Warhammer 40,000 puts you in command of an army of mighty warriors and war machines as you battle for supremacy in the grim darkness of the far future. This page contain the core rules for playing games with your Citadel miniatures, and are designed to be used with the essential rules that come packaged with your Warhammer 40,000 models.

Contents

BASIC RULES

The rules on this page contain everything you need to know in order to use your Citadel miniatures collection to wage glorious battle across the war-torn galaxy.


The following rules explain how to play a game of Warhammer 40,000. First select either the Only War mission or a mission pack. You will find mission packs for open play, matched play and narrative play in the Warhammer 40,000 Core Book. You will then need to muster an army of Citadel miniatures, create a battlefield and prepare for war. The battle is fought in a series of battle rounds, in which each player takes a turn until one player is declared the victor.

CORE RULES DEFINITIONS AND CONCEPTS
This page contains various rules terms that are referred to elsewhere in this rulebook, and gives an overview of some key concepts that form the basis of the rules in general.

Missions

To play a game of Warhammer 40,000, you must first select a mission. The mission will tell you how to muster your armies, create your battlefield and deploy your armies. It will also tell you any special rules that apply to the battle, and (most importantly!) what you need to do to win. You can find out more about missions here.

Army

Each player in a game of Warhammer 40,000 commands an army of Citadel miniatures, hereafter referred to as ‘models’. The mission you have selected will guide you as to how big your army should be.

A good measure of the size of an army is its Power Level – this is determined by adding up the Power Rating of every unit in your army. A unit’s Power Rating can be found on its datasheet.

Warhammer 40,000 is designed to be played with armies of a certain size. If the combined Power Rating of all the models you and your opponent want to use in a battle is less than 15 or greater than 300, then you may find that Kill Team or Apocalypse, respectively, better suits the scale of the game. You can find out more about these games on warhammer-community.com.

  • Army: Collection of models under your command.

Datasheets

The rules that you will need to use the models in your army in a game are presented on datasheets. Each unit has a datasheet; you will need the datasheets for all the units in your army. You can find out more about datasheets here.

Keywords

All datasheets have a list of keywords, separated into Faction keywords and other keywords. The former can be used as a guide to help decide which models to include in your army, but otherwise both sets of keywords are functionally the same. In either case, keywords appear in KEYWORD BOLD in the rules. Keywords are sometimes linked to (or ‘tagged’ by) a rule. For example, a rule might say that it applies to ‘INFANTRY units’. This means it only applies to units that have the INFANTRY keyword on their datasheet. The pluralisation (or not) of keywords does not affect which units the rule in question applies to.

Some datasheets have keywords that are presented in angular brackets, such as <CHAPTER>, <LEGION> and <MARK OF CHAOS>. This is shorthand for keywords that you can select yourself (with certain restrictions, as described in the publication that contains that datasheet). You must decide what these keywords will be at the moment such a unit is added to your army (whether before the battle or during). If another rule uses keywords in angular brackets, then that keyword matches the keyword that you selected of the unit using that rule.

For example: Nick adds a Space Marine Librarian to his army. This unit has the <CHAPTER> keyword on its datasheet, which Nick selects to be ULTRAMARINES. If the Librarian attempts to manifest a psychic power that also uses the <CHAPTER> keyword, then when reading that rule, Nick would replace that keyword in every instance with ULTRAMARINES.

Some units can include models that have different keywords. While a unit has models with different keywords, it is considered to have all the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. 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.

  • Keywords: Appear in rules in KEYWORD BOLD font.
  • Keyworded rules apply to units and models with that keyword.
  • <KEYWORDS> are chosen by you when a unit is added to your army.

Characters

Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

Units

Models move and fight in units. A unit can have one or more models chosen from a single datasheet. All units in the same army are friendly units, and all models in the same army are friendly models. All units in your opponent’s army are enemy units, and all models in your opponent’s army are enemy models. If a rule affects ‘units’ or ‘models’ without specifying that they are friendly or enemy, then it affects either ‘all units’ or ‘all models’, regardless of whose army they are in.

  • Unit: A group of models from the same datasheet.
  • Friendly models = all models in the same army.
  • Enemy models = all models in your opponent’s army.
  • Friendly units = all units in the same army.
  • Enemy units = all units in opponent’s army.

The Most Important Rule

In a game as detailed and wide-ranging as Warhammer 40,000, there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!). If no single solution presents itself, you and your opponent should roll off, and whoever rolls highest gets to choose what happens. Then you can get on with the fighting!

Unit Coherency

A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

Engagement Range

Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

Battlefield

All battles of Warhammer 40,000 are fought upon rectangular battlefields. This can be any surface upon which the models can stand – a dining table, for example, or the floor. Your mission will guide you as to the size of battlefield required, but it will be commensurate with the size of the armies you are using. Battlefields will be populated with terrain features.

Battlefield Quarters

If a rule asks you to divide the battlefield into four even quarters, it should be divided up using one horizontal and one vertical line which both pass through the centre of the battlefield, as shown below:


Terrain Features

The scenery on a battlefield can be represented by models from the Warhammer 40,000 range. These models are called terrain features to differentiate them from the models that make up an army. Terrain features are set up on the battlefield before the battle begins. You can find out more about terrain features here.

