Core Rules

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  Warhammer 40,000 Core Rules
  Warhammer 40,000 Core RulesRulebook11June 2026

Introduction

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!

BASIC RULES

Core Concepts
01

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.

SEE ALSO
  • You 01.01.01

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


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

Datasheets
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 ALSO
PROFILES 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.

Moving
03

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

IF YOU CANNOT SET UP A UNIT
This section explains how to set up your units on the battlefield. While doing so as the result of a move type, if you have to return a unit’s models to their previous positions because it is not possible to set them all up, that unit has not been selected to make that move. This means it can be selected to make a move later, so could either attempt another set up or remain stationary (09.04).

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 COHERENCY
In 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.

WHAT IS COHERENCY?
Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.

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.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

Making Attacks
04

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.


Each time a unit shoots or fights, the active player follows these steps:

1. SELECT WEAPONS
2. SELECT TARGETS
3. RESOLVE ATTACKS

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 SHOOTING
You can select one or more ranged weapons that model has.

WHILE FIGHTING
You must select one melee weapon that model has.

MODELS WITHOUT RANGED/MELEE WEAPONS
A model that does not have any ranged weapons cannot make ranged attacks, and a model that does not have any melee weapons cannot make melee attacks.

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 SHOOTING
Select 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 FIGHTING
Select one or more enemy units to be the targets of that weapon:
  • Each target must be engaged with the model that has that weapon.
  • You cannot select more targets than that weapon’s A characteristic.

SELECTING TARGETS
When shooting or fighting, you can select different targets for each weapon. If you cannot select a target for a weapon, or if you choose not to select a target for a ranged weapon, the model with that weapon will not make attacks with it.

SIDEARMS
Some models are equipped with [CLOSE-QUARTERS] weapons in addition to other firearms. Such models can be an exception to the rules in this section, as you may not be able to select all of their weapons to make attacks with.

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:
  1. Select Enemy Unit: Select one of the enemy units targeted by one or more weapons.
  2. Gather Attack Dice: Select one weapon targeting that unit that has not yet been used to make attacks against it, and gather a number of D6 equal to that weapon’s A characteristic. These are attack dice – each one represents one attack being made by an attacking model with that weapon.

    If one or more other weapons targeting that unit make identical attacks to the selected weapon (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).
  3. Resolve Attack Dice: Resolve the attack sequence (05) for all of the attack dice you just gathered.
  4. Other Attacks: Follow the first of the instructions below that applies:
If there are any weapons targeting the same unit that have not yet been used to make attacks, return to the Gather Attack Dice step.
Otherwise, if there are any weapons with unresolved attacks targeting a different unit, return to the Select Enemy Unit step.
Otherwise, if all weapons have been used to make all of their attacks, this sequence ends and the attacking unit’s attacks have been resolved.

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.

Attack Sequence
05

Whenever models make attacks, you will follow the sequence detailed in this section to find out if they inflict damage.


Each time the active player is instructed to resolve the attack sequence, they follow the steps below. In each step, if there is more than one dice to roll, make all of those rolls simultaneously.

1. HIT ROLLS
2. WOUND ROLLS
3. SAVE ROLLS
4. INFLICT DAMAGE

WHEN DOES THIS SEQUENCE END?
If an attack fails or inflicts damage, this sequence ends for that attack. When all attacks have either failed or inflicted damage, this sequence ends and those attacks have been resolved.

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 characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

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 TOUGHNESSREQUIRED 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 resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01

3. Save Rolls 05.03

The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

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.
  1. 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.
  2. Check Save Roll: For each result, check if that attack inflicts damage or fails by matching the first condition below that applies:

    Unmodified
    INFLICTS DAMAGE
    Invulnerable Save: The models in the current allocation group have an InSv characteristic, 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 resultINFLICTS DAMAGE

  3. Resolve Damage: If that attack inflicts damage, the selected model loses a number of wounds equal to that attack’s D characteristic. If this reduces that model’s remaining wounds to 0 or fewer, it is destroyed.

CURRENT ALLOCATION GROUP
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.

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

Attack Sequence Examples

MAKING ATTACKS
1. SELECT WEAPONS
The RED unit is attacking. The following weapons are selected to make attacks with:
  • 2 boltguns (B)
  • 2 bolt pistols (BP)
  • 1 heavy bolter (HB)

2. SELECT TARGETS
The BLUE unit is selected as the target. The unit is visible 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 ATTACKS
There is only one enemy unit being targeted, so the controlling player now gathers attack dice:
  • Five attack dice are gathered for the boltguns and bolt pistol, which have A characteristics of 2 and 1 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 ROLLS
The controlling player chooses to make the five hit rolls for the boltguns and bolt pistol first. The BS characteristic of the weapons is 3+. Four of the attacks hit the target.

2. WOUND ROLLS
The controlling player makes four wound rolls. The weapons have an S characteristic of 4 and the target unit has a T characteristic of 3, so rolls of 3+ are required to wound. Three of the attacks wound the target.

3. SAVE ROLLS
The target unit’s controlling player makes three save rolls.

4. INFLICT DAMAGE
  • The lowest result is less than both the InSv and Sv characteristics of the target, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
  • The next lowest result is less than the target’s InSv characteristic, but greater than its Sv characteristic of 3+; that attack fails.
  • The other result is greater than the target’s InSv characteristic of 5+; that attack also fails.

RESOLVING OTHER ATTACKS
1. HIT ROLLS
The controlling player then makes three hit rolls for the heavy bolter. The BS characteristic of the weapon is 4+. Two of the attacks hit the target.

2. WOUND ROLLS
The controlling player makes two wound rolls. The weapon has an S characteristic of 5, so rolls of 3+ are required to wound. Both attacks wound the target.

3. SAVE ROLLS
The target unit’s controlling player makes two save rolls.

4. INFLICT DAMAGE
  • The lowest result, when modified by the attacking weapon’s AP characteristic of -1, is less than the target’s Sv characteristic of 3+, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which destroys it.
  • The other result is equal to the target’s InSv characteristic of 5+; that attack fails.

ATTACKING ATTACHED UNITS
1. SELECT WEAPONS
The RED unit is attacking. The following weapons are selected to make attacks with:
  • 7 boltguns (B)
  • 1 plasma pistol (PP)
  • 2 heavy bolters (HB)

2. SELECT TARGETS
The BLUE unit is selected as the target. It is an attached unit (19) formed from a Seraphim unit and Saint Celestine (with her two Geminae Superia). The unit is visible to all models in the attacking unit, and all of the selected weapons are in range.

3. RESOLVE ATTACKS
There is only one enemy unit being targeted, so the controlling player now gathers attack dice. They decide to resolve the heavy bolter attacks first, which each have an A characteristic of 3, 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 REPEAT

Other Concepts
06

This 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:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

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.

