.02
The active player moves their units one at a time, using the sequence below, until all of their units have been
selected to move and those moves have ended.
- Select Unit: Select one friendly unit that has not been selected to move this phase. You can select a unit on the battlefield, in strategic reserves, or embarked within a TRANSPORT. That unit is selected to move.
- Select Move Type: Select one move type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
- Remain stationary
- Normal move
- Advance move
- Fall-back move
- Disembark move
- Ingress move
SEE ALSO- Actions 16.00
- Aircraft 23.00
- Different Move Characteristics 03.01.01
- Flying Models 21.03
- Modifying Dice Rolls 01.05.03
- Monsters and Vehicles 17.00
- Strategic Reserves 20.00
- Transports 18.00
- Selecting Units To Move 09.02.01
- Selecting Modes 09.02.02
- Reinforcements Step 09.02.03
3. End of Movement Phase 09.03
Rules that are triggered at the end of the Movement phase are resolved now.
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in
straight lines or
rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and
unengaged.
EFFECT: Your unit moves as described in Moving (
03).
AFTER MOVING: Your unit must be
unengaged.
09.05.01 More Than One Normal Move in a Phase
A unit cannot make more than one
Normal Move in a phase.
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and
unengaged.
EFFECT: Your unit moves as described in Moving (
03).
BEFORE MOVING: Make an
advance roll by rolling one D6.
AFTER MOVING:
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is
engaged.
EFFECT: Your unit moves as described in Moving (
03).
BEFORE MOVING: Select fall-back mode:
- Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
- Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:- Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
Desperate Escape Test 09.07.01
Some rules may reference the term ’Desperate Escape test’. In all instances this means the
hazard rolls made for the
desperate escape mode of a
fall-back move.
Abilities that subtract from a unit’s Desperate Escape test instead subtract from those
hazard rolls.
Example: A battle-shocked unit makes a fall-back move away from a unit of Bloodletters that have the Bane of Cowards ability. As a result of Bane of Cowards, because the unit making the fall-back move is battle-shocked, the hazard rolls they make as part of their desperate escape will be at -1.
Desperate Escape 09.07.01
If a
stratagem or ability forces a unit to make a
Desperate Escape test, that unit:
- Must make one hazard roll for each model in that unit.
- Must make a battle-shock roll.
Selecting Modes
Some rules instruct you to select a mode, such as
fall-back moves. Modes are mutually exclusive, and you must assess each one in the order presented. When making a move, if your unit does not meet the conditions of any of the modes, it cannot make that move.
Sometimes a mode will be mandatory if applicable (e.g.
consolidation modes,
12.08), but in the case of
fall-back moves,
ordered retreat is not mandatory, so you could select
desperate escape instead.
Many
move types state conditions you must meet while/after moving. Those that are labelled with a mode name only apply if you selected that mode; those not labelled with a mode name always apply.
In the Shooting phase, your units will take aim and use their ranged weapons to fire at their chosen targets.
1. Start of Shooting Phase 10.01
Rules that are triggered at the start of the Shooting phase are resolved now.
2. Shoot 10.02
The active player shoots with their eligible units one at a time, using the sequence below, until all the units they choose to shoot with have been
selected to shoot and their attacks have been resolved.
A unit is
eligible to shoot if it is on the battlefield and has not already been
selected to shoot this phase.
- Select Unit: Select one friendly unit that is eligible to shoot; that unit is selected to shoot.
- Select Shooting Type: Select one shooting type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
- Normal shooting
- Assault shooting
- Close-quarters shooting
- Indirect shooting
SEE ALSO- Actions 16.00
- Shooting at Engaged Monsters and Vehicles 17.03
- Terrain and Visibility 13.07
3. End of Shooting Phase 10.03
Rules that are triggered at the end of the Shooting phase are resolved now.
ELIGIBLE IF: Your unit is
unengaged and did not make an
advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (
04).
AFTER SHOOTING: Until the end of the phase, your unit is
not eligible to start an action.
ELIGIBLE IF: All of the following apply to your unit:
- Unengaged and made an advance move this turn.
- Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (
04).
WHILE SHOOTING: You can only select
[ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is
not eligible to start an action.
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
- Engaged and did not make an advance move this turn.
- Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (
04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is
engaged with.
- MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
- Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
- If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
- Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is
not eligible to start an action.
ELIGIBLE IF: All of the following apply to your unit:
- Unengaged and did not make an advance move this turn.
- Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (
04).
WHILE SHOOTING:- [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
- Each time an [INDIRECT FIRE] weapon makes an attack:
- The target has the benefit of cover against that attack (13.08).
- You cannot re-roll hit rolls.
- An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is
not eligible to start an action.
In the Charge phase, you will be able to make charge moves with your units. This represents your forces closing the distance with their foes in order to engage them in bloody close combat.
1. Start of Charge Phase 11.01
Rules that are triggered at the start of the Charge phase are resolved now.
2. Charge Step 11.02
The active player resolves
charges with their eligible units one at a time, using the sequence below, until all of their units they choose to
charge with have
declared a charge and those
charges have been resolved.
- Declare Charge: Select one friendly unit that has not declared a charge this phase and is eligible to declare a charge (see below). That unit declares a charge.
A unit is eligible to declare a charge if it is on the battlefield, unless otherwise stated. Here are some rules that prevent a unit from being eligible to declare a charge:
- It is not within 12" of one or more enemy units.
- It is engaged.
- It made an advance or fall-back move this turn.
- Make Charge Roll: Make a charge roll by rolling 2D6: the result is the maximum distance for the charge move.
- Attempt Charge: If it is possible to make a charge move, and if you still want to, make a charge move with that unit (see below). Otherwise, your unit does not make a charge move. In either case, the charge is then resolved.
SEE ALSO- Target No Longer Eligible or Viable 04.03.03
- Failed Charges 11.02.01
3. End of Charge Phase 11.03
Rules that are triggered at the end of the Charge phase are resolved now.
ELIGIBLE IF: Your unit
declared a charge this phase.
EFFECT: Your unit moves as described in Moving (
03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:- Each model must end its move closer to one or more charge targets.
- Each model that can end its move within 1" of one or more charge targets must do so.
- Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:- Your unit must be engaged with all of the charge targets.
- Your unit cannot be engaged with one or more enemy units that are not charge targets.
- Until the end of the turn, each model in your unit has the Fights First ability (24.13).

MAKING A CHARGE MOVE
A
The
BLUE unit
declares a charge and the
charge roll generates a
maximum distance of 7". Unit
A is within this distance, so can be selected as a
charge target, but the
BLUE unit would not be able to end its
charge move engaged with this unit after moving around the intervening
terrain features.
B
This unit is more than 7" from the charging unit, so it cannot be selected as a
charge target, even though the charging unit could end its
charge move within 2" of this unit.
C
These units are both within 7", so can be selected as
charge targets. The charging unit can end its
charge move engaged with all of its
charge targets, so this move can be made.
In the Fight phase, both players get to act. First, units will pile in to maximise the number of models that are engaged, then all the combatants will make melee attacks, before units consolidate their position.
1. Start of Fight Phase 12.01
Rules that are triggered at the start of the Fight phase are resolved now.
2. Pile In 12.02
Both players make
pile-in moves (see below) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one
pile-in move during this step.
MAXIMUM DISTANCE: 3".
ELIGIBLE IF: It is the
Fight phase and one or more of the following apply to your unit:
- It is engaged.
- It made a charge move this turn.
- It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (
03).
BEFORE MOVING: Select pile-in targets:
- If your unit is engaged, select every enemy unit it is engaged with.
- Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:- Models in base-contact with one or more enemy models cannot be moved.
- Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible.
AFTER MOVING:- Your unit must be engaged.
- Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.