Unless the mission you are playing instructs you otherwise, you should feel free to create an exciting battlefield using any terrain features from your collection that you wish. In general, we recommend having one feature on the battlefield for every 12" by 12" area (rounding up). Don’t worry if your battlefield doesn’t match these requirements, but keep in mind that playing on a battlefield that is either a barren wasteland or filled to overflowing with terrain features may give an advantage to one side or the other.

Measuring Distances

Distances are measured in inches (") between the closest points of the bases of the models you’re measuring to and from. If a model does not have a base, such as is the case with many vehicles, measure to the closest point of any part of that model; this is called measuring to the model’s hull. You can measure distances whenever you wish.

If a rule refers to the closest unit or model, and two or more are equidistant, then the player who is controlling the unit that is using the rule in question selects which unit is the closest for the purposes of resolving that rule.

  • Distances measured in inches (").
  • Always measure closest distance between bases (or hulls).
  • Hull = Any part of a model that does not have a base.
  • Can measure distances whenever you want.
  • If several units tied for closest, player resolving the rule selects which is closest.

Within and Wholly Within

If a rule says it applies ‘within’ a certain distance, it applies at any distance that is not more than the specified distance. For example, within 1" means any distance that is not more than 1" away.

If a rule says it affects models that are ‘within’, then it applies so long as any part of the model’s base (or hull) is within the specified distance. If a rule says it affects models that are ‘wholly within’ then it only applies if every part of the model’s base (or hull) is within the specified distance.

If a rule says it affects units that are ‘within’, then it applies so long as any part of any model’s base (or hull) in that unit is within the specified distance. If a rule says it affects units if ‘every model in that unit is within’ then that rule applies so long as any part of every model’s base (or hull) is within the specified distance. If a rule says it affects units that are ‘wholly within’ then it only applies if every part of every model’s base (or hull) in that unit is within the specified distance.

  • Model within = any part of model’s base (or hull).
  • Model wholly within = every part of model’s base (or hull).
  • Unit within = any model within.
  • Unit wholly within = every model wholly within.

Hints and Tips – Wobbly Models

Sometimes you may find that a particular terrain feature makes it hard for you to place a model exactly where you want. If you delicately balance a model in place, it is very likely to fall as soon as someone nudges the table, leaving your painted model damaged or even broken. In cases like this, provided it is still physically possible to place the model in the desired location, you may find it helps to leave a model in a safer position, so long as both players agree and know its ‘actual’ location. If, later on, an enemy model is shooting the model, you will have to hold it back in place so they can check visibility.

Dice

In order to fight a battle, you will require some six-sided dice (often abbreviated to D6). Some rules refer to 2D6, 3D6 and so on – in such cases, roll that many D6s and add the dice results together. If a rule requires you to roll a D3, roll a D6 and halve the value shown on the dice to get the dice result (rounding fractions up). If a rule requires a D6 roll of, for example, 3 or more, this is often abbreviated to 3+.

All modifiers (if any) to a dice roll are cumulative; you must apply all division modifiers before applying all multiplication modifiers, and before applying all addition and then all subtraction modifiers. Round any fractions up after applying all modifiers. A dice roll can be modified above its maximum possible value (for example, a D6 roll can be modified above 6) but it can never be modified below 1. If, after all modifiers have been applied, a dice roll would be less than 1, count that result as a 1.

  • D6 = A six-sided dice.
  • D3 = D6 divided by 2 (rounding up).
  • All modifiers cumulative.
  • Apply modifiers in the following order: division, multiplication, addition, then subtraction.
  • Round fractions up after all modifiers have been applied.
  • Dice roll cannot be modified to less than 1.

D33

Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.

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. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).

Roll-offs

Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

Sequencing

While playing Warhammer 40,000, you’ll occasionally find that two or more rules are to be resolved at the same time – e.g. ‘at the start of the battle round’ or ‘at the end of the Fight phase’. When this happens during the battle, the player whose turn it is chooses the order. If these things occur before or after the battle, or at the start or end of a battle round, the players roll off and the winner decides in what order the rules are resolved.

  • If several rules must be resolved at the same time, the player whose turn it is chooses the order to resolve them.

Hints and Tips – Dice Rolling

In a game of Warhammer 40,000 you and your opponent will be rolling, and in some cases re-rolling, lots of dice. It is good practice to always make sure your opponent knows what you are rolling dice for, and what abilities and rules are in effect that enable you to make any re-rolls.

Many gamers roll their dice somewhere on the battlefield, but some roll their dice elsewhere, such as in a dice tray. Wherever you roll your dice, make sure you roll the dice where your opponent can see the results too. If a dice is rolled ‘out of bounds’ (i.e. it rolls off of your battlefield, out of your dice tray or ends up on the floor), then it is very common to ignore the result of that dice and roll it again. Rolling an ‘out of bounds’ dice again doesn’t count as having ‘re-rolled’ the dice.

If a dice does not lie flat on your battlefield after it has been thrown, it is called a cocked dice. Some players use a house rule that unless a dice is flat after it has been rolled, or unless you can balance another dice on top of a cocked dice without it sliding off, it must be rolled again. It is more common for players to roll the dice again only if they can’t be sure of the result. In either case, rolling a cocked dice again doesn’t count as having ‘re-rolled’ the dice.