THE BATTLE ROUND

The Battle Round
07

Games of Warhammer 40,000 are played in a series of battle rounds. This section describes the structure of the battle round, defining the order in which players take turns to move their units and make attacks with them.


Each battle round is resolved by following these steps:

1. START OF BATTLE ROUND
2. PLAYER TURNS
3. END OF BATTLE ROUND

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:
  1. First resolve rules triggered at this point other than mission rules.
  2. Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.

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 STEP
Rules that are triggered at the start of a turn are resolved now.

2
COMMAND PHASE
You marshal strategic resources and check your units’ morale.

3
MOVEMENT PHASE
Your units move across the battlefield and strategic reserves arrive.

4
SHOOTING PHASE
Your units make attacks with their ranged weapons.

5
CHARGE PHASE
Your units make charge moves to engage the enemy.

6
FIGHT PHASE
Both players’ units make attacks with their melee weapons.

7
END OF TURN STEP
Rules 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.

Command Phase
08

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).

COMMAND POINTS
Command Points are a valuable resource you can spend to use stratagems (15). The Gain Core CP step ensures that both players gain 1CP each turn. While these are termed Core CP here, they are Command Points like any other. Other rules sometimes mention ‘Core CP’ when referring to these Command Points.


SEE ALSO
  • Command Points 08.02.01

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:
  1. First resolve rules triggered at this point other than mission rules.
  2. Both players then consult their mission; if one or both players have achieved any aspects of their mission that are triggered at this point, resolve them now.

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.

Movement Phase
09

In the Movement phase, you will be able to move each of your units across the battlefield. Reinforcements can also arrive in this phase to bolster your forces.


The Movement phase is resolved by following these steps:

1. START OF MOVEMENT PHASE
2. MOVE UNITS
3. END OF MOVEMENT PHASE

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

SELECTING UNITS TO MOVE
When the Move Units step ends, the active player must have selected all of their units to make a move with, including those in strategic reserves. This means that before the phase ends, every unit in their army will have been selected to make a move, even if it is to remain stationary.

Move types are marked with this icon.

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.

REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.

09.05.01 More Than One Normal Move in a Phase

A unit cannot make more than one Normal Move in a phase.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
FALL-BACK MOVE09.07
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.

Shooting Phase
10

In the Shooting phase, your units will take aim and use their ranged weapons to fire at their chosen targets.


The Shooting phase is resolved by following these steps:

1. START OF SHOOTING PHASE
2. SHOOT
3. END OF SHOOTING PHASE

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

Shooting types are marked with this icon.

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.

NORMAL SHOOTING10.04
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.
ASSAULT SHOOTING10.05
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.
INDIRECT SHOOTING10.07
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.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.

Charge Phase
11

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.


The Charge phase is resolved by following these steps:

1. START OF CHARGE PHASE
2. CHARGE
3. END OF CHARGE PHASE

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.
  1. Declare Charge: Select one friendly unit that has not declared a charge this phase and is eligible to declare a charge (see below). That unit declares a charge.

    A unit is eligible to declare a charge if it is on the 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.
  2. Make Charge Roll: Make a charge roll by rolling 2D6: the result is the maximum distance for the charge move.
  3. Attempt Charge: If it is possible to make a charge move, and if you still want to, make a charge move with that unit (see below). Otherwise, your unit does not make a charge move. In either case, the charge is then resolved.

FAILED CHARGES
Note that, in the absence of modifiers to the charge roll, a result of 2 (a double 1) is never sufficient for a unit to complete a charge move, as a unit cannot be within engagement range (2") when it attempts a charge. Such a roll would therefore result in a failed charge, and the unit would not move.

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.

CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).

MAKING A CHARGE MOVE
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.

Fight Phase
12

In the Fight phase, both players get to act. First, units will pile in to maximise the number of models that are engaged, then all the combatants will make melee attacks, before units consolidate their position.


The Fight phase is resolved by following these steps:

1. START OF FIGHT PHASE
2. PILE IN
3. FIGHT
4. CONSOLIDATE
5. END OF FIGHT PHASE

1. Start of Fight Phase 12.01

Rules that are triggered at the start of the Fight phase are resolved now.

DO UNITS HAVE TO FIGHT?
Yes, you have to fight with all units that can, but you don’t have to pile in or consolidate with a unit if you don’t want to.

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.

PILE-IN MOVE12.03
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:
  1. 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.
  2. 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.

Fight types are marked with this icon.


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:

NORMAL FIGHT12.05
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit fights as described in Making Attacks (04).

OVERRUN FIGHT12.06
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).

OVERRUN FIGHTS
When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).

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

OVERRUN FIGHT
  1. The BLUE player has no Fights First units, so the RED player selects their next unit.
  2. 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.
  3. 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.

CONSOLIDATION MOVE12.08
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.

NEW FOES TO FACE
While using the engaging consolidation mode, your unit can end its consolidation move engaged with enemy units that have not yet fought this phase. If so, each of those enemy units will have an opportunity to fight your unit, so think carefully about how aggressively you want to move your unit using this mode.

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.

BATTLEFIELDS AND TACTICS

Terrain
13

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.

CREATING YOUR OWN BATTLEFIELD
Don’t worry if your battlefield doesn’t match a mission’s terrain category requirements; just do the best with the terrain features you have. If a mission does not provide you with guidance, it will be up to the players to decide how to create their battlefield. When doing so, keep in mind that dense terrain features have the greatest impact on visibility and movement. Battlefields with too few dense terrain features can advantage armies that rely on shooting, or disadvantage armies that rely on melee. Also remember to leave sufficient room around dense terrain features for larger models such as MONSTERS/VEHICLES to manoeuvre, especially near the edges of the battlefield.

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.

PLUNGING FIRE
As well as gaining superior lines of sight, models that ascend tall terrain features can benefit from the Plunging Fire rule (22.05).

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.

SOLID TERRAIN
If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.

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
14

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 anobjective 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.

HOLD AT ALL COSTS
Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army.

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
15

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:
  1. Select targets as described in that stratagem.
  2. Reduce your CP total by the CP cost listed in that stratagem. If that stratagem contains a section that carries an additional CP cost (e.g. +1CP), you can only use that additional section if you increase the CP cost of that stratagem by the amount shown. If you do not have enough CP remaining, you cannot use that stratagem.
  3. Resolve the effects of that stratagem.

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

Used in:
Your turn

Used in:
Opponent’s turn

COMMAND RE-ROLL15.02
1CP
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).
EPIC CHALLENGE15.03
1CP
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.
INSANE BRAVERY15.04
1CP
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.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
CRUSHING IMPACT15.06
1CP
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:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the 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).
RAPID INGRESS15.07
1CP
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.
FIRE OVERWATCH15.08
1CP
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.
SNAP SHOOTING15.09
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.
SMOKESCREEN15.10
1CP
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
16

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.