START OF FIGHT PHASE
Because both
RED units made
charge moves this turn, they are both
Fights First units this phase and are both eligible to make
pile-in moves, even though the
MONSTER is
unengaged as it
destroyed its
charge target in the
Charge phase using the Crushing Impact stratagem (
15.06).

PILE-IN MOVES
- The RED player makes pile-in moves first.
- The BLUE player makes pile-in moves next, but as their model is in base-contact with enemy models, it is not moved.
3. Fight Step 12.04
A unit is
eligible to fight if it has not already been
selected to fight this phase and one or more of the following apply to it:
- It is engaged, or it was engaged at the start of this step.
- It made a charge move this turn.
Players resolve the following sequence until all eligible units have been
selected to fight and their attacks have been resolved:
- Resolve Fights First Combats: Starting with the player whose turn it is, players alternate selecting one friendly Fights First unit that is eligible to fight; that unit is selected to fight (see below). If this is not possible:
- If there are no Fights First units that are eligible to fight, move to the Resolve Remaining Combats step where this player will select their next unit.
- Otherwise, the other player selects their next unit.
- Resolve Remaining Combats: Starting with the player who just moved this sequence onto this step, players alternate selecting one friendly unit that is eligible to fight; that unit is selected to fight. If this is not possible:
- If there are no units that are eligible to fight, the Fight step ends.
- Otherwise, the other player selects their next unit.
After resolving a fight in the Resolve Remaining Combats step, if there are one or more
Fights First units that are now
eligible to fight, return to the Resolve Fights First Combats step.
SEE ALSO- Eligible to fight, but unable to fight 12.04.01
When a Unit is Selected to Fight
Each time a unit is
selected to fight, select one
fight type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
ELIGIBLE IF: Your unit is
engaged.
EFFECT: Your unit fights as described in Making Attacks (
04).
ELIGIBLE IF: Your unit is
unengaged, or was
unengaged at the start of the
Fight step but became
engaged during the
Fight phase.
EFFECT: Your unit can make one additional
pile-in move, then fights as described in Making Attacks (
04).

NORMAL FIGHT
Players alternate selecting units to fight.
Fights First units must be selected before any other eligible units.
- The RED player selects their MONSTER to fight. It makes a normal fight, destroying the TRANSPORT.
- The embarked unit makes an emergency disembark move. After doing so, it is unengaged.

OVERRUN FIGHT
- The BLUE player has no Fights First units, so the RED player selects their next unit.
- The RED player selects another Fights First unit. This unit is unengaged, but was engaged with the TRANSPORT at the start of the Fight step, so can make an overrun fight. It first makes a pile-in move to engage the unit that disembarked, then fights, destroying two enemy models.
- The BLUE player’s unit fights back, but inflicts no damage.
4. Consolidate 12.07
Both players make
consolidation moves (see below) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one
consolidation move during this step.
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the
Fight phase and your unit was
eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (
03).
BEFORE MOVING: Select
consolidation mode:
Ongoing Consolidation:
If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.Engaging Consolidation:
Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.Objective Consolidation:
Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:Ongoing Consolidation:
Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.Engaging Consolidation:
Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.Objective Consolidation:
Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:Ongoing Consolidation:
Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.Engaging Consolidation:
Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).Objective Consolidation:
Your unit must be within range of the selected objective.
5. End of Fight Phase 12.09
Rules that are triggered at the end of the Fight phase are resolved now.

ONGOING CONSOLIDATION
The
RED player makes
consolidation moves first. All
engaged units and all units that were
eligible to fight this phase can make a
consolidation move.
Each model moves up to 3". Models in base-contact with enemy models cannot be moved.

OBJECTIVE CONSOLIDATION
No enemy units are within 3" of this MONSTER unit, but an objective is within 3", so it moves within range of that objective.
This section provides rules for using terrain to transform your gaming table into an interactive, thematic battlefield. These rules help to bring your battlefield to life and introduce a vital tactical dimension to your games.
Placing Terrain 13.01
Before the battle, place a selection of
terrain features on the battlefield using one or more of the following methods:
- Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
- Place one terrain feature directly on the battlefield.
- Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.
In each case, the area of the battlefield occupied by that boundary or
terrain feature is known as a
terrain area. A mission’s deployment map may define the location and dimensions of each
terrain area. Otherwise, players must agree on this before the battle.
Terrain Categories 13.02
Each
terrain feature belongs to a
terrain category, which can affect the movement and visibility of models. Below are some examples of which types of
terrain features fall under each category.
SEE ALSO- Creating Your Own Battlefield 13.02.01
Exposed 13.03
Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance.Examples: Craters, razorwire, scattered debris.
Light 13.04
Light terrain can provide cover from incoming attacks, but will not slow an enemy’s advance or offer lasting defence.Examples: Barricades, low walls, statuary.
Dense 13.05
Dense terrain is an obstacle to even the largest war machines, and can shelter entire squads from enemy sight.Examples: Buildings, ruins, armoured containers, woods.
A mission’s deployment map may define which terrain categories should be present within each terrain area. Meeting these requirements will create the best gaming experience. Note that terrain features sharing the same terrain area can belong to different terrain categories.

TERRAIN PLACED ON A MAT
Two terrain features have been placed on a mat. The edges of this mat define the boundary of this terrain area. Both terrain features are ruins, so use the rules for dense terrain features.

TERRAIN PLACED ON THE BATTLEFIELD
Three
terrain features have been placed directly on the battlefield. The players have agreed on the boundary of the
terrain area defined by these features (the shaded rectangle). The
BLUE
features are
dense terrain features and the
RED
feature is a
light terrain feature.
Terrain and Movement 13.06
Models can move through different categories of
terrain feature as follows:
- Exposed/Light: All models can move horizontally and vertically through exposed and light terrain features.
- Dense:
- INFANTRY/BEASTS/SWARM/MOBILE models can move horizontally through dense terrain features.
- INFANTRY/BEASTS/SWARM models can move vertically through dense terrain features.
- Other models can move horizontally through dense terrain features provided that all sections of that terrain feature that the moving model’s base would move through are 2" or less in height. Otherwise, the moving model must move vertically to ascend or descend such sections. They cannot move through ceilings and floors while doing so, and they cannot end that move on any surface of that terrain feature that is not on ground level (see below).
SEE ALSO- Solid Terrain and Movement 13.06.01
Moving Vertically
Models can move vertically to ascend or descend
terrain features. While doing so:
- That model must remain within 1/2" horizontally of that terrain feature.
- Add the distance moved vertically up, and the distance moved vertically down, to any other distance that model has moved since its unit began that move.
Setting Up or Ending a Move
Models can be set up or end a move on the ground level of
terrain features. Models can also be set up or end a move on any surface of a
terrain feature that is not on ground level, if all of the following apply:
- That model has one or more of the following keywords: INFANTRY/BEASTS/SWARM/FLY/MONSTER.
- After ending that move, that model is stable and no part of its base overhangs the outer edge of that surface.