Starting Strength, Half-strength and Destroyed Units

The number of models a unit has when it is added to your army is known as its Starting Strength. Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from play. While the number of models in a unit is less than half its Starting Strength, that unit is said to be below Half-strength. When every model in a unit has been destroyed, the unit is said to have been destroyed.

If a rule is used to split a unit into multiple units during the battle, the Starting Strength of each individual unit is changed to be equal to the number of models in that unit. If several units merge together to form a single combined unit during the battle, add the Starting Strengths of all the individual units together to determine the new Starting Strength of the combined unit, and use this value to determine if the combined unit is below Half-strength.

Some rules will only trigger if an enemy unit was destroyed by you, or by a model or unit from your army – this means that the last model in the enemy unit was destroyed by an attack made by a model in your army, or it was destroyed because it fled the battlefield, or it was destroyed by a mortal wound inflicted by a rule that a model in your army is using, or it was destroyed as the result of any other rule that a model in your army is using that explicitly states that the enemy model is outright destroyed. Enemy units that are destroyed by any other means are not destroyed by you, or by a unit or model from your army.

  • Starting Strength: Number of models in unit when it is added to your army.
  • When a model is destroyed, remove it from the battlefield.
  • Below Half-strength: Number of models in unit is less than half its Starting Strength.
  • When the last model in a unit is destroyed, the unit is said to be destroyed.

Datasheets

Each unit has a datasheet that lists the characteristics, wargear and abilities of its models – here we explain what some of it means, while the rules found elsewhere in this section explain how it’s all used in the game. A condensed version of a model’s datasheet can be found in its construction guide – this contains less information than the full version, but will still let you get your unit on the field straight away.


1. Unit Name

Here you’ll find the name of the unit.

2. Battlefield Role

This is primarily used when making a Battle-forged army.

3. Power Rating

The higher this is, the more powerful the unit!

4. Profiles

These contain the following characteristics that tell you how mighty the models in the unit are.

No.: This tells you what models are in the unit, and how many of them you should have (the unit’s minimum and maximum size).
Move (M): This is the speed at which a model moves across the battlefield. If a model has a Move of ‘-’ it is unable to move at all.
Weapon Skill (WS): This tells you a model’s skill at hand-to-hand fighting. If a model has a Weapon Skill of ‘-’ it is unable to fight in melee at all.
Ballistic Skill (BS): This shows how accurate a model is when shooting with ranged weapons. If a model has a Ballistic Skill of ‘-’ it has no proficiency with ranged weapons and cannot make attacks with ranged weapons at all.
Strength (S): This indicates how physically strong a model is and how likely it is to inflict damage in hand-to-hand combat.
Toughness (T): This reflects the model’s resilience against physical harm.
Wounds (W): Wounds show how much damage a model can sustain before it succumbs to its injuries.
Attacks (A): This tells you how many times a model can strike blows in hand-to-hand combat. If a model has an Attacks of ‘-’ it is unable to fight in melee at all.
Leadership (Ld): This reveals how courageous, determined or self-controlled a model is.
Save (Sv): This indicates the protection a model’s armour gives.

Some large models’ characteristics change as the model loses wounds – look at such a model’s remaining wounds and consult the appropriate row of its profile on its datasheet to determine its current characteristics.

5. Composition and Wargear

If a unit’s profile does not, then this part of a datasheet will tell you what models are in the unit, and how many of them you should have. It also tells you the default weapons and wargear the models are equipped with.

Understrength Units

If you do not have enough models to field a minimum-sized unit you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit.

6. Abilities

Many units have one or more special abilities; these will be described here.

Aura Abilities

Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

7. Weapons

In the condensed datasheets, weapons are given a number that corresponds to annotated pictures of the miniature, rather than being named. Weapons are described with the following characteristics:

Range: How far the weapon can shoot. Weapons with a range of ‘Melee’ are melee weapons and can only be used in hand-to-hand combat. All other weapons are ranged weapons. Some weapons have a minimum and maximum range, for example 6"-48"; such weapons cannot target units that are wholly within the shorter range.
Type: These are all explained under the Shooting and Fight phases of the basic rules. These types are denoted by symbols on the condensed datasheet.
Strength (S): How likely the weapon is to wound a foe. If a weapon’s Strength lists ‘User’, it is equal to the bearer’s Strength characteristic. If a weapon lists a modifier (e.g. ‘+1’ or ‘x2’), modify the bearer’s Strength characteristic as shown (e.g. if a weapon’s Strength was ‘x2’, and the bearer had a Strength of 6, that weapon has a Strength of 12).
Armour Penetration (AP): How good the weapon’s attacks are at getting through armour.
Damage (D): The amount of damage inflicted by a successful wound.
Abilities: If any abilities apply to attacks made with this weapon profile, they are listed here.

8. Wargear Options

Some datasheets have a bullet-pointed list of wargear options. When you include such a unit in your army, you can use these options to change the weapons and other wargear of models in the unit. The order you use these options in does not matter, but each can only be used once.

9. Keywords

Datasheets have a list of keywords, separated into Faction keywords and other keywords. The former can be used to help guide which models to include in an army, but otherwise both sets of keywords are functionally the same.

Damage Tables

Some models’ characteristics change as they lose wounds. These are shown by a ‘*’ on the model’s profile. Look at such a model’s remaining wounds and consult the appropriate row of its damage chart to determine its current characteristics.

  • Damage table: Model’s characteristics change as it loses wounds.

