| Book | Kind | Edition | Version | Last update |
Warhammer 40,000 Core Rules |
Warhammer 40,000 Core Rules | Rulebook | 11 | | June 2026 |
Armies
You 01.01.01
If a rule refers to ‘you’, it is referring to you the person, as the controlling player.
Units and Models
Starting Strength and Half-Strength 01.02.01
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 1 | STARTING STRENGTH OF 2 OR MORE | | BELOW STARTING STRENGTH | Model’s remaining wounds are less than its W characteristic. | Number of remaining models in the unit is less than its starting strength. | | AT HALF-STRENGTH | Model’s remaining wounds are half of its W characteristic. | Number of remaining models in the unit is half of its starting strength. | | BELOW HALF-STRENGTH | Model’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.
Persisting Rules Effects 01.02.02
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 After that period, that effect is no longer applicable/active.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.
Revived and Adding Models to a Unit 01.02.03
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.
Not On The Battlefield 01.02.04
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.
Other Model / Unit 01.02.05
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.
Splitting Units 01.02.06
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.
Describing Units 01.02.07
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.
A (Unit/Model/Object) 01.02.08
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.
Tokens 01.02.09
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.
Adding a new unit to your army 01.02.10
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.
All Types of Model 01.02.11
When a rule mentions ‘all types of model’, this is inclusive of friendly and enemy models and all
keywords, e.g.
MONSTER/
VEHICLE models.
Active Player and Opposing Player
Player’s Rules 01.03.01
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.
Rules Sequencing 01.03.02
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:
- All of the active player’s rules that must be used, in an order of their choosing.
- All of the active player’s rules that they can optionally use and wish to use, in an order of their choosing.
- All of the opposing player’s rules that must be used, in an order of their choosing.
- 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.
Measuring Distances
Within / Wholly Within 01.04.01
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.
Closest Or Nearest Model/Unit 01.04.02
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.
As Close As Possible 01.04.03
- 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.
Base Contact or Base to Base Contact 01.04.04
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.
Table Quarters 01.04.05
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.
Dice
Automatically Successful/Passes/Hits/Wounds 01.05.01
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.
Re-rolls 01.05.02
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.
Modifying Dice Rolls 01.05.03
See Modifiers (
02.02.01).
Ignoring Roll Modifiers 01.05.04
See Ignore Modifiers (
02.02.02)
Roll Off 01.05.05
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.
Doubles Or Triples 01.05.06
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.
Highest or Lowest Dice Result 01.05.07
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.
Treated As, Set To (Dice Roll) 01.05.08
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.
Battle-shock Rolls
Battlefield Morale 01.07.01
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.
Battle-shock Test 01.07.02
The term Battle-shock test is the same as
battle-shock roll.
1. Datasheet Name
Datasheet Name and Keywords 02.01.01
As well as the
keywords listed in each
datasheet’s Keywords section, each datasheet name acts as an additional keyword for that unit.
2. Profiles
Modifiers 02.02.01
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+.
Applying Modifiers
This section presents the various ways rules may be modified. All modifiers are cumulative.
When a value is modified (e.g. characteristic, dice roll, distance), do so in the following order.
- If a rule instructs you to change or replace one value with a specified value, you must first change the relevant value to the new value.
Note that rules that modify a characteristic in this step to a new value of ‘0’, ‘-’ or ‘*’ cannot be modified by other rules (in such cases, skip steps 2-5). - Apply multiplication modifiers.
- Apply addition modifiers.
- Apply division modifiers.
- Apply subtraction modifiers.
- Round any fractions up after applying all modifiers.
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).
When Modifying Dice Rolls
When modifying dice rolls, the following points also apply:
- Modifiers are applied after any re-rolls of that dice roll.
- Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before modifiers.
- A dice result can be modified above its maximum possible value (for example, a D6 roll can be modified above 6).
- A result that would be less than 1 is changed to a result of 1.
- Hit rolls and wound rolls can never be modified by more than -1 or +1. After all the cumulative modifiers to such a roll have been calculated, if the total modifier would be:
- -2 or worse, it is changed to -1.
- +2 or better, it is changed to +1.
- Charge rolls cannot be greater than 12. After all the cumulative modifiers to a charge roll have been calculated, if the result would be 13 or more, it is changed to 12.
Other Modified Rules
The following rules apply to various rules and effects found throughout the game.
- Detection range and Lone Operative cannot be better than 9" or worse than 30".
A
stratagem cannot have its
CP increased by more than 1 or reduced to below 0 after all modifiers have been applied.
Ignore Modifiers 02.02.02
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.
Random Characteristics 02.02.03
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.
Healing Or Regaining Lost Wounds 02.02.04
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.
Full Wounds Remaining 02.02.05
A model has its full wounds remaining if it has the same number of wounds remaining as its
W characteristic.