TERRAIN AND MOVEMENT
A
All sections of this
dense terrain feature are more than 2" in height, so this
MONSTER model cannot move through it and must move around it instead.
B
These
INFANTRY models can move through
dense terrain features, such as the walls of this ruin.
A
This
INFANTRY model is not being moved over or through any
terrain features. Its move through the
terrain area shown is therefore unimpeded.
B
This
INFANTRY model can move vertically and end its move on the top surface of this
terrain feature, as it is stable and no part of its base overhangs the outer edge of that surface.
C
This
VEHICLE model cannot move through this
dense terrain feature, but It can move vertically to ascend and descend sections that are more than 2" in height (provided it does not end that move on top of such sections).
Terrain and Visibility 13.07
Terrain can affect
visibility, depending on whether the
Benefit of Cover,
Hidden,
Obscuring or
Solid rules apply.
Benefit of Cover 13.08
Each time a ranged attack targets a unit, if
every model in that unit meets one or more of the following conditions, that unit has the
benefit of cover against that attack:
- That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
- That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).
Each time a ranged attack targets a unit that has the
benefit of cover against it, worsen the
BS characteristic of that attack by 1.
Hidden 13.09
A model is
hidden while
all of the following apply to it:
- That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
- That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is
hidden, it can only be
visible to enemy models that are within its
detection range. Unless otherwise stated, a model’s
detection range is 15".
Hidden and the First Turn 13.09.01
During the first turn, conditions that require something not to have happened during the previous turn are true. For the
Hidden rule, this means that during the first turn a unit has not made ranged attacks during the previous turn.
Obscuring 13.10
Terrain areas containing one or more
light or
dense terrain features are
obscuring terrain areas. If every
line of sight drawn between two models crosses one or more
obscuring terrain areas (excluding
obscuring terrain areas that one or both of those models are within), those two models are not
visible to each other.
Solid 13.11
Dense terrain features have the
Solid rule.
Line of sight cannot be drawn across any enclosed gap in the surface of such a
terrain feature that is 3" or less from ground level.
Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect.
Gone to Ground 13.11.01
Hidden models that are concealed by
dense terrain features gain an extra benefit while they have
gone to ground.
A model has
gone to ground while all of the following apply:
- That model is hidden.
- That model is not fully visible to the attacking model due to one or more intervening dense terrain features.
- That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model has
gone to ground, subtract 3" from that model’s
detection range.
Designer’s Note: Units that made ranged attacks in the current or previous turn cannot
go to ground, regardless of any abilities that allow them to shoot and remain
hidden.

BENEFIT OF COVER
When Unit
E makes ranged attacks:
- Unit A is fully visible to every model in Unit E, so does not have the benefit of cover.
- Not all of the models in unit B are within a terrain area, so unit B does not have the benefit of cover.
- All of the models in unit C are within a terrain area, so unit C has the benefit of cover.
- Unit D is not fully visible to unit E due to an intervening obscuring terrain area, so unit D has the benefit of cover.

HIDDEN AND OBSCURING
- There is an obscuring terrain area between all models in units A and D, so none of them are visible to each other.
- All models in units B and C are within the terrain area and are INFANTRY, so are hidden. However, unit D’s models are within the 15" detection range of unit B’s models (but not unit C’s), so unit B’s models are visible to unit D’s. Unit D’s models are also visible to the models in units B and C, since they are not within a terrain area.

SOLID
Units A and B are not visible to each other, because even though there is a window in this dense terrain feature, it has the Solid rule, so line of sight cannot be drawn through such enclosed gaps that are 3" or less from ground level.
Units A and C are visible to each other, because even though this dense terrain feature has the Solid rule, line of sight can be drawn normally through enclosed gaps that are more than 3" from ground level.
Objectives represent critical locations that both sides are attempting to secure, and many missions require your forces to take control of them to achieve victory. This section describes how to do so with your models.
Terrain Objectives 14.01
If a mission uses
objectives, it will state where they are located on the battlefield. Typically, your mission will have a deployment map showing several points where
objectives should be placed. The location of each point should coincide with a
terrain area (
13.01); that
terrain area is the
objective, and is called a
terrain objective.
When
measuring distances to and from an
objective, measure to and from the closest part of it.
Objectives Not Within A Terrain Area 14.01.01
If the location point of an
objective does not coincide with a
terrain area, you must denote the location of that
objective with a flat, circular marker, 40mm in diameter, centred on that point – this is called an
objective marker. Models can move through
objective markers and they can end a move on top of
objective markers.
A model is within range of an
objective marker while it is within 3" horizontally and 5" vertically of that
objective marker. When
measuring distances to and from an
objective marker, measure to and from the closest part of it.
Level of Control 14.02
At the start of the battle, no
objective on the battlefield is controlled by either player. To gain control of an
objective, a player will need one or more models with an
OC characteristic of 1 or more within range of it. A model is within range of a
terrain objective while it is within that
terrain area.
At the end of each phase and turn, to determine a player’s
level of control over an
objective, add together the
OC characteristics of all the models in that player’s army that are within range of that
objective:
- The player who has the highest level of control over that objective controls that objective.
- If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player.
While one or more units from a player’s army are within range of an
objective that player controls, for each of those units that contains one or more models with an
OC characteristic of 1 or more, that unit is said to be controlling that
objective.
Controlling an Objective at the End of a Phase 14.02.01
At the end of each phase and turn, the first thing players do (before any other ’at the end of the phase/end of the turn’ rules or
abilities) is determine which
objectives are
controlled by which player.
Secured Objectives 14.03
Some rules allow an
objective to be
secured by a player’s army. When an
objective is
secured by a player’s army, that
objective remains under their control – even once they no longer have any units within range of it – until their opponent’s
level of control over that
objective is greater than theirs at the end of a phase.