Modifying Characteristics

Many rules modify the characteristics of models and weapons. All modifiers to a characteristic are cumulative; you must apply division modifiers before applying multiplication modifiers, and before applying addition and then subtraction modifiers. Round any fractions up after applying all modifiers. If a rule instructs you to replace one characteristic with a specified value, change the relevant characteristic to the new value before applying any modifiers that apply from other rules (if any) to the new value. Regardless of the source, the Strength, Toughness, Attacks and Leadership characteristics of a model can never be modified below 1.

You may encounter a characteristic that is a random value instead of a number. For example, a Move characteristic might be 2D6", or an Attacks value might be D6. When a unit with a random Move characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice. For all other characteristics, roll to determine the value on an individual – per‑model or per-weapon – basis each time that characteristic is required.

Characteristics of ‘-’ can never be modified. If a model has a Strength or Leadership characteristic of ‘-’ and that characteristic is required to resolve a rule, then substitute the model’s Toughness characteristic for that characteristic for the purposes of resolving that rule (note that the substituted characteristic still cannot be modified).

  • All characteristic modifiers are cumulative.
  • Apply modifiers in the following order: division, multiplication, addition, then subtraction.
  • Round fractions up after applying all modifiers.
  • S, T, A and Ld can never be modified below 1.
  • Random Move characteristics determined for whole unit each time it moves.
  • Other random characteristics determined individually when characteristic required.
  • Characteristic of ‘-’ can never be modified.

Example: A Space Marine Sergeant (Strength characteristic 4) is making an attack with a power fist (Strength characteristic x2) while under the effects of a psychic power that increases his Strength characteristic by 1. The two modifiers (x2 and +1) are cumulative and applied concurrently. The attack is therefore resolved at Strength 9 ([4x2]+1=9).

The Battle Round

Minute by bloody minute the battle grinds on, from the opening volleys of shots through furious offensives and desperate counter-attacks, into the last dying moments when victory hangs by a thread.


Warhammer 40,000 is played in a series of battle rounds. In each battle round, both players have a turn. The same player always takes the first turn in each battle round – the mission you are playing will tell you which player this is. Each turn consists of a series of phases, which must be resolved in the following order:

1. COMMAND PHASE
Both players muster strategic resources and use tactical abilities.

2. MOVEMENT PHASE
Your units manoeuvre across the battlefield.

3. PSYCHIC PHASE
Your psykers use powerful mental abilities.

4. SHOOTING PHASE
Your units shoot enemy units.

5. CHARGE PHASE
Your units may move into close combat with enemy units.

6. FIGHT PHASE
Both players’ units pile in and attack with melee weapons.

7. MORALE PHASE
Both players test the courage of their depleted units.

Once a player’s turn has ended, their opponent then starts their turn. Once both players have completed a turn, the battle round has been completed and the next one begins, and so on, until the battle is concluded.

Out of Phase Rules

Some rules allow a model or unit to move, shoot, charge, fight or attempt to manifest a psychic power outside of the normal turn sequence. If such a rule explicitly mentions to do so as if it were a different phase than the current one (e.g. ‘that unit can shoot as if it were the Shooting phase), then any rules that are normally used in that phase (in the example, this would be the Shooting phase) apply when that unit shoots.

The only exception to this are Stratagems; if a Stratagem specifies that it must be used in a specific phase, then it can only be used in that phase (e.g. you cannot use a Stratagem that says ‘Use this Stratagem in the Shooting phase’ to affect a unit that is shooting ‘as if it were the Shooting phase’).

  • When resolving an out of phase rule, all rules that normally apply in that phase continue to apply.
  • Phase-specific Stratagems cannot be used when resolving out of phase rules.


COMMAND PHASE

Commanders gauge the flow of the battle, consolidating their objectives before making alterations to their battle plans and devising new tactics and strategies with which to defeat the foe.

If your army is Battle-forged, then at the start of your Command phase, before doing anything else, you gain 1 Command point (CP). This is called the Battle-forged CP bonus.

Some abilities found on datasheets and some Stratagems are used in your Command phase. In addition, some missions have rules that take place in the Command phase. Once you and your opponent have resolved all of these rules (if any), progress to your Movement phase.
  • Battle-forged CP bonus: Gain 1 CP if army is Battle-forged.
  • Resolve any rules that occur in the Command phase.
  • Progress to the Movement phase.

MOVEMENT PHASE

The ground shakes to the tread of marching feet and the growl of engines as armies advance across the battlefield and vie for advantageous positions.

The Movement phase is split into two steps. First you move your units. Then you can set up Reinforcements that have not yet arrived.

1. MOVE UNITS
2. REINFORCEMENTS

1. Move Units

Start your Movement phase by selecting one unit from your army to move; that unit can either make a Normal Move, it can Advance, or it can Remain Stationary. If a unit is within Engagement Range of any enemy models when it is selected to move, it cannot make a Normal Move or Advance; it can either Remain Stationary or it can Fall Back. After you have finished moving that unit, you can then select another unit from your army to move in the same manner, and so on, until you have done so with as many of your units as you wish.