WHERE TO FIND ACTIONS
The actions players can use can be found in other publications such as mission packs. All players can use core actions, while other actions may have restrictions such as army faction.

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.

ADVANCED RULES

Monsters and Vehicles
17

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).

SHOOTING WHILE ENGAGED WITH MONSTERS/VEHICLES
A unit that is engaged with an enemy MONSTER/VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER/VEHICLE unit, unless that unit is eligible to shoot while engaged (e.g. because it is using close-quarters shooting).


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.

Transports
18

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


DISEMBARK MOVE18.04
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.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

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.

Attached Units
19

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/RULEAPPLIES TO THE ATTACHED UNIT UNTIL
Leader/support unitThe 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.

SEE ALSO
  • Revived 01.02.03

ONLY IN DEATH DOES DUTY END
Leader and support units often have abilities that make the models they are leading more powerful. In the same way, some bodyguard units’ abilities can enhance the power of those leading them. The rules on the left mean that once the models conferring such effects are destroyed, that attached unit does not continue to benefit from them. Should those models later be revived, however, those abilities will once more apply to their attached unit.

Strategic Reserves
20

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.

SEE ALSO
  • Reserves 20.01.01

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.

INGRESS MOVE20.04
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

Flying and Surging
21

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.

SURGE MOVE21.02
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
    • This Riptide Battlesuit can FLY. It makes an advance move with a maximum distance of 16".
    • 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.

    Other Rules and Abilities
    22

    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
    23

    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.

    REFERENCE

    Core Abilities
    24

    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+]).

    [ANTI]24.03

    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+.

    [ASSAULT]24.04

    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).

    [BLAST]24.05

    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).

    [CLEAVE]24.06

    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).

    [CLOSE-QUARTERS]24.07

    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.

    DEADLY DEMISE24.08

    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.
    DEEP STRIKE24.09

    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.

    [EXTRA ATTACKS]24.11

    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

    FEEL NO PAIN24.12

    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.

    FIGHTS FIRST24.13

    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).

    FIRING DECK24.14

    Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

    This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
    1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
    2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
    3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
    4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.

    [HAZARDOUS]24.15

    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]24.16

    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.

    HOVER24.17

    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.

    [IGNORES COVER]24.18

    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]24.19

    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).

    INFILTRATORS24.20

    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.

    [LANCE]24.21

    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.

    [LETHAL HITS]24.23

    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].

    LONE OPERATIVE24.24

    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]24.25

    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.

    [ONE SHOT]24.26

    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

    [PISTOL]24.27

    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]24.28

    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).

    [PSYCHIC]24.29

    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]24.30

    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).
    SCOUTS24.31

    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.

    SCOUT MOVE24.32
    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.

    STEALTH24.33

    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).

    SUPER-HEAVY WALKER24.35

    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).

    [SUSTAINED HITS]24.36

    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]24.37

    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].

    [TWIN-LINKED]24.38

    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.

    Muster Armies
    25

    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 SIZEPoints TotalDetachment Points (DP)Enhancement LimitUnit Limit*
    INCURSION1000222
    STRIKE FORCE2000343

    * 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.
    01.01.01 You
    If a rule refers to ‘you’, it is referring to you the person, as the controlling player.
    01.02.01 Starting Strength and Half-Strength
    The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

    Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

    UNIT STRENGTH
    STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
    BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
    AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
    BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

    Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

    SOME UNITS CANNOT BE AT HALF-STRENGTH
    If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
    01.02.02 Persisting Rules Effects
    Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

    If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

    If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

    If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
    01.02.03 Revived and Adding Models to a Unit
    When a rule revives, resurrects, returns or adds models to a unit, the specified number of models are added to the unit.
    • If a rule revives, resurrects or returns models to a unit, it does so through destroyed models from that unit.
    • This cannot expand a unit beyond its starting strength.
    • Unless otherwise stated, such models are added with all wargear and enhancements they started the battle with, and with their full W remaining.
    Models returned to a unit on the battlefield must be set up as follows:
    • They must be set up in coherency with models in that unit that started that phase on the battlefield.
    • They can be set up engaged with one or more enemy units, but only if those enemy units were already engaged with the unit that model is being returned to.

    If a leader or support model in an attached unit is destroyed and subsequently revived, they are still part of that attached unit and they must be returned to it if possible.

    When a model revives, resurrects, returns or is added to an embarked unit, if that TRANSPORT has sufficient remaining transport capacity for that model, that model is returned to that unit and is embarked. Otherwise, that model is destroyed, but it does not trigger rules that apply when a model is destroyed.
    01.02.04 Not On The Battlefield
    A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
    • That unit is not visible to any other units (units are visible to themselves).
    • Any other unit is not visible to that unit.
    • Players cannot measure distances to or from that unit (units are within range of their own abilities).

    This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

    Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

    The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
    01.02.05 Other Model / Unit
    When a rule refers to models or units ‘other’ than the one with that rule (or one already mentioned by that rule), it means a different model or unit to that original one.

    Different instances of the same datasheet are still considered to be ‘other’ units.
    01.02.06 Splitting Units
    Some rules allow you to split units into smaller units (e.g. the Transport ability of Drukhari Venoms). When using such rules:
    • The same models can only be subdivided in this way once (e.g. those smaller units cannot themselves be split further).
    • If a rule is used to split a unit into multiple units before the battle, the starting strength of each individual unit is changed to be equal to the number of models in that unit.
    01.02.07 Describing Units
    When a rule mentions a unit, it may have a descriptor for the unit (e.g. TERMINATOR unit, hidden unit, battle-shocked unit, visible unit, controlling unit). For such descriptors to apply to a unit, that unit must have at least one model in that unit that meets that descriptor.

    This does not give that rule to every model in the unit, unless that rule specifically states that it gives that rule to the unit, in which case every model in that unit gains that rule, as described in Units and Models (01.02).

    Example: A hidden unit would be a unit that has a model in it that is hidden.
    01.02.08 A (Unit/Model/Object)
    Some rules may refer to ‘a’ unit/model/object without specifying an exact number. In such cases, the meaning is ’one or more’, rather than exactly one.

    Example: If a rule has a condition that requires a unit to be ‘within range of an objective’, that condition is still met if that unit is within range of more than one objective.
    01.02.09 Tokens
    Tokens are gaming aids that some rules instruct you to place next to model/unit to remind you and your opponent that a model/unit either has a limited-use ability or is under the effects of a particular rule. Tokens are not counted as models for any purposes (even if they are being represented by a model). If another model needs to move into the space occupied by a token, reposition the token to allow that move to be made.
    01.02.10 Adding a new unit to your army
    Some rules add a new unit to your army during a battle. That unit’s starting strength is determined when it is added to your army, but is otherwise determined in the same way as for other units.
    01.02.11 All Types of Model
    When a rule mentions ‘all types of model’, this is inclusive of friendly and enemy models and all keywords, e.g. MONSTER/VEHICLE models.
    17.02 Frame
    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.
    01.03.01 Player’s Rules
    During the game, players will sometimes need to know which rules are theirs, as opposed to their opponent’s. The following are considered a player’s rules:
    • Any army rules they have.
    • Any detachments in their army.
    • Any stratagems they use.
    • Any enhancements that units or models in their army have.
    • Any abilities or rules found on their units’ datasheets.
    • Rules that have restrictions (e.g. ‘Once per battle/turn/phase’) only apply to the player whose rule it is.