CONTROLLING A TERRAIN OBJECTIVE
Both players add together the
OC characteristics of all their models that are within the
terrain area. The
BLUE
player’s
level of control is 5, and the
RED
player’s
level of control is 6. The
RED
player therefore controls the
objective.
A
This
VEHICLE has an
OC characteristic of 3, and it is within the
terrain area.
B
This
VEHICLE has an
OC characteristic of 2, and it is wholly within the
terrain area.
C
The models in this unit each have an
OC characteristic of 1. Six of its models are within the
terrain area.
D
This unit is currently
battle-shocked, so the
OC characteristic of all of its models is ‘-’.
Stratagems can be used by spending Command Points, to create epic moments of tactical brilliance or peerless martial might. They are used when a player deems that a critical point in the battle is reached, where extra combat prowess or fleeting but powerful effects are required to tip the balance in their favour.
Using Stratagems 15.01
During the battle, both players can use
stratagems. Each
stratagem states:
- How many CP it costs to use.
- WHEN: When it can be used.
- TARGET: Which units it can target.
- EFFECT: What the effects of using that stratagem are.
- RESTRICTIONS: Any additional restrictions that apply.
Each player can use the same
stratagem multiple times during the battle, but the following restrictions apply:
- Each player cannot use the same stratagem more than once in the same phase.
- Unless otherwise stated, each player cannot target the same unit with more than one stratagem in the same phase.
Each time you use a
stratagem, resolve the following sequence:
- Select targets as described in that stratagem.
- Reduce your CP total by the CP cost listed in that stratagem. If that stratagem contains a section that carries an additional CP cost (e.g. +1CP), you can only use that additional section if you increase the CP cost of that stratagem by the amount shown. If you do not have enough CP remaining, you cannot use that stratagem.
- Resolve the effects of that stratagem.
SEE ALSO- Rules Sequencing 01.03.02
- Modifying CP Cost 15.01.01
- Affected By A Stratagem 15.01.02
- Stratagem Definitions 15.01.03
Some stratagems feature optional conditions that carry on additional CP cost. This can depend on the effect you select (see HEROIC INTERVENTION stratagem for example) or other variables such os the keywords of the unit being targeted.
Core Stratagems
All players can use
core stratagems (see below). Additional
stratagems can be found in Codexes and other publications.
Stratagems Key
Used in:
Either player’s turn
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
- Advance roll
- Charge roll
- Damage roll
- Hazard roll
- Hit roll
- Save roll
- Wound roll
- A roll to determine the number of attacks generated with a weapon.
TARGET: That unit or model.
EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding
charge rolls, which you must re-roll in full).
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly
CHARACTER unit is
selected to fight.
TARGET: That
CHARACTER unit.
EFFECT: Select one
CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the
[PRECISION] ability.
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your
Command phase, just before you make a
battle-shock roll for a friendly unit.
TARGET: That unit.
EFFECT: That
battle-shock roll is
automatically successful.
RESTRICTIONS: You cannot use this
stratagem more than once per battle.
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your
Shooting phase.
TARGET: One friendly
unengaged EXPLOSIVES/
GRENADES unit that is
eligible to shoot and did not make an
advance move this turn.
EFFECT: Resolve the following sequence:
- Select one EXPLOSIVES/GRENADES model in your unit.
- Select one unengaged enemy unit within 8" of and visible to that model.
- Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your
Charge phase, just after a friendly
MONSTER/
VEHICLE unit ends a
charge move.
TARGET: That
MONSTER/
VEHICLE unit.
EFFECT: Resolve the following sequence:
- Select one enemy unit engaged with your unit.
- Select one model in your unit engaged with that enemy unit.
- Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s
Movement phase.
TARGET: One friendly unit that is in
strategic reserves (excluding
AIRCRAFT).
EFFECT: Your unit makes an
ingress move (
20.04).
RESTRICTIONS: You cannot use this
stratagem during the first
battle round.
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s
Movement phase.
TARGET: One friendly
unengaged unit (excluding
TITANIC units).
EFFECT: Your unit shoots using
snap shooting.
ELIGIBLE IF: As stated in the rule allowing this
shooting type.
EFFECT: Your unit shoots as described in Making Attacks (
04).
WHILE SHOOTING:- You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
- Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
- You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is
not eligible to start an action.
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s
Shooting phase.
TARGET: One friendly
SMOKE unit.
EFFECT: Until the end of the phase, each time an attack targets either your
SMOKE unit, or a unit that is not
fully visible to the attacking model because of one or more models in your
SMOKE unit, the target has the
benefit of cover against that attack (
13.08).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s
Charge phase.
TARGET: One friendly
unengaged unit within 12" of one or more enemy units. You can only select a
VEHICLE unit if it is a
CHARACTER/
WALKER unit.
EFFECT: Resolve a charge with your unit (
11.02). While doing so, before making the
charge roll, you must select
one of the following modes:
- Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
- Into the Fray:
- When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
- When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s
Fight phase, just after an enemy unit has resolved its attacks.
TARGET: One friendly unit that is
eligible to fight.
EFFECT: Until the end of the phase, your unit has the
Fights First ability and it must be the next unit you
select to fight (
12.04).
Actions represent vital battlefield tasks your forces must carry out, from searching for missing archeotech to completing a blasphemous ritual.
Performing Actions 16.01
Some rules allow units to perform
actions. Each
action states:
- STARTS: When it is started.
- UNITS: Which friendly units can perform it.
- USE LIMIT: How many times friendly units can start it.
- COMPLETES: When it completes.
- EFFECT: What the effects of completing it are.
- Any additional restrictions that may apply.
Starting an Action
A unit is
eligible to start an action unless one or more of the following apply to that unit:
- It is not on the battlefield.
- It is an AIRCRAFT/FORTIFICATION unit.
- It is battle-shocked.
- It has an OC characteristic of 0 or ‘-’.
- It is engaged (unless it is a TITANIC unit).
- It made an advance or fall-back move this turn.
- It started another action this turn.
If a unit starts an
action, until the end of the turn:
Completing an Action
If a unit performing an
action makes a move (excluding
pile-in and
consolidation moves) or leaves the battlefield, that unit does not complete that
action. Otherwise, when an
action is completed, its ‘Effect’ section is triggered.
Example
action for illustrative purposes only.
Due to their imposing bulk and implacable nature, Monsters and Vehicles function differently on the battlefield. This section details the additional rules required to use these units in your games.
Moving Monsters and Vehicles 17.01
Each time you make a
normal or
advance move with a unit,
MONSTER/
VEHICLE models in that unit can be moved through friendly and enemy models (excluding other
MONSTER/
VEHICLE models).
Frame 17.02
Some models do not have a base; many of these are
MONSTER/
VEHICLE models. Such models have the
FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when
measuring distances), if that model has the
FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).
When rotating a
FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.
Shooting at Engaged Monsters and Vehicles 17.03
In your
Shooting phase, enemy
MONSTER/
VEHICLE units that are
engaged can be selected as targets of ranged attacks.
Each time a model makes a ranged attack that targets such a unit, subtract 1 from the
hit roll (excluding attacks made with
[CLOSE-QUARTERS] weapons by models in a unit
engaged with the target).
SEE ALSO- Shooting While Engaged With Monsters/Vehicles 17.03.01