When you move a unit, you can move any of its models (you can also choose not to move some of the models in that unit if you wish). Whenever you move a model, you can pivot it and/or change its position on the battlefield along any path, but no part of the model’s base (or hull) can be moved across the bases (or hulls) of other models, nor can any part of that model (including its base) cross the edge of the battlefield. You can also rotate any movable part of the model (such as turrets and sponsons) when it is moved. The distance a model moves is measured using the part of the model’s base (or hull) that moves furthest along its path (including parts that rotate or pivot).

Remember that a unit must finish any type of move in unit coherency. If this is impossible, then that move cannot be made. No unit can be selected to move more than once in each Movement phase. Once you have moved all your units that you wish to, progress to the Reinforcements step of the Movement phase.

  • Select a unit in your army to move.
  • When a unit moves it can either make a Normal Move, Advance or Remain Stationary.
  • Units that are within Engagement Range of any enemy models can only either Fall Back or Remain Stationary.
  • Select another unit in your army to move.
  • Once all your units have moved, progress to the Reinforcements step.

Normal Move

When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

Advance

When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

Remain Stationary

If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

Fall Back

When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

2. Reinforcements

Some units have a rule that allows them to start the battle in a location other than on the battlefield; units that use such rules are called Reinforcements, and they will arrive later in the battle as described by their rule. Any Reinforcement units that have not been set up on the battlefield when the battle ends count as having been destroyed.

If you have any Reinforcement units, then in this step of the Movement phase you can now select them and set them up on the battlefield, one at a time. Once all your Reinforcement units that you wish to set up this turn have been set up, the Movement phase ends and you progress to the Psychic phase. Details of how to set up Reinforcement units are described in the same rules that enabled the unit to be set up in a location other than the battlefield.

Reinforcement units cannot make a Normal Move, Advance, Fall Back or Remain Stationary in the turn they arrive for any reason, but they can otherwise act normally (shoot, charge, fight etc.). Models in units that arrived as Reinforcements count as having moved a distance in inches equal to their Move (M) characteristic in this Movement phase. If models in the unit have a minimum Move characteristic, those models count as having moved a distance in inches equal to their maximum Move characteristic.

  • Reinforcement unit: Unit that starts the battle in a location other than the battlefield.
  • Set up your Reinforcement units, one at a time, as described by the rules that let them start the battle in locations other than the battlefield.
  • Reinforcement units cannot make a Normal Move, an Advance, Fall Back or Remain Stationary this turn.
  • Reinforcement units always count as having moved this turn.
  • Any Reinforcement unit not set up on the battlefield by the end of the battle counts as destroyed.
  • Once all your Reinforcement units have been set up, progress to the Psychic phase.

Setting Up Reinforcement Units

When a Reinforcement unit is set up on the battlefield, that unit typically must be set up so that it is more than a specified distance away from any enemy models (e.g. ‘you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models). Whenever such a distance is specified when setting up a Reinforcement unit on the battlefield, that distance always applies to the horizontal distance, even though normally you measure to and from the closest part of a model’s base (or hull). That means, if we were to use the above example, when that unit is set up on the battlefield it must be set up more than 9" horizontally from any enemy models. Note that this also applies when setting up Strategic Reserves units as well as repositioned and replacement units.

Occasionally a Reinforcement unit that is a TRANSPORT model will require any embarked units to disembark when that unit is set up (such as a unit with the Drop Pod Assault ability). A unit that disembarks from a TRANSPORT model that is a Reinforcement unit on the turn that TRANSPORT model is set up on the battlefield for the first time is also considered to be a Reinforcement unit. This only applies on the turn that the TRANSPORT model is set up on the battlefield. If a unit disembarks from that TRANSPORT model in a later turn, it is no longer considered a Reinforcement Unit.

ADVANCED RULES
ADVANCED RULES

Moving Over Terrain

When a model makes any kind of move, it can be moved over a terrain feature but not through it (so models can’t move through a wall, but can climb up or over it).

A model can be moved over terrain features that are 1" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored. A model can be moved vertically in order to climb up, down and over any terrain features that are higher than this, counting the vertical distance up and/or down as part of its move. Models cannot finish any kind of move mid-climb – if it is not possible to end the move as a result, that move cannot be made.

  • Models can move freely over terrain features 1" or less in height.
  • Models cannot move through taller terrain features, but can climb up and down them.

Flying

If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

ADVANCED RULES
ADVANCED RULES

Transports

Some models have the TRANSPORT keyword. The following rules describe how units can embark on and disembark from such models, and how they are used to move their passengers across the battlefield.

Transport Capacity

All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

Embark

If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.

Out of Phase Rules and Embarking on Transports

When a unit uses a rule to make a move as if it were the Movement phase, all the normal rules that would apply in the Movement phase apply when making that move. For example, models in that unit cannot finish that move within Engagement Range of any enemy models, and if every model in that unit finishes that move wholly within 3" of a friendly TRANSPORT model, they can embark within that TRANSPORT model following the normal Movement phase rules regarding embarkation.

Disembark

If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

Destroyed Transports

If a TRANSPORT model is destroyed, and that model has the Explodes ability (or equivalent), roll to see if it explodes and resolve any resulting damage to nearby units before setting up any units embarked within it (if any) on the battlefield. If there are any units embarked within the destroyed TRANSPORT model, these must now immediately disembark before the model itself is removed from the battlefield; these units are not affected by the destroyed model’s Explodes ability (or equivalent) – instead you must roll one D6 for each model you just set up on the battlefield. For each roll of 1, a model that disembarked (your choice) is destroyed. Units cannot declare a charge or perform a Heroic Intervention in the same turn that they disembarked from a destroyed TRANSPORT model.