    Some missions may introduce additional rules that take effect in the battle. Where this is the case:
    • If the rule is used by a player, it is treated as one of that player’s rules.
    • If it is not used by a player, and always takes effect, such a rule is resolved before any of the active player’s rules, in an order of their choosing.
    01.03.02 Rules Sequencing
    At any point in the game, the players will have rules that they can or must use, which may occur at the same time another player can or must use a rule. Unless otherwise stated, these are activated in the following order:
    1. All of the active player’s rules that must be used, in an order of their choosing.
    2. All of the active player’s rules that they can optionally use and wish to use, in an order of their choosing.
    3. All of the opposing player’s rules that must be used, in an order of their choosing.
    4. All of the opposing player’s rules that they can optionally use and wish to use, in an order of their choosing.

    If another rule could be used after a rule has resolved during this sequence but before other rules in that same timing have resolved, those new rules do not trigger until all the remaining rules to be resolved in that same timing have been resolved.

    Example: The active player’s unit has an ability enabling it to make a normal move after it has shot. An enemy unit targeted by that unit has an ability enabling it to shoot back at a unit that shot at it. The active player’s rule is resolved first, followed by the opposing player’s rule.
    01.04.01 Within / Wholly Within
    Rules in Warhammer 40,000 will often apply to models or units that are within or wholly within a certain distance. The following definitions explain what these terms mean:
    • Within: If a rule says it applies ‘within’ a specified distance, it applies at any distance that is not more than that distance. For example, within 1" means any distance that is not more than 1" away
    • Model/Unit Within: A model is within a specified distance if any part of its base is within that distance. A unit is within a specified distance if one or more of its models are within that distance.
    • Model/Unit Wholly Within: A model is wholly within a specified distance if every part of its base is within that distance. A unit is wholly within if every model in that unit is wholly within the specified distance. A model with the FRAME keyword is wholly within a specified distance if all parts of that model are within the specified distance.

    Example: A model is wholly within a terrain area if no part of its base extends beyond the footprint of that terrain area. A unit is wholly within a specified distance if every model in that unit is wholly within that distance.
    01.04.02 Closest Or Nearest Model/Unit
    When a rule refers to the closest or nearest model or unit, this is the closest model or unit to the model or unit using that rule.

    If two or more are equally close, the controlling player of the model or unit using that rule selects which is the closest for the purposes of that rule.
    01.04.03 As Close As Possible
    • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
    • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
    • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
    • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
    01.04.04 Base Contact or Base to Base Contact
    When two models’ bases are touching, they are in base contact – also known as base-to-base contact – and are as close as possible (01.04.03).

    When moving a model from your army into base contact with an enemy model during a move, if that enemy model overhangs its base such that it is not physically possible to be in base contact with that model, until the end of the turn, those models are considered to be in base contact with each other while all of the following are true:
    • The distance your model could move was sufficient to move it into base contact with the enemy model if there was no overhang.
    • The models are as close as possible together.
    • Any part of one model is within 1" of any part of the other model.
    01.04.05 Table Quarters
    When a rule refers to a table quarter, or table quarters, divide the battlefield with imaginary lines 1mm thick drawn lengthwise and widthwise through the centre of the battlefield to create four equal rectangles. These rectangles are the table quarters.
    01.05.01 Automatically Successful/Passes/Hits/Wounds
    When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

    Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

    Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
    01.05.02 Re-rolls
    Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. When a rule lets you re-roll one or more dice, the following points apply:
    • If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then you must re-roll all of those dice again.
    • You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
    • A re-rolled dice is still considered to be a dice roll and, as such, any rules that can be triggered by a dice roll can also be triggered by a re-rolled dice.
    01.05.03 Modifying Dice Rolls
    See Modifiers (02.02.01).
    01.05.04 Ignoring Roll Modifiers
    See Ignore Modifiers (02.02.02)
    01.05.05 Roll Off
    Some rules instruct players to roll off.
    • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
    • If there is a tie for the highest roll, roll off again.
    01.05.06 Doubles Or Triples
    When making a dice roll, a double is a roll that includes any two dice of the same result, and a triple is a roll that includes any three dice of the same result.
    01.05.07 Highest or Lowest Dice Result
    If a rule refers to the highest dice result and a dice roll involves multiple dice, if more than one of those dice have the same value, and that value is the highest, the active player must select one of those dice to be the highest dice result.

    If a rule refers to the lowest dice result and a dice roll involves multiple dice, if more than one of those dice have the same value, and that value is the lowest, the active player must select one of those dice to be the lowest dice result.
    01.05.08 Treated As, Set To (Dice Roll)
    When a dice result is ‘treated as’ or ‘set’ to another value, any rules that would take effect if that value had been rolled take effect.

    This may result in a value that is greater than a value that could be rolled on a D6 dice.
    01.06 Leadership Rolls
    To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
    01.07.01 Battlefield Morale
    The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
    01.07.02 Battle-shock Test
    The term Battle-shock test is the same as battle-shock roll.
    02.01.01 Datasheet Name and Keywords
    As well as the keywords listed in each datasheet’s Keywords section, each datasheet name acts as an additional keyword for that unit.
    05.04.04 Destroyed
    Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

    When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

    Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
    What are Modifiers?
    Many rules in the game modify a value, characteristic or roll elsewhere in the game. A rule that does so is known as a modifier. A value that has been changed is a modified rule (e.g. modified characteristic, modified roll, modified value, etc).

    One of the most common ways for modifiers to be presented is as +1 or -1 to a characteristic, roll or value.

    If the rule has +1 to a characteristic, it improves it by the value after the ‘+’ symbol.

    Example: ‘This weapon has +1 AP’ would improve an AP characteristic of -2 to -3.

    If the rule has -1 to a characteristic, it worsens it by the value after the ‘-’ symbol.

    Example: ‘This unit has -1 Sv’ would worsen a Sv characteristic of 3+ to 4+.
    02.02.02 Ignore Modifiers
    Some rules enable a player, weapon, model or unit to ignore modifiers. When using such rules, the following points apply:

    Unless otherwise stated, that rule allows you to ignore modifiers to the unit’s rolls and the unit’s profile and weapon characteristics.