ENGAGED MONSTERS/VEHICLES – SHOOTING
A
The
VEHICLE can shoot at this
INFANTRY unit using
close-quarters shooting. While resolving those attacks, subtract 1 from
hit rolls (excluding attacks made with
[CLOSE-QUARTERS] weapons).
This
INFANTRY unit can shoot at the
VEHICLE using
normal shooting. While resolving those attacks, subtract 1 from
hit rolls. As the
VEHICLE is
engaged,
[BLAST] weapons cannot target it, but can target other
unengaged units.
B
The
VEHICLE can shoot at this
INFANTRY unit using
close-quarters shooting. While resolving those attacks, subtract 1 from
hit rolls. As the
INFANTRY unit is
engaged,
[BLAST] weapons cannot target it, but can target other
unengaged units.
This
INFANTRY unit is
engaged, but can shoot at the
VEHICLE using
close-quarters shooting. While doing so, it can only make attacks with its
[CLOSE-QUARTERS] weapons and can only target the
VEHICLE it is
engaged with.
TRANSPORT models can carry passengers across the battlefield. This section explains how to use such models in your battles, and how units can embark within and disembark from them.
Transport Capacity 18.01
TRANSPORT models have a
transport capacity listed on their
datasheet. This determines the type and maximum number of friendly models that are
eligible to embark within them. More than one unit can be embarked within the same
TRANSPORT model at the same time, provided it has sufficient
transport capacity.
Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly
TRANSPORT model that has sufficient
transport capacity remaining for the whole unit.
A friendly unit must be embarked within each friendly
DEDICATED TRANSPORT model. At the end of this step, each friendly
DEDICATED TRANSPORT model without an embarked unit is
destroyed, but they do not trigger rules that are triggered when a model is destroyed.
Embarking 18.02
Once the first
battle round has started, a friendly unit can embark within a friendly
TRANSPORT model after making a
normal,
advance or
fall-back move, if
all of the following conditions apply:
- Each model in that unit is within 3" of that TRANSPORT.
- That unit was not set up on the battlefield this turn.
- That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
- That TRANSPORT has sufficient remaining transport capacity for each model in that unit.
When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that
TRANSPORT and is not on the battlefield.
SEE ALSO- Not on the Battlefield 01.02.04
Able To Embark 18.02.01
A unit is able to embark if it meets all of the conditions in Embarking (
18.02). Note that one or more of these conditions may be modified by other rules, in which case a unit must satisfy those modified conditions in addition to any unmodified conditions to be able to embark.
Disembarking 18.03
In the active player’s
Movement phase, each friendly unit embarked within a
TRANSPORT model can disembark from it by making a
disembark move (see below).
If a
TRANSPORT model is
destroyed, before removing it from the battlefield, the active player must make an
emergency disembark move (see below) with each unit embarked within it.
SEE ALSO- Persisting Rules Effects 01.02.02
- Hazard Rolls 06.03
SET-UP DISTANCE:
- Rapid/Tactical Disembark: 3"
- Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
- Embarked within a TRANSPORT model that is on the battlefield.
- Did not embark within that TRANSPORT this phase.
- That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (
03.02).
BEFORE MOVING: Select
disembark mode:
Rapid Disembark:
If that TRANSPORT made a normal or ingress move this phase, you must select this mode.Tactical Disembark:
Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.Combat Disembark:
Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the
set-up distance of that
TRANSPORT.
Rapid Disembark:
If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.Combat Disembark:
Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:Rapid Disembark:
Until the end of the turn, your unit is not eligible to declare a charge.Tactical Disembark:
Select your unit to make a normal or advance move.Combat Disembark:
Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a
TRANSPORT model that was just
destroyed.
EFFECT: Your unit is set up as described in Set Up (
03.02).
BEFORE MOVING: Make a
hazard roll for each model in your unit (
06.03).
WHILE MOVING: Set up each model in your unit wholly within the
set-up distance of that
TRANSPORT, and
as close as possible to that
TRANSPORT. Each model that cannot be set up in this way is
destroyed.
AFTER MOVING: Your unit is
battle-shocked and, until the end of the turn, it is
not eligible to declare a charge.
Forming Attached Units 19.01
Some units have the
Leader or
Support ability listed on their
datasheet (see below). Such units are known as
leader units and
support units respectively. Both of these abilities allow such units to
lead other friendly units (known as
bodyguard units) to form
attached units. An
attached unit is a single unit for all rules purposes.
Leader and
support units can only
lead specific
bodyguard units, as listed in the datasheet.
LEADER24.22 / SUPPORT24.23
Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each
leader and
support unit in your army, you can select one friendly
bodyguard unit that unit can
lead. That unit will then
lead that
bodyguard unit for the battle and form an
attached unit with it.
Unless otherwise stated, each
bodyguard unit can only have one
leader unit and one
support unit attached to it.
SEE ALSO- Attached Units After Their Bodyguard Unit is Destroyed 19.01.01
Attacking Attached Units 19.02
Each time an attack targets an
attached unit, if that unit contains one or more
bodyguard models, use the highest
T characteristic of the
bodyguard models in that unit while resolving that attack, even if a
leader/
support unit in that
attached unit has a different
T characteristic. If that unit only contains
leader/
support models, use the highest
T characteristic of those models while resolving that attack instead.
Rules that are triggered when a unit is
destroyed are only triggered when the last model that started the battle in an
attached unit is
destroyed.
Keywords in Attached Units 19.03
An
attached unit has all of the keywords of all of its component units. As such, an
attached unit is affected by any rule that applies to units with any of those keywords. Note that models in an
attached unit do not gain the keywords of other models in that unit that they do not already have. Remember that attacks target units, not models.
Example: An
attached unit contains a
leader model with the
PSYKER keyword. While that model is part of that unit, that unit has the
PSYKER keyword, even if the
bodyguard models do not have that keyword. If that unit is attacked by a weapon with the
[ANTI-PSYKER 4+] ability, any unmodified
wound roll of 4+ made against that unit is a
critical wound, even if the attack itself is not allocated to that
leader model.
Abilities in Attached Units 19.04
Abilities/rules that affect a single specified model (e.g. from an
enhancement or an item of wargear) only ever apply to that model, even while part of an
attached unit.
Otherwise, abilities/rules that affect a unit (or models in it) apply to every model in an
attached unit, until the source of that ability/rule is
destroyed, as shown below.
| ABILITIES IN ATTACHED UNITS | | | SOURCE OF ABILITY/RULE | APPLIES TO THE ATTACHED UNIT UNTIL | | Leader/support unit | The last model in that leader/support unit is destroyed.* | | Bodyguard unit (e.g. from a datasheet ability) | The last model in that bodyguard unit is destroyed. | | A specific model (e.g. the bearer of an enhancement or an item of wargear) | That model is destroyed. | | * This means leader/support units continue to benefit from their own ‘while this model is leading a unit’ abilities even after their bodyguard unit is destroyed, provided they started the battle in an attached unit. |
|
In all of the above cases, if that last model was
destroyed as the result of an attack, the ability it was conferring upon the
attached unit applies until the attacking unit has resolved all of its attacks.
Strategic reserves are units that arrive on the battlefield at different times, either because they were held back during deployment, or because they are using special abilities to reposition themselves.
Placing Units in Strategic Reserves 20.01
Before the battle, in the Declare Battle Formations step, you can select one or more friendly units (excluding
FORTIFICATIONS) to place in
strategic reserves. Instead of setting up these units on the battlefield during deployment, place them to one side; they are
strategic reserves units, and will arrive later in the battle.
Unless otherwise stated, the combined points value of all of your
strategic reserves units (including those embarked within
TRANSPORTS that are themselves placed in
strategic reserves) cannot exceed 50% of your points limit for your battle size.
Strategic Reserves at the End of the Battle 20.01.02
At the end of the final turn, units in
strategic reserves are
destroyed, but they do not trigger rules that apply when a model is
destroyed.
Repositioned Units 20.02
Some rules allow units to be removed from the battlefield and placed in
strategic reserves during the battle. Units that use such rules are known as
repositioned units. In addition to any other rules that apply to such units (such as where they can or cannot arrive),
all of the following rules apply to them:
- If used in the Movement phase, such rules can be used on units that have already moved that phase.
- A repositioned unit that is set up in the same turn in which it made an advance, fall-back or disembark move has still made an advance, fall-back or disembark move that turn.
- When they are removed from the battlefield, any rules that are affecting such units for a specified duration or under specified circumstances continue to affect them while that duration and/or those circumstances apply.
Example: A unit that was within range of an
aura ability when removed from the battlefield would no longer be affected by that
aura ability if it is no longer within range of it when it makes an
ingress move, but a unit that was
battle-shocked when removed from the battlefield would still be
battle-shocked if it makes an
ingress move in the same turn.
Arriving from Strategic Reserves 20.03
To arrive on the battlefield, each
strategic reserves unit must make an
ingress move (see below). Unless otherwise stated, they can only do so from the second
battle round onwards.
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in
strategic reserves (excluding units that are embarked within
TRANSPORTS that are themselves in
strategic reserves).
EFFECT: Your unit is set up as described in Set Up (
03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (
03.02).
WHILE MOVING: Set up your unit wholly within the
set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
- Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next
Charge phase, your unit is
not eligible to make any other type of move.
At the end of the third battle round, unless otherwise stated, all
strategic reserves units that have not made one or more
ingress moves are
destroyed, with the following exceptions:
- Units embarked within TRANSPORTS that have made an ingress move during the battle.
- Repositioned units (see above).
SEE ALSO- Not on the Battlefield 01.02.04
- Persisting Rules Effects 01.02.02
- Setting Up Large Models 03.02.02
- Set Up As Reinforcements 20.03.01
This section supplements the basic rules for moving models, explaining how some units can fly over obstacles or surge closer to the enemy.
Surge Moves 21.01
Some rules allow a unit to make a surge move, as described below.
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
- The rule allowing this move type has been triggered.
- Your unit is not battle-shocked.
- Your unit is unengaged.
- Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (
03).
BEFORE MOVING: Select the closest enemy unit to be the
surge target.
WHILE MOVING:- Each model must end its move engaged with the surge target if possible.
- Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:- Your unit cannot be engaged with one or more enemy units that were not the surge target.
- Your unit cannot move again this phase.
SEE ALSO- Rules Sequencing 01.03.02