  • If a TRANSPORT is destroyed, resolve its Explodes ability (if it has one).
  • Any units embarked within must then disembark.
  • Roll one D6 for each model that disembarked; for each 1, one model is destroyed.
  • Units that disembarked cannot charge or perform Heroic Interventions this turn.

Setting Up Units Disembarking From a Destroyed Transport

When a TRANSPORT model is destroyed, if you cannot set up every model from a unit that was embarked within it, only models that cannot be set up are destroyed.
ADVANCED RULES
ADVANCED RULES

Aircraft

Some models have the AIRCRAFT keyword. In addition to the Flying rules, the following rules further describe how these units move across the battlefield and how other units can move beneath them.

Minimum Move

AIRCRAFT models typically have a Move characteristic consisting of two values. The first is the model’s minimum Move characteristic – in its Movement phase, all parts of the model’s base must end the move at least that far from where they started. The second is its maximum Move characteristic – no part of the model’s base can be moved further than this. If such a model’s Move characteristic is modified, its minimum and maximum Move characteristics are both modified.

If an AIRCRAFT model cannot make its minimum move, or its minimum move would result in any part of that model (including its base) crossing the edge of the battlefield, then unless you are using the Strategic Reserves rule, that model is removed from the battlefield and counted as destroyed (if the AIRCRAFT is a TRANSPORT, then any models currently embarked within are likewise counted as destroyed).

  • Minimum move: Models must move at least their minimum M".
  • If a model cannot make its minimum move, it is destroyed (unless you are using Strategic Reserves).

Aircraft Engagement Range

Although AIRCRAFT models have an Engagement Range like any other model, the following rules and exceptions apply to it – this will account for the fact that typically AIRCRAFT models are soaring overhead and not skimming along the ground.

Whenever a model makes any kind of move, it can be moved across AIRCRAFT models (and their bases) as if they were not there, and they can be moved within an enemy AIRCRAFT model’s Engagement Range, but it cannot end the move on top of another model (or its base), and it cannot end the move within Engagement Range of any enemy AIRCRAFT models. The only exception are units that can FLY, which can end a charge move within Engagement Range of an enemy AIRCRAFT model.

If, when an AIRCRAFT unit is selected to Move in the Movement phase, any enemy units are within Engagement Range of it, that AIRCRAFT unit can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary).

If, when a unit is selected to move in the Movement phase, the only enemy models that are within Engagement Range of it are AIRCRAFT, then it can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary).

  • Models can move within an enemy AIRCRAFT’s Engagement Range.
  • Models can move over AIRCRAFT (and their bases) when they make any kind of move.
  • AIRCRAFT can make a Normal Move or an Advance even when within Engagement Range of enemy models.
  • Units can make a Normal Move or an Advance if they are only within Engagement Range of enemy AIRCRAFT.

Heroic Interventions, Pile ins, Consolidations and Aircraft

Whenever a unit moves when it performs a Heroic Intervention, piles in or consolidates, it must end that move closer to the closest enemy model. In all cases, AIRCRAFT models are excluded when determining which model is the closest, unless the unit making that move can FLY.

  • When a model performs a Heroic Intervention, piles in or consolidates, ignore AIRCRAFT (unless the model moving can FLY).

PSYCHIC PHASE

Warrior mystics and sorcerers wield the strange power of the warp to aid their allies and destroy their foes. Harnessing this force is not without risk, however, and with the smallest mistake, the effort can spell doom for all nearby.


Some models have the PSYKER keyword. In the Psychic phase, PSYKERS can attempt to manifest psychic powers and deny enemy psychic powers.

Start your Psychic phase by selecting one eligible PSYKER unit from your army that is on the battlefield. PSYKER units that Fell Back this turn (other than TITANIC units) are not eligible. If you have no eligible PSYKER units from your army on the battlefield, and no other rules that need to be resolved in the Psychic phase, the Psychic phase ends.

Once you have selected an eligible PSYKER unit from your army, you can attempt to manifest one or more psychic powers with it. After you have finished manifesting all of this unit’s psychic powers that you want to, you can then select another eligible PSYKER unit from your army to attempt to manifest psychic powers with, and so on, until you have done so with as many of your eligible PSYKER units as you wish.

No unit can be selected to manifest psychic powers more than once in each Psychic phase. Once you have no eligible PSYKER units on the battlefield that you wish to attempt to manifest psychic powers with, your Psychic phase ends and you progress to the Shooting phase.

  • Select a PSYKER in your army to manifest its psychic powers.
  • Select another PSYKER in your army to manifest its psychic powers.
  • Once all your PSYKERS have manifested psychic powers, progress to the Shooting phase.

Psychic Powers

All PSYKERS know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.

Manifesting Psychic Powers

When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

Psychic Tests

When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

Deny the Witch

When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Perils of the Warp

When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.

SHOOTING PHASE

Guns thunder and shrapnel falls from the sky. Muzzle flare shines through the gloom in bursts, beams of lasfire illuminate the fog of war, and spent ammunition cartridges are left discarded across the battlefield.