    When a rule states you can ignore modifiers to a stated roll or characteristic, you can choose to ignore all of those modifiers, or only some of them. For example, you can still choose to apply positive/beneficial modifiers while ignoring negative/detrimental modifiers.

    Example: Your unit can ignore characteristic modifiers and is under the effect of +2" M and -2" M. You can choose to ignore the -2" M, meaning that unit’s M characteristic will only be modified by the +2" M.

    Example: Your unit’s ranged attacks can ignore roll modifiers and are under the effect of +1 to hit rolls and -1 to hit rolls. You can choose to ignore the -1 to hit rolls, meaning those attacks will only be affected by the +1 to hit rolls.
    02.02.03 Random Characteristics
    Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

    Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

    Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

    When determining a random D characteristic, the dice roll made is called a damage roll.

    Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

    Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
    02.02.04 Healing Or Regaining Lost Wounds
    When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
    • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
    • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
    This cannot cause a model to have more wounds remaining than it started the battle with.

    If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
    02.02.05 Full Wounds Remaining
    A model has its full wounds remaining if it has the same number of wounds remaining as its W characteristic.
    02.02.06 Characteristic Modifiers & Modified Characteristics
    See Modifiers (02.02.01).
    22.01 Aura Abilities
    Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’.

    While a model with an aura ability is on the battlefield, it is always within range of its own aura ability.

    A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.
    22.02 Faction Abilities
    Some abilities are common to each unit that belongs to a particular faction – these are faction abilities (also known as army rules), and are listed in the Faction Abilities section of a datasheet.

    Unless otherwise stated, a unit’s faction abilities only apply if the army faction you selected while mustering your army matches a faction keyword listed on that unit’s datasheet.
    22.03 Psychic Abilities
    Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
    22.04 Wargear Abilities
    Abilities that are gained when a unit (or one of its models) has a particular item of wargear are wargear abilities, and are listed 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.
    02.03.01 Rules With Multiple Conditions And Effects
    Some rules have multiple conditions, with the second, more specific condition conferring an improved rule, either instead of the first condition’s rule or as well as it. Such rules require both the first condition and the second condition to be satisfied for the improved rule to apply.

    For example, an ability reads: ‘This unit’s ranged attacks that target the closest eligible target can:
    • Re-roll hit rolls of 1.
    • Or:If that target is within range of an objective your opponent controls, re-roll hit rolls.’
    In order for those attacks to re-roll hit rolls, that target must be both the closest eligible target and within range of an objective your opponent controls.
    02.06.01 Bearer
    The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
    02.04.01 Weapons With No Strength
    If a weapon has no S characteristic (because it is ’-’, or for any other reason) and a rule interacts with that weapon’s S, that weapon has S 1 for that interaction.
    02.05.01 Using Keywords & Mixed Keywords in Units
    When using keywords, the following points apply:
    • A unit has all the keywords of all models in that unit. A model only has its own keywords.
    • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
    • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
    • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
    • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
    • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
    • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
    • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
    • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
    • Singular and plural instances of the same keyword function in the same way.
    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.
    18.02 Embarking
    Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
    • Each model in that unit is within 3" of that TRANSPORT.
    • That unit was not set up on the battlefield this turn.
    • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
    • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

    When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

    SEE ALSO
    • Not on the Battlefield 01.02.04
    02.06.02 Unit's Equipment
    When a rule refers to a unit’s equipment, it refers to all of the wargear equipped by models in that unit.
    03.01.01 Different Move Characteristics
    When making a move type whose maximum distance uses the unit’s M characteristic, if different models in the moving unit have different M characteristics, the maximum distance for that move will be different for those models.

    Example: If a unit makes a normal move and all models in that unit have an M characteristic of 6" except for one model with an M characteristic of 9", that model’s maximum distance for that move is 9", while the other models’ maximum distance is 6". While that unit is making that move, all other restrictions must be met.
    03.01.02 Moving Over Or Through Models
    Some models have a rule that enables them to ‘move over models’, ‘move through models’ or ‘move over models as if they were not there’ when making a move. When moving a model with such a rule, it can make its move through enemy models, but must follow all other restrictions of the move they are making.
    03.01.03 Random Movement
    See Random Characteristics (02.02.03)
    03.01.04 When Moving Up To
    Some rules allow a unit to make a stated <move type> of up to X". That stated distance is the maximum distance for that move.
    03.03 Coherency
    A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
    • Within 2" horizontally and 5" vertically of at least one other model in that unit.
    • Within 9" horizontally and 5" vertically of every other model in that unit.

    REGAINING COHERENCY
    In the End of Turn step of each player’s turn, if one or more 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.

    WHAT IS COHERENCY?
    Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.

    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.
    13.06.01 Solid Terrain and Movement
    If a terrain feature has the Solid rule (13.11), as dense terrain features do, a model cannot end a move such that any part of it is through any enclosed part of that terrain feature that is 3" or less from ground level – not even through small openings such as doors and windows. This ensures that protruding elements of models cannot be used to circumvent the visibility restrictions of the Solid rule.
    13.06 Terrain and Movement
    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
    03.04 Engagement
    A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
    • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
    • While a unit contains no engaged models, that unit is unengaged.

    WHAT IS ENGAGEMENT?
    While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

    ENGAGEMENT
    These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
    ADVANCE MOVE09.06
    MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
    ELIGIBLE IF: Your unit is on the battlefield and unengaged.
    EFFECT: Your unit moves as described in Moving (03).
    BEFORE MOVING: Make an advance roll by rolling one D6.
    AFTER MOVING:
    FIGHTS FIRST24.13

    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).
    CHARGE MOVE11.04
    MAXIMUM DISTANCE: Charge roll.
    ELIGIBLE IF: Your unit declared a charge this phase.
    EFFECT: Your unit moves as described in Moving (03).
    BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
    WHILE MOVING:
    • Each model must end its move closer to one or more charge targets.
    • Each model that can end its move within 1" of one or more charge targets must do so.
    • Each model that can end its move engaged with one or more charge targets must do so.
    AFTER MOVING:
    • Your unit must be engaged with all of the charge targets.
    • Your unit cannot be engaged with one or more enemy units that are not charge targets.
    • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
    CONSOLIDATION MOVE12.08
    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.
    06.03 Hazard Rolls
    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.
    FALL-BACK MOVE09.07
    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:
    NORMAL MOVE09.05
    MAXIMUM DISTANCE: Your unit’s M characteristic.
    ELIGIBLE IF: Your unit is on the battlefield and unengaged.
    EFFECT: Your unit moves as described in Moving (03).
    AFTER MOVING: Your unit must be unengaged.
    INGRESS MOVE20.04
    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.
    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.
    REMAIN STATIONARY09.04
    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.
    DISEMBARK MOVE18.04
    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.
    RAPID DISEMBARK
    When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
    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.
    OVERRUN FIGHT12.06
    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).