MAKING A SURGE MOVE
- Unit A shoots, and destroys two models from unit B.
- Unit B has an ability that allows it to make a surge move of D6" after an enemy unit has shot, if one or more of its models were destroyed by those attacks. The active player rolls one D6, resulting in a 4.
- Unit B makes a surge move, each of its surviving models moving up to 4" towards the closest enemy unit (unit C). It ends this move engaged with that unit.
Flying Models 21.03
Models with the
FLY keyword, and units such models are part of, are said to be able to
FLY. Some rules also refer to such models/units as
FLYING models/
FLYING units.
Each time a
FLYING unit is selected to make a
normal,
advance,
fall-back or
charge move, before moving any models in that unit, the active player can declare that it will
take to the skies. If it does, while resolving that move:
- Subtract 2" from the maximum distance.
Each time a FLYING model moves:
- Ignore all vertical distance for the purposes of how far it has moved.
- It can move through all types of model (including enemy models and MONSTER/VEHICLE models).
- It can move horizontally and vertically through all categories of terrain feature.

TAKING TO THE SKIES
- Before moving the unit, the active player declares that it will take to the skies. That move’s maximum distance is reduced to 14", but while making that move, the Riptide Battlesuit can move through all enemy units (including VEHICLES) and all terrain features, ignoring any vertical distance that would normally be counted to ascend and descend terrain features.
In addition to the core abilities presented elsewhere, many units have access to other rules and types of abilities that function as described below.
Aura Abilities 22.01
Abilities that affect models or units within a stated range are
aura abilities, and are tagged with the word ‘Aura’.
While a model with an
aura ability is on the battlefield, it is always within range of its own
aura ability.
A unit can be affected by more than one
aura ability at a time, but if a unit is within range of the same
aura ability more than once, that
aura ability only applies to that unit once.
Faction Abilities 22.02
Some abilities are common to each unit that belongs to a particular faction – these are
faction abilities (also known as
army rules), and are listed in the Faction Abilities section of a
datasheet.
Unless otherwise stated, a unit’s
faction abilities only apply if the
army faction you selected while mustering your army matches a
faction keyword listed on that unit’s datasheet.
Psychic Abilities 22.03
Abilities tagged with the word ‘Psychic’ are
psychic abilities. If a
psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a
psychic attack (this can be important for the triggering of other rules).
Wargear Abilities 22.04
Abilities that are gained when a unit (or one of its models) has a particular item of wargear are
wargear abilities, and are listed in the Wargear Abilities section of a
datasheet.
If a unit has an item of wargear that has a
wargear ability, that ability applies to that unit. If a model within a unit has an item of wargear that has a
wargear ability, that model is the ‘
bearer’ of that item of wargear and that ability applies until that model is
destroyed.
Plunging Fire 22.05
Each time a model makes a ranged attack that targets a
visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the
BS characteristic of that attack by 1:
- The attacking model is on a section of a terrain feature that is 3" or more in height.
- The attacking model has the TOWERING keyword and the target unit is within 12".