Characteristic Modifiers & Modified Characteristics 02.02.06
See Modifiers (
02.02.01).
3. Abilities
Rules With Multiple Conditions And Effects 02.03.01
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.
4. Weapons
Weapons With No Strength 02.04.01
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.
5. Keywords
Using Keywords & Mixed Keywords in Units 02.05.01
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.
6. Unit Composition and Other Rules
Bearer 02.06.01
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
Unit's Equipment 02.06.02
When a rule refers to a unit’s equipment, it refers to all of the wargear equipped by models in that unit.
Moving Units
Different Move Characteristics 03.01.01
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.
Moving Over Or Through Models 03.01.02
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.
Random Movement 03.01.03
See Random Characteristics (
02.02.03)
When Moving Up To 03.01.04
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.
Set Up
If You Cannot Set Up a Unit 03.02.01
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).
Setting Up Large Models 03.02.02
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:
- Make a 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 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.
Redeployments 03.02.03
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).
Engagement
What Is Engagement 03.04.01
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.
1. Select Weapons
Models Without Ranged/Melee Weapons 04.01.01
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.
Sidearms 04.01.02
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.
Multiple Weapon Profiles 04.01.03
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.
Attack Characteristics and Abilities 04.01.04
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.
Selected to Attack 04.01.05
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.
2. Select Targets
Selecting Targets 04.02.01
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.
Against An Attack 04.02.02
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).
Single Target 04.02.03
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.
3. Resolve Attacks
Identical Attacks 04.03.01
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 04.03.02
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.
Target No Longer Eligible Or Viable 04.03.03
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.
Shot 04.03.04
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.
Fought 04.03.05
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.
Finished Making Its Attacks 04.03.06
When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.
2. Wound Rolls
Multiple Toughness Characteristics 05.02.01
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.
4. Inflict Damage
Current Allocation Group 05.04.01
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.
Modifying Damage 05.04.02
See Modifiers (
02.02.01).
Destroyed 05.04.04
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.
Fight On Death 05.04.05
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.
Measuring To A Destroyed Model Or Unit 05.04.06
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.
Visibility
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
Normal Damage 06.02.01
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.
Hazard Rolls
Hazardous Test 06.03.01
The term ‘Hazardous test’ is the same as
hazard roll.
2. Player Turns
Out Of Phase Rules 07.02.01
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.
Battle Round/Turn/Phase Definitions 07.02.02
- 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.
2. Gain Core CP
Command Points 08.02.01
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.
3. Battle-shock
Multiple Battle-shock Rolls 08.03.01
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.
2. Move Units
Selecting Units To Move 09.02.01
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.
Selecting Modes 09.02.02
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.
Reinforcements Step 09.02.03
Rules that say they happen during the Reinforcements step happen during the
Move Units step.
2. Charge
Failed Charges 11.02.01
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.
3. Fight
Eligible to fight, but unable to fight 12.04.01
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.Terrain Categories
Creating Your Own Battlefield 13.02.01
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 and Movement
Solid Terrain and Movement 13.06.01
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.
Hidden
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.
Solid
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.
Terrain Objectives
Objectives Not Within A Terrain Area 14.01.01
If the location point of an
objective does not coincide with a
terrain area, you must denote the location of that
objective with a flat, circular marker, 40mm in diameter, centred on that point – this is called an
objective marker. Models can move through
objective markers and they can end a move on top of
objective markers.
A model is within range of an
objective marker while it is within 3" horizontally and 5" vertically of that
objective marker. When
measuring distances to and from an
objective marker, measure to and from the closest part of it.
Using Stratagems
Modifying CP Cost 15.01.01
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.
Affected By A Stratagem 15.01.02
If a unit is selected as the target of a
stratagem, it is said to be affected by that
stratagem.
Stratagem Definitions 15.01.03
- 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.
Shooting at Engaged Monsters and Vehicles
Shooting While Engaged With Monsters/Vehicles 17.03.01
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).
Embarking
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.
Forming Attached Units
Attached Units After Their Bodyguard Unit is Destroyed 19.01.01
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.
Abilities in Attached Units
Only In Death Does Duty End 19.04.01
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. Abilities in Attached Units (
19.04) means 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.
Placing Units in Strategic Reserves
Reserves 20.01.01
The term ‘Reserves’ is the same as
strategic reserves.
Arriving from Strategic Reserves
Set Up As Reinforcements 20.03.01
If a rule mentions a unit being set up on the battlefield as
Reinforcements, it means a unit that made an
ingress move.
Abilities
With The 'X' Ability 24.01.01
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.
[EXTRA ATTACKS]
Only [EXTRA ATTACKS] weapons 24.11.01
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.
Lone Operative
Attached units and Lone Operative 24.24.01
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.
[ONE SHOT]
Multiple [ONE SHOT] Weapons 24.26.01
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.