Start your Shooting phase by selecting one eligible unit from your army to shoot with. An eligible unit is one that has one or more models equipped with ranged weapons. Units that Advanced this turn, and units that Fell Back (other than TITANIC units) this turn are not eligible. If you have no eligible units, your Shooting phase ends. After you have shot with one of your eligible units, you can then select another of your eligible units to shoot with, and so on, until you have shot with as many of your units as you wish.

When you select a unit to shoot with, you select targets and resolve attacks with any or all ranged weapons that models in that unit are equipped with (each ranged weapon can only be shot once per phase). The ranged weapons that models in a unit are equipped with are detailed on its datasheet.

No unit can be selected to shoot with more than once in each Shooting phase. Once all your eligible units that you wish to shoot with have done so, your Shooting phase ends and you progress to the Charge phase.

  • Select a unit from your army to shoot with.
  • When a unit shoots, select targets then resolve attacks with any or all ranged weapons that models in that unit are equipped with.
  • Select another unit from your army to shoot with.
  • Once you have shot with all your units, progress to the Charge phase.

Select Targets

When a unit shoots, you must select the target unit(s) for all of the ranged weapons its models are making attacks with before any attacks are resolved. If a model has more than one ranged weapon, it can shoot all of them at the same target, or it can split the weapons between different enemy units. Similarly, if a unit has more than one model, they can shoot at the same or different targets. In either case, when you select a target unit you must declare which weapons will target that unit before any attacks are resolved. If any of these weapons has more than one profile that you must choose between, you must also declare which profile is being used.

Only enemy units can be chosen as the target for an attack. In order to target an enemy unit, at least one model in that unit must be within range (i.e. within the distance of the Range characteristic) of the weapon being used and be visible to the shooting model. If unsure, get a look from behind the firing model to see if any part of the target is visible. For the purposes of determining visibility, a model can see through other models in its unit. If there are no eligible targets for a weapon then that weapon cannot shoot. If this is the case for all of a unit’s ranged weapons, then that unit is not eligible to shoot with.

If you have selected more than one target for your unit to shoot at, you must resolve all the attacks against one target before moving on to the next target. If your unit is shooting more than one ranged weapon at a target, and those weapons have different characteristics profiles, then after you have resolved attacks with one of those weapons you must, if any other weapons with the same characteristics profile are also being shot at that unit, resolve those attacks before resolving any attacks against the target unit with a weapon that has a different characteristics profile.

Note that so long as at least one model in the target unit was visible to the shooting model and in range of its weapon when that unit was selected as the target, that weapon’s attacks are always made against the target unit, even if no models in the target unit remain visible to or in range of it when you come to resolve them (this can happen because of models being destroyed and removed from the battlefield as the result of resolving the shots with other weapons in the shooting model’s unit first).
  • Select targets for all weapons before any attacks are resolved.
  • At least one model in the target unit must be visible to the attacking model and within range of the attacking weapon.
  • If a unit targets multiple units, all attacks against one unit must be resolved before resolving attacks against the next.
  • If a unit shoots with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

For example: James selects a squad of Chaos Space Marines to shoot with. The unit has ten models: one is equipped with a lascannon, one with a meltagun and eight with boltguns. When the unit is selected to shoot, James splits their attacks as follows: the lascannon targets an enemy vehicle unit, while the meltagun and all the boltguns target an enemy infantry unit. All the weapons are in range of their respective units and both targets are visible to all firing models. James resolves the attacks against the infantry unit first, beginning by choosing to shoot with the boltguns. After all the boltgun attacks have been resolved, James then resolves the meltagun attack. Having resolved all the attacks against the infantry unit, James can then resolve the lascannon attack against the vehicle unit.

Locked in Combat

Models cannot make attacks with ranged weapons while their unit is within Engagement Range of any enemy models. Models also cannot target enemy units within Engagement Range of any other units from your army – the risk of hitting your own troops is too great.

  • Units cannot shoot while they are within Engagement Range of any enemy units.
  • Units cannot shoot at targets within Engagement Range of any friendly units.

Number of Attacks

When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

ADVANCED RULES
ADVANCED RULES

Big Guns Never Tire

A VEHICLE or MONSTER model can make attacks with ranged weapons even when its unit is within Engagement Range of enemy units, but it can only make such attacks against enemy units that it is within Engagement Range of. In such circumstances, VEHICLE and MONSTER models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Note that if a VEHICLE or MONSTER unit has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of the firing model’s unit, but they will only be able to make the attacks with that weapon if all enemy units within Engagement Range of the firing model’s unit have been destroyed when you come to resolve those attacks. In addition, when a VEHICLE or MONSTER model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.

  • MONSTERS and VEHICLES can shoot ranged weapons even if within Engagement Range of enemy units.
  • MONSTERS and VEHICLES can target other units, but cannot resolve these attacks while any enemy models remain within their Engagement Range.
  • Subtract 1 from hit rolls made when MONSTERS and VEHICLES shoot Heavy weapons while any enemy units remain within their Engagement Range.