PLUNGING FIRE
A
This attacking model is on ground level, but has the
TOWERING keyword. The target unit is within 12" and contains models on ground level, so
Plunging Fire improves the
BS characteristic of those attacks by 1.
B
All of these attacking models are on a section of
terrain feature that is 3" or more in height, and the target unit contains models on ground level, so
Plunging Fire improves the
BS characteristic of those attacks by 1.
AIRCRAFT fulfil a unique but limited role on Warhammer 40,000 battlefields. Hurtling through the skies while they duel one another, strafe ground forces or perform bombing runs, they are constantly on the move.
Deployment 23.01
- In the Declare Battle Formations step, all AIRCRAFT units must be placed in strategic reserves (20.01).
Movement 23.02
- AIRCRAFT units are only eligible to make an ingress move (20.04); they are not eligible to make any other type of move.
- At the end of your opponent’s turn, all AIRCRAFT units in your army that are on the battlefield must be placed in strategic reserves.
- Each time a unit makes any type of move, its models can be moved through AIRCRAFT models.
- Each time a unit makes a pile-in, consolidation or surge move, unless that unit can FLY, while making that move, ignore AIRCRAFT units for the purposes of selecting enemy units and determining the closest enemy unit.
- Being engaged solely with one or more AIRCRAFT units does not prevent a unit from being eligible to make a normal or advance move.
Shooting 23.03
- The Plunging Fire rule (22.05) has no effect on attacks made by, or targeting, AIRCRAFT units.
Charging and Fighting 23.04
- AIRCRAFT units are not eligible to declare a charge, and can only make melee attacks that target FLYING units.
- Only FLYING units can select AIRCRAFT units as a charge target, and only FLYING models can make melee attacks that target AIRCRAFT units.
This section presents the most common abilities used in Warhammer 40,000. When these appear in other places, they are usually only referenced by name.
Abilities 24.01
Many units have
core abilities listed on their
datasheets, and
weapon abilities listed in their weapon profiles.
Weapon abilities are presented in square brackets with bold formatting, e.g.
[BLAST]. Weapons are often described using a particular ability they have, e.g.
[BLAST] weapons are those with the
[BLAST] ability.
If a
weapon ability is followed by one or more
keywords, when
making attacks with that weapon, that ability only applies if the target unit has one or more of those keywords.
Example: The
[LETHAL HITS: VEHICLE] ability only applies to attacks that target a
VEHICLE unit. The
[SUSTAINED HITS 1: INFANTRY/BEASTS] ability only applies to attacks that target an
INFANTRY/BEASTS unit.
SEE ALSO- With The ’X’ Ability 24.01.01
Duplicated Abilities 24.02
Multiple instances of the same
core ability or
weapon ability are not cumulative, regardless of any numbers or
keywords included in them. In such cases, the controlling player must select which instance will apply at any one time. In the case of duplicated
weapon abilities, this selection must be made each time that unit makes attacks, in the
Select Weapons step.
- Multiple instances of core abilities that include a number are duplicated even if that number varies. However, in the case of Scouts, you must select the lowest number not shared by every model in that unit (e.g. if every model in a unit has both Scouts 6" and Scouts 8", you could select Scouts 8" as it is shared by every model, but if a unit contains one model with Scouts 6" and five with Scouts 8", you must select Scouts 6").
- Multiple instances of weapon abilities that include a number (e.g. [SUSTAINED HITS 1]) are duplicated even if that number varies (e.g. the controlling player would have to select between [SUSTAINED HITS 1] and [SUSTAINED HITS 2]).
- Multiple instances of weapon abilities that include a keyword are duplicated even if that keyword varies (e.g. the controlling player would have to select between [ANTI-VEHICLE 4+] and [ANTI-INFANTRY 2+]).
Certain weapons are the bane of particular foes.
This ability always takes the form
[ANTI-X Y+]. Each time an attack is made with an
[ANTI] weapon, if the target unit has the keyword denoted by
X, an unmodified
wound roll of
Y+ is a
critical wound.
Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an
[ASSAULT] weapon can shoot using
assault shooting (
10.05).
High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather
attack dice for a
[BLAST] weapon, add one additional
attack dice for every five models that were in the target unit in the
Select Targets step (rounding down).
If this ability takes the form
[BLAST X], each time you gather
attack dice for such a weapon, add
X additional
attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.
Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs.
This ability always takes the form
[CLEAVE X]. Each time you gather
attack dice for a
[CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add
X additional
attack dice for every five models that were in the target unit in the
Select Targets step (rounding down).
Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).
Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a
[CLOSE-QUARTERS] weapon can shoot using
close-quarters shooting (
10.06).
When using another
shooting type, for each model in that unit (excluding
MONSTER/
VEHICLE models), you can only select
one of the following to make attacks with:
- One or more of its [CLOSE-QUARTERS] weapons.
- One or more of its other ranged weapons.
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form
Deadly Demise X. Each time a model in this unit is
destroyed, after the units embarked within it (if any) have made their
emergency disembark moves, roll one D6. On a 6, that model suffers a
deadly demise; each unit within 6" of that model suffers a number of
mortal wounds denoted by
X (if this is a random number, roll separately for each unit within 6").
Example: An
Impulsor with a unit of
Intercessors embarked within it is
destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an
emergency disembark move. Then the roll is made for the
Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an
ingress move (
20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
[DEVASTATING WOUNDS]24.10
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a
[DEVASTATING WOUNDS] weapon results in a
critical wound, the
attack sequence for that attack ends and the target unit suffers a number of
mortal wounds equal to the
D characteristic of that weapon. These are inflicted after resolving any
normal damage inflicted by those attacks.
Mortal wounds inflicted by
[DEVASTATING WOUNDS] weapons can damage a maximum of one model for each
critical wound; any remaining
mortal wounds inflicted by that attack are lost.
Example: An attack made with a
[DEVASTATING WOUNDS] weapon with a
D characteristic of 3 results in a
critical wound against an
Intercessor Squad, so inflicts 3
mortal wounds. The first 2
mortal wounds are sufficient to
destroy 1 Intercessor model, so the remaining
mortal wound is lost.
Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Each time a unit containing one or more models with an
[EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (
04.01), for each of those models, you must select:
- All of that model’s [EXTRA ATTACKS] weapons.
- One of that model’s other melee weapons, if possible.
SEE ALSO- Only [EXTRA ATTACKS] weapons 24.11.01
The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form
Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an
X+, that wound is not lost.
Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a
Fights First unit.
See the Resolve Fights First Combats step in the Fight phase (
12.04).
Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form
Firing Deck X. In your
Shooting phase, each time this
TRANSPORT is
selected to shoot, if one or more units are embarked within it, resolve the following sequence:
- Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
- For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
- Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
- Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is
selected to shoot or
selected to fight, after that unit has resolved all of its attacks, make a number of
hazard rolls (
06.03) for that unit equal to the number of
[HAZARDOUS] weapons you selected in the
Select Weapons step.
Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.
In your
Shooting phase, each time an attack is made with a
[HEAVY] weapon, add 1 to the
hit roll if
all of the following apply to the attacking unit:
- That unit is unengaged.
- That unit was not set up on the battlefield this turn.
- No model in that unit has moved more than 3" this turn.
Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops.
Each time this unit
takes to the skies (
21.03), do not subtract 2" from the
maximum distance.
Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an
[IGNORES COVER] weapon, the target cannot have the
benefit of cover against that attack (
13.08), including from rules that give a model or unit the
benefit of cover (e.g.
Stealth).
Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Units containing one or more models with an
[INDIRECT FIRE] weapon can shoot using
indirect shooting (
10.07).
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.
Each time an attack is made with a
[LANCE] weapon, if the attacking model’s unit made a
charge move this turn, add 1 to the
wound roll.
LEADER24.22 / SUPPORT24.23
Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each
leader and
support unit in your army, you can select one friendly
bodyguard unit that unit can
lead. That unit will then
lead that
bodyguard unit for the battle and form an
attached unit with it.
Unless otherwise stated, each
bodyguard unit can only have one
leader unit and one
support unit attached to it.
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a
[LETHAL HITS] weapon results in a
critical hit, you can choose for that attack to automatically wound the target.
Designer’s Note: Choosing to automatically wound the target means that no
wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a
critical wound and so cannot trigger other abilities such as
[DEVASTATING WOUNDS].
Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an
attached unit, this unit is
not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by
[INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.
If this ability takes the form
Lone Operative X", unless part of an
attached unit, this unit is
not visible to enemy models unless they are within
X" of this unit, and it cannot be targeted by
[INDIRECT FIRE] weapons unless the attacking model is within
X" of this unit.
SEE ALSO- Attached units and Lone Operative 24.24.01
Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form
[MELTA X]. Each time a model makes an attack with a
[MELTA] weapon, if the target unit was within half range of that weapon in the
Select Targets step, until the attacking unit’s attacks have been resolved, add
X to that weapon’s
D characteristic.
Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
Some weapons are so rare, or so complex and slow to reload, that they can only be used once.
Each weapon with this ability can only be selected to make attacks with once per battle.
If a
destroyed model is returned to a unit, all of its
[ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.
If a new unit is added to an army, all
[ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
SEE ALSO- Multiple [ONE SHOT] Weapons 24.26.01
Pistols can be wielded even at point-blank range.
[PISTOL] and
[CLOSE-QUARTERS] are identical for all rules purposes. See
[CLOSE-QUARTERS].
Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more
[PRECISION] weapons, at the start of the Allocation Order step (
05.03), if the target unit contains one or more
CHARACTER models
visible to one or more of the attacking models, the active player can select one allocation group that contains one of those
visible CHARACTER models. If they do, until those attacks are resolved, or until that
CHARACTER group is
destroyed (whichever happens first), that
CHARACTER group is the
current allocation group.
24.28.01 Precision and Devastating Wounds
Mortal Wounds inflicted by a
[PRECISION] attack with the
[DEVASTATING WOUNDS] ability are first applied to the
CHARACTER group that was selected for those
[PRECISION] attacks (if that group is not already
destroyed).
Some weapons can channel the bearer’s psychic might to empower their blows.
Each time an attack is made with a
[PSYCHIC] weapon, you can ignore any or all
modifiers to that attack’s
BS or
WS characteristic and any or all modifiers to the
hit roll. Attacks made with
[PSYCHIC] weapons are known as
psychic attacks (this can be important for the triggering of other rules).
Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form
[RAPID FIRE X]. Each time you gather
attack dice for a
[RAPID FIRE] weapon, add
X additional
attack dice if the target unit was within half range of that weapon in the
Select Targets step.
Example: If a
[RAPID FIRE 1] weapon with an
A characteristic of 1 targets a unit that is within half range, you would gather one additional
attack dice for that weapon (for a total of two for that weapon).
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
This ability always takes the form
Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do
one of the following:
- If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
- If that unit is wholly within your deployment zone, it can make a scout move (see below).
- If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (
03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the
benefit of cover against that attack (
13.08).
Monstrous creatures and gigantic engines of war loom over the battlefield like gods given form, striding over combatants and smashing through almost any obstacle that bars their passage.
Each time a unit with this ability makes a
normal,
advance or
fall-back move:
- Models in that unit can move through models (including MONSTER/VEHICLE models, but excluding TITANIC models) and can move horizontally through sections of terrain features that are 4" or less in height.
- Before moving that unit, you can select for all models in that unit to have the MOBILE keyword until that move ends. If you do, when that move ends, roll one D6: on a 1, that unit is battle-shocked.
Designer’s Note: Gaining the MOBILE keyword for the duration of a move will enable models in that unit to move horizontally through dense terrain features (13.06).
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form
[SUSTAINED HITS X]. Each time an attack made with a
[SUSTAINED HITS] weapon results in a
critical hit, that attack results in a number of additional hits on the target as denoted by
X.
Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a
[TORRENT] weapon, that attack automatically hits the target.
24.37.01
[TORRENT] weapons cannot have
[INDIRECT FIRE] or
[PRECISION].
Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a
[TWIN-LINKED] weapon, you can re-roll the
wound roll.
The following rules tell you how to create an army list out of models and units from your Warhammer 40,000 collection.
Start Your Army Roster 25.01
The details of your army must be recorded on an army roster. You can either write this down or use the Warhammer 40,000 app. Players should show their finished army roster to their opponent before battle commences.
Select Army Faction 25.02
Note on your army roster one
faction keyword to be your
army faction.
Select Battle Size 25.03
With your opponent, select one of the battle sizes below. This will determine the total number of points (also known as the points total) each player can spend to build their army. The points values for units can be found in the Warhammer 40,000 app. You will need to refer to these when building your army. The battle size will also determine the total number of Detachment Points (DP) players will have to unlock detachments with, the number of units with the same
datasheet name that they can include in their army, and the number of enhancements that they can include in their army. These are summarised below.
| BATTLE SIZE | Points Total | Detachment Points (DP) | Enhancement Limit | Unit Limit* | | INCURSION | 1000 | 2 | 2 | 2 | | STRIKE FORCE | 2000 | 3 | 4 | 3 |
|
* The unit limit for
BATTLELINE and
DEDICATED TRANSPORT units is double the relevant amount shown above, and every
EPIC HERO has a unit limit of 1, regardless of the battle size.
Fill Your Army Roster 25.04
You will now select your
detachments, units,
WARLORD and
enhancements that will be in your army. You will also attach your
leader and
support units to other units.
When doing so:
- You cannot exceed any of the values presented in the Select Battle Size table (25.03). For example, in an Incursion battle, you cannot select detachments with a combined value of more than 2 DP.
- No unit (including attached units) can have more than one enhancement.
- Your army roster must follow all restrictions placed on it by the rules and units being included in it.
Select Detachments
You can now use your DP to select detachments for your army. You can only select from those available to your
army faction. Each one will give you access to different
force dispositions,
detachment rules,
enhancements and/or
stratagems to use in the coming battle. You cannot select the same
detachment more than once. Record your selected
detachments on your army roster.
Note that some
detachment rules list units and other
detachments that your army either must include or cannot include; you must follow all such rules when building your army for the
detachments you have selected.
Select Units
Select all the units you want to include in your army. You can only select units with your
faction keyword and units available to your
army faction. Each time you include a unit in your army, it can take any wargear or options it has access to. Note on your army roster the number of models in the unit, any wargear and upgrades it has, and its points value.
Select one
CHARACTER unit to be your Warlord’s unit. This must be a unit that has the faction keyword you chose as your
army faction. Then select one
CHARACTER model in that unit to be your Warlord the supreme leader of your army and make a note of this on your army roster. That model gains the
WARLORD keyword. Some units have a rule on their
datasheet stating that they must be your
WARLORD. If you want to include one or more of these units in your army, you must select one of them to be your
WARLORD. Rules that state that a model cannot be your
WARLORD take precedence over ones that require it to be your
WARLORD.
Attach Leaders and Support Units
For each
leader and
support unit in your roster, you can attach them to a
bodyguard unit that they can join, following the rules for Forming Attached Units (
19.01). Each
support unit in your roster must be attached to a
bodyguard unit.
Select Enhancements
Select all of the
enhancements you want to include from the
detachments you selected and give each one to a different unit in your army. When you do, increase those units points values accordingly. The points values for
enhancements can be found on faction pages.
Unless otherwise stated:
- Only CHARACTER units can be given enhancements. If such a unit contains more than one model, select one CHARACTER model in that unit to have that enhancement.
- EPIC HEROES models cannot be given enhancements.
- Your army cannot include more than one of the same enhancement.
Upgrades: Some
enhancements are tagged with ’Upgrade’. Unlike other
enhancements:
- These can be given to non-CHARACTER units.
- You can include up to three of the same Upgrade in your army (the second and third instances of the same Upgrade do not count towards the total number of enhancements in your army, but you must still spend the stated points cost each time).
If you are playing an Incursion battle, you can select a 3DP detachment as your only detachment.