    OVERRUN FIGHTS
    When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
    PILE-IN MOVE12.03
    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.
    SCOUT MOVE24.32
    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.
    Surge Move
    SURGE MOVE21.02
    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.
    03.02.01 If You Cannot Set Up a Unit
    While having to set up a unit as the result of a move type, if you have to return a unit’s models to their previous positions because it is not possible to set them all up, that unit has not been selected to move. This means it can be selected to move later, so could either attempt another set up or remain stationary (09.04).
    03.02.02 Setting Up Large Models
    If a model cannot meet all of its set up restrictions because it is too large, consult the relevant section below:

    During Deployment: If a model is so large that its base cannot physically be set up wholly within your deployment zone, it must be set up so that it is touching your battlefield edge. During a turn in which such a large model is set up on the battlefield, that model’s unit cannot do any of the following:
    Some large models, typically AIRCRAFT, have wings and other parts that extend significantly beyond their base. Such models can overhang a deployment zone if it is not possible to set them up otherwise, but when setting them up, their base must still be wholly within that deployment zone.

    From Strategic Reserves: If a model is so large that its base cannot physically be set up wholly within the distance required of the battlefield edge, it must be set up so that it is touching a battlefield edge. During a turn in which such a large model is set up on the battlefield (excluding AIRCRAFT models), that model’s unit cannot do any of the following:
    • normal/advance/fall-back/charge move.
    • Make any attacks with ranged weapons.
    Some large models, typically AIRCRAFT, have wings and other parts that extend significantly beyond their base. Such models can overhang a battlefield edge if it is not possible to set them up otherwise, but when setting them up, they must still be more than 8" away from all enemy units.

    Disembarking from a Transport: When a unit disembarks from a TRANSPORT, it must be set up wholly within 3" of that model. If a disembarking model is so large that it is not possible to set it up wholly within 3" (typically because it is itself larger than 3" in all directions), set that model up with its base within 1" of that TRANSPORT’s base (or hull), and not engaged with any enemy units.
    03.02.03 Redeployments
    When a player uses a rule that lets them redeploy their unit, they remove that unit from the battlefield, then deploy it again using all the normal rules (e.g. if all the models in the redeploying unit have the Infiltrators ability, that unit can be set up using that ability).
    [LETHAL HITS]24.23

    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].
    Hit Roll
    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 characteristicHIT
    Any other resultFAILS

    CRITICAL HITS
    Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
    [BLAST]24.05

    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).
    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.
    [CLOSE-QUARTERS]24.07

    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.
    [EXTRA ATTACKS]24.11

    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.
    04.01.01 Models Without Ranged/Melee Weapons
    A model that does not have any ranged weapons cannot make ranged attacks, and a model that does not have any melee weapons cannot make melee attacks.
    04.01.02 Sidearms
    Some models are equipped with [CLOSE-QUARTERS] weapons in addition to other firearms. Such models can be an exception to the rules in this section, as you may not be able to select all of their weapons to make attacks with.
    04.01.03 Multiple Weapon Profiles
    In the Select Weapons step (04.01), if a selected weapon has more than one profile, then the controlling player must also select one of those profiles. The selected profile is then used in the Resolve Attacks step (04.03).

    Some of these profiles are known as Hunter profiles. Hunter profiles can only target units with the specified keywords.

    Note that if a unit is equipped with more than one such weapon, a different profile can be selected for each model within that unit.
    04.01.04 Attack Characteristics and Abilities
    When making an attack, that attack is considered to have the same characteristics and abilities as the weapon making that attack.

    If any modifiers or abilities apply to an attack, those changes apply to the weapon making that attack until that unit’s attack sequence and all effects of those abilities (e.g. [Hazardous]) have been resolved.

    Rules that apply to a weapon that modify rolls apply to the attacks made with that weapon.
    04.01.05 Selected to Attack
    Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
    06.01 Visibility
    Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

    Other models and units can be either visible or fully visible to the observing model, as shown 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.
    04.02.01 Selecting Targets
    When shooting or fighting, you can select different targets for each weapon. If you cannot select a target for a weapon, or if you choose not to select a target for a ranged weapon, the model with that weapon will not make attacks with it.
    04.02.02 Against An Attack
    Rules that are triggered ‘against’ certain attacks are triggered after the attacking unit has completed the Select Targets step (04.02), provided all other qualifiers are met (e.g. concerning the characteristics of the attacking unit or its weapons).

    Rules that are triggered when an attack is ‘allocated’ to a unit are triggered in step 1 of the Inflict Damage step (05.04).
    04.02.03 Single Target
    When a model or unit attacks with one or more weapons, if all of the attacks made with those weapons target the same unit, that model or unit is said to be shooting at, fighting or targeting a single target.
    04.03.01 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.
    04.03.02 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.
    04.03.03 Target No Longer Eligible Or Viable
    If a unit that was an eligible target for a rule or attack when it was selected stops being an eligible target (for example, because a rule enables it to make an out-of-phase move that takes it out of range), the controlling player can select new targets.
    04.03.04 Shot
    When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

    When all of a model’s ranged weapons have shot, that model has shot.

    When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

    If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
    04.03.05 Fought
    When all of the attacks made with a melee weapon have been resolved, that weapon has fought.

    When all of a model’s selected melee weapons have fought, that model has fought.

    When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.

    If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
    04.03.06 Finished Making Its Attacks
    When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.
    [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.
    05.02.01 Multiple Toughness Characteristics
    When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
    • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
    • Use the highest T characteristic amongst models in that unit that are on the battlefield.
    Wound Roll
    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 TOUGHNESSREQUIRED 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 resultFAILS

    CRITICAL WOUNDS
    Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


    SEE ALSO
    • Multiple Toughness Characteristics 05.02.01
    Save Rolls
    The opposing player resolves the following sequence:
    1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
      • One group for each CHARACTER model.
      • One group for all other models with the same W, Sv and InSv characteristics.
    2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
      • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
      • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
      • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
    3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
    Inflict Damage
    The opposing player resolves the following sequence for each save roll, working from lowest result(s) to highest result(s), until all attacks are resolved or all models in the target unit are destroyed – in the latter case, any excess attacks are lost.
    1. Select Model: Select one model in the current allocation group (see below); this must be a model that has lost one or more wounds if possible.
    2. Check Save Roll: For each result, check if that attack inflicts damage or fails by matching the first condition below that applies:

      Unmodified
      INFLICTS DAMAGE
      Invulnerable Save: The models in the current allocation group have an InSv characteristic, 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 resultINFLICTS DAMAGE

    3. Resolve Damage: If that attack inflicts damage, the selected model loses a number of wounds equal to that attack’s D characteristic. If this reduces that model’s remaining wounds to 0 or fewer, it is destroyed.