Look out, Sir

Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

Ranged Weapon Types

There are five types of ranged weapon: Assault, Heavy, Rapid Fire, Grenade and Pistol. A weapon’s type can impact the number of attacks it can make. In addition, each type of ranged weapon also has an additional rule that, depending upon the situation, might affect the accuracy of the weapon or when it can be fired. These are as follows:

ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

HEAVY

Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

RAPID FIRE

Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

PISTOL

Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

ADVANCED RULES
ADVANCED RULES

Blast Weapons

Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Blast and Multiple Dice Rolls

In addition to the errata here, we wanted to briefly add an additional example to explain how the Blast rule works when shooting a weapon that requires more than one dice roll to determine its number of attacks. For example, if a Heavy 2D3 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a double 1 to determine how many attacks are made, that result is less than 3 and so that weapon makes 3 attacks against that target. If the same weapon targets a unit that has 11 or more models, that weapon makes six attacks against that unit.

Making Attacks

Attacks are made using ranged or melee weapons. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time:

1. Hit Roll

When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

2. Wound Roll

Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

3. Allocate Attack

If an attack successfully wounds the target unit, the player commanding the target unit allocates that attack to one model in the target unit (this can be to any model in the unit and does not have to be allocated to a model that is within range of, or visible to, the attacking model). If a model in the target unit has already lost any wounds or has already had attacks allocated to it this phase, the attack must be allocated to that model.

4. Saving Throw

The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Terrain and Cover

Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

5. Inflict Damage

The damage inflicted is equal to the Damage (D) characteristic of the weapon making the attack. A model loses one wound for each point of damage it suffers. If a model’s wounds are reduced to 0 or less, it is destroyed and removed from play. If a model loses several wounds from an attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect.

  • Hit roll (ranged weapon): Roll one D6; hit scored if result equals or beats attacking model’s BS. Otherwise attack fails.
  • Hit roll (melee weapon): Roll one D6; hit scored if result equals or beats attacking model’s WS. Otherwise attack fails.
  • Wound roll: Roll one D6 and compare attack’s S with target’s T on table to the left. Target wounded if score equals or beats the required result. Otherwise attack fails.
  • Allocate attack: Player commanding target unit selects one model in that unit. If a model in the unit has already lost wounds, or has already had attacks allocated to it this phase, they must select that model.
  • Saving throw: Roll one D6 and modify by the attack’s AP. If result less than the Sv of the selected model, the saving throw is failed and it suffers damage. Otherwise attack is saved.
  • Inflict damage: The selected model loses a number of wounds equal to the attack’s D.
  • If a model is destroyed by an attack, any excess damage inflicted by that attack is lost.
  • Unmodified hit rolls, wound rolls and saving throws of 1 always fail.
  • Unmodified hit rolls and wound rolls of 6 always succeed.
  • Hit and wound rolls cannot be modified by more than -1 or +1.

Hints and Tips – Fast Dice Rolling

The rules for making attacks have been written assuming you will resolve them one at a time. However, it is possible to speed up your battles by rolling the dice for similar attacks together. In order to make several attacks at once, all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have the same Strength and Armour Penetration characteristics, they must inflict the same Damage, they must be affected by the same abilities, and they must be directed at the same unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls. Your opponent can then allocate the attack one at a time, making the saving throws and suffering damage each time as appropriate. Remember, if the target unit contains a model that has already lost any wounds or has already had attacks allocated to it this phase, they must allocate further attacks to this model until either it is destroyed, or all the attacks have been saved or resolved.
ADVANCED RULES
ADVANCED RULES

Invulnerable Saves

Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Mortal Wounds

Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

Ignoring Wounds

Some models have rules that give them a chance to ignore wounds. If a model has more than one such rule, you can only use one of those rules each time the model loses a wound (including wounds lost due to mortal wounds).

  • A model can only use one rule to attempt to ignore each wound suffered.

CHARGE PHASE

Warriors hurl themselves into battle to slay with blade, hammer and claw. Strident war cries and frantic screams echo through the whirling smoke as the moment of cataclysmic violence draws near.

The Charge phase is split into two steps. First you charge with your units. Then your opponent performs Heroic Interventions.

1. CHARGES
2. HEROIC INTERVENTIONS

1. Charges

Start your Charge phase by selecting one eligible unit from your army that you want to charge, and declare a charge with it. An eligible unit is one that is within 12" of any enemy units at the start of the Charge phase. Units that have Advanced or Fallen Back this battle round, and units that start the Charge phase within Engagement Range of any enemy units, are not eligible units. If you have no eligible units from your army that you wish to charge with on the battlefield, progress to the Heroic Interventions step of the Charge phase. After you have finished charging with one of your units, you can then select another unit from your army to do so, and so on, until you have done so with as many of your units as you wish.

No unit can be selected to charge more than once in each Charge phase. Once all of your eligible units that you wish to charge with (if any) have declared a charge and have done so, progress to the Heroic Interventions step of the Charge phase.

  • Select a unit from your army to charge with.
  • Charge with that unit (see below).
  • Select another unit from your army to charge with.
  • Once all your units have charged, progress to the Heroic Interventions step.

Charging with a Unit

Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

2. Heroic Interventions

Your opponent can now select an eligible CHARACTER unit from their army to perform a Heroic Intervention. An eligible CHARACTER unit is one that is not within Engagement Range of any enemy units, but is within 3" horizontally and 5" vertically of an enemy unit. After they have finished performing a Heroic Intervention with a CHARACTER unit, they can then select another eligible CHARACTER unit from their army to do so, and so on, until they have done so with as many of their units as they wish. If your opponent has no eligible CHARACTER units, the Charge phase ends.

No unit can perform more than one Heroic