    CURRENT ALLOCATION GROUP
    The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
    When Modifying Characteristics

    When Modifying Characteristics

    When modifying characteristics, unless otherwise stated, the following points also apply:
    • Characteristics of ‘-’, ‘*’ and ‘N/A’ can never be modified.
    • Rules that modify a model’s WS and/or BS characteristic modify the WS and/or BS characteristic of every weapon equipped by that model.
    • After all modifiers have been applied:
      • M cannot be less than 1"".
      • T cannot be less than 1.
      • Sv cannot be 1+ or better.
      • InSv cannot be 1+ or better.
      • Ld cannot be 4+ (or better) or 9+ (or worse).
      • OC cannot be less than 0 or ‘-’.
      • Range characteristics cannot be less than 1".
      • A cannot be less than 1.
      • WS cannot be 1+ (or better) or 7+ (or worse).
      • BS cannot be 1+ (or better) or 7+ (or worse).
      • S cannot be less than 1.
      • AP cannot be worse than 0.
      • D cannot be less than 1.

    When these terms are used in rules, the affected characteristics are being modified, and the following points apply:
    • Improving WS, BS, Sv and Ld: When improving a WS, BS, Sv or Ld characteristic, subtract the appropriate amount from the number before the plus sign, e.g. improving a WS of 3+ by 1 would result in a WS of 2+.
    • Worsening WS, BS, Sv and Ld: When worsening a WS, BS, Sv or Ld characteristic, add the appropriate amount to the number before the plus sign, e.g. worsening a WS of 3+ by 1 would result in a WS of 4+.
    • Improving AP: When improving an Armour Penetration characteristic, subtract the appropriate amount from the characteristic, e.g. improving an AP of -1 by 1 would result in an AP of -2; improving an AP of 0 by 1 would result in an AP of -1.
    • Reducing or Worsening AP: When reducing or worsening an Armour Penetration characteristic, add the appropriate amount to the characteristic, to a maximum of 0, e.g. reducing/worsening an AP of -1 by 1 would result in an AP of 0; reducing/worsening an AP of 0 by 1 would result in an AP of 0.
    • Improving or Worsening Other Characteristics: When instructed to improve/worsen a characteristic that does not include a ‘+’ or ‘-’ symbol, add/subtract the specified amount to/from that characteristic (e.g. to improve a S by 1, add 1 to it).
    05.04.01 Current Allocation Group
    The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
    05.04.02 Modifying Damage
    See Modifiers (02.02.01).
    05.04.05 Fight On Death
    Some rules enable models to attack after they have been destroyed. When a model under such an effect is destroyed, do not remove it from play.

    Those models will stay on the battlefield until their unit is selected to attack and has attacked, or until the end of the phase (whichever comes first). Any rules triggered by those models being destroyed are resolved, and then those destroyed models are removed.

    If a rule instructs a destroyed model to fight immediately after the attacking unit, instead that model is not removed from the battlefield until that model’s unit has fought, or until the end of the phase (whichever comes first). This allows the models in the unit to fight all at once, and stratagems that target that unit will also affect that destroyed model.
    05.04.06 Measuring To A Destroyed Model Or Unit
    When a player has to measure the distance to a destroyed model, that player can measure to any point occupied by that model’s base (or any part of that model if it does not have a base or is a VEHICLE, excluding WALKER models that have a base) before it was destroyed.

    When a player has to measure the distance to a destroyed unit, they measure to the last model destroyed in that unit.
    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.
    06.02.01 Normal Damage
    Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
    06.02 Mortal Wounds
    Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
    1. Select Model: Select one model in that unit by following the first instruction below that applies:

      If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
      Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
      Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
      Otherwise, you must select one CHARACTER model in that unit.

    2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

    MORTAL WOUNDS AND NORMAL DAMAGE
    When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

    SEE ALSO
    • Normal Damage 06.02.01
    07.02.01 Out Of Phase Rules
    Some rules allow a model or unit to make a move, shoot, declare a charge or fight outside of the normal turn sequence.

    When using these out-of-phase rules, you cannot use any other ‘phase-locked’ rules; that is, any other rule that explicitly states the phase in which that rule applies.

    Example: In your opponent’s Movement phase, you target a friendly unit with the Fire Overwatch stratagem. That unit has an ability which is used ‘In your Shooting phase, after this unit has shot’. Because Fire Overwatch is phase-locked to your opponent’s Shooting phase, that ability is not triggered.
    07.02.02 Battle Round/Turn/Phase Definitions
    • Start of Battle Round/Turn/Phase: If a rule is triggered at the start of the battle round/turn/phase, it is triggered at the start of every battle round/turn/phase.
    • The Turn/the Phase: If a rule is triggered during the turn/phase instead of during your turn/phase or your opponent’s turn/phase, it is triggered in both players’ turn/phase.
    Example: If a rule states ‘At the end of the Movement phase, this model heals 1 wound’, that rule triggers at the end of your Movement phase and at the end of your opponent’s Movement phase.
    08.02.01 Command Points
    Command Points are a valuable resource you can spend to use stratagems (15). The Gain Core CP step ensures that both players gain 1CP each turn. While these are termed Core CP here, they are Command Points like any other. Other rules sometimes mention ‘Core CP’ when referring to these Command Points.
    01.07 Battle-shock Rolls
    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


    BATTLEFIELD MORALE
    The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
    08.03.01 Multiple Battle-shock Rolls
    In the Battle-shock step (08.03), unless otherwise stated, no more than one battle-shock roll can be made by each unit. If for any reason a unit must make a battle-shock roll in this step before one it is required to make for being battle-shocked or at or below half-strength, that unit does not also have to make the battle-shock roll for being battle-shocked or at or below half-strength.
    09.02.01 Selecting Units To Move
    When the Move Units step ends, the active player must have selected all of their units to make a move with, including those in strategic reserves. This means that before the phase ends, every unit in their army will have been selected to make a move, even if it is to remain stationary (09.04). Any units the active player does not select a move type for during this step will remain stationary.
    09.02.02 Selecting Modes
    Some rules instruct you to select a mode, such as fall-back moves (09.07). 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.
    09.02.03 Reinforcements Step
    Rules that say they happen during the Reinforcements step happen during the Move Units step.
    NORMAL SHOOTING10.04
    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.
    ASSAULT SHOOTING10.05
    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.
    13.08 Benefit of Cover
    Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
    • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
    • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

    Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
    INDIRECT SHOOTING10.07
    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.
    INDIRECT FIRE
    When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
    11.02.01 Failed Charges
    Note that in the absence of modifiers to the charge roll, a result of 2 (a double 1) is never sufficient for a unit to complete a charge move, as a unit cannot be within engagement range (2") when it attempts a charge. Such a roll would therefore result in a failed charge, and the unit would not move.
    CRUSHING IMPACT15.06
    1CP
    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:
    1. Select one enemy unit engaged with your unit.
    2. Select one model in your unit engaged with that enemy unit.
    3. Roll a number of D6 equal to the 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).
    12.04.01 Eligible to fight, but unable to fight
    During the Fight sequence, when the sequence returns to a player to select a unit to fight, if all of that player’s units that are eligible to fight are more than 5" from all enemy units, that player can instead choose to pass and return the sequence to their opponent to select a unit. If both players pass in succession, or if one player passes when their opponent has no remaining units that are eligible to fight, the Fight step ends.

    Designer’s Note: Occasionally, all of a unit’s targets will be destroyed before they have had a chance to fight, with no other targets close enough to engage with a pile-in move. In such cases, a player can choose to pass and wait to see if another enemy unit ends a pile-in move close enough to be attacked later in the phase.
    NORMAL FIGHT12.05
    ELIGIBLE IF: Your unit is engaged.
    EFFECT: Your unit fights as described in Making Attacks (04).
    18.03 Disembarking
    In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see 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


    DISEMBARK MOVE18.04
    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.
    RAPID DISEMBARK
    When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

    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.
    13.02.01 Creating Your Own Battlefield
    Don’t worry if your battlefield doesn’t match a mission’s terrain category requirements; just do the best with the terrain features you have. If a mission does not provide you with guidance, it will be up to the players to decide how to create their battlefield. When doing so, keep in mind that dense terrain features have the greatest impact on visibility and movement. Battlefields with too few dense terrain features can advantage armies that rely on shooting, or disadvantage armies that rely on melee. Also remember to leave sufficient room around dense terrain features for larger models such as MONSTERS/VEHICLES to manoeuvre, especially near the edges of the battlefield.
    13.05 Dense
    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.
    13.01 Placing Terrain
    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.
    13.04 Light
    Light terrain can provide cover from incoming attacks, but will not slow an enemy’s advance or offer lasting defence.
    Examples: Barricades, low walls, statuary.
    13.03 Exposed
    Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance.
    Examples: Craters, razorwire, scattered debris.
    22.05 Plunging Fire
    Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
    • The attacking model is on a section of a terrain feature that is 3" or more in height.
    • The attacking model has the TOWERING keyword and the target unit is within 12".
    13.11 Solid
    Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level.

    Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small 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.
    13.09 Hidden
    A model is hidden while all of the following apply to it:
    • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
    • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
    While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
    13.10 Obscuring
    Terrain areas containing one or more light or dense terrain features are obscuring terrain areas. If every line of sight drawn between two models crosses one or more obscuring terrain areas (excluding obscuring terrain areas that one or both of those models are within), those two models are not visible to each other.
    15.01.01 Modifying CP Cost
    Some rules modify the cost of using certain stratagems. In such cases, the following points apply:
    • The CP cost of a stratagem use can never be modified below 0CP.
    • If a rule modifies the CP cost of a stratagem when you use it, but does not specify a duration for that modifier, that modifier only applies to that usage of that stratagem.
    15.01.02 Affected By A Stratagem
    If a unit is selected as the target of a stratagem, it is said to be affected by that stratagem.
    15.01.03 Stratagem Definitions
    • Your Opponent’s Stratagems: stratagems that your opponent uses are sometimes referred to as your opponent’s stratagems.
    • Your Stratagems: stratagems that you use are sometimes referred to as your stratagems.
    • Your Unit (in Stratagems): The term ‘your unit(s)’ in the Effect section of stratagems always relates to the unit(s) selected in the Target section of that stratagem, and never refers to any other units from your army.
    [PRECISION]24.28

    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.
    SNAP SHOOTING15.09
    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.
    17.03.01 Shooting While Engaged With Monsters/Vehicles
    A unit that is engaged with an enemy MONSTER/VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER/VEHICLE unit, unless that unit is eligible to shoot while engaged (e.g. because it is using close-quarters shooting).
    18.01 Transport Capacity
    TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.

    Before the battle, in the Declare Battle Formations step, 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.
    19.01.01 Attached Units After Their Bodyguard Unit is Destroyed
    Some units have rules stating that when the <bodyguard unit in an attached unit is destroyed, leader/support units that were attached to them become separate units with their original starting strengths.

    When the bodyguard unit in an attached unit affected by such a rule is destroyed, all of those leader/support units remain a single unit for all rules purposes.
    [ANTI]24.03

    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+.
    20.01.01 Reserves
    The term ‘Reserves’ is the same as strategic reserves.
    20.03.01 Set Up As Reinforcements
    If a rule mentions a unit being set up on the battlefield as Reinforcements, it means a unit that made an ingress move.
    Keywords
    Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

    Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

    SEE ALSO
    • Using Keywords & Mixed Keywords in Units 02.05.01
    [SUSTAINED HITS]24.36

    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).
    24.01.01 With The 'X' Ability
    Some rules affect or require you to select a model or unit with a particular ability. When resolving such rules, any numbers following the ability are irrelevant when determining if such rules apply.

    Example: If a rule instructs you to select a model from your army with the Deadly Demise ability, you could select a model with the Deadly Demise 1, Deadly Demise D3 or Deadly Demise D6 ability.
    SCOUTS24.31

    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.

    SCOUT MOVE24.32
    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.
    [ONE SHOT]24.26

    Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

    Each weapon with this ability can only be selected to make attacks with once per battle.

    If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

    If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
    24.11.01 Only [EXTRA ATTACKS] weapons
    If a unit has [Extra Attacks] weapons, it does not need to select weapons without the [EXTRA ATTACKS] ability in order to make attacks with those [EXTRA ATTACKS] weapons.
    STEALTH24.33

    The stealthiest warriors can evade the attentions, and the bullets, of their foes.

    If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
    24.24.01 Attached units and Lone Operative
    If all models in an attached unit have Lone Operative, that unit will benefit from Lone Operative.

    If a unit has Lone Operative, but models in that unit have different range values for Lone Operative, the highest value amongst that unit’s models on the battlefield is applied to the whole unit.

    If an attached unit below starting strength only contains models with Lone Operative, Lone Operative becomes active again.

    Example: A CHARACTER with Lone Operative is attached to a bodyguard unit that has Lone Operative 15". Lone Operative 15" is therefore used for the whole unit.

    Example: A CHARACTER with Lone Operative is attached to a bodyguard unit that does not have Lone Operative. Once all of the bodyguard models have been destroyed and only the CHARACTER remains, the CHARACTER’s Lone Operative becomes active again.
    24.26.01 Multiple [ONE SHOT] Weapons
    If a model is equipped with more than one of the same weapon with the [ONE SHOT] ability (e.g. 2 hunter-killer missiles), that model can shoot with each of those weapons once per battle.
    [TORRENT]24.37

    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.
    [INDIRECT FIRE]24.19

    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).
    LEADER24.22

    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.
    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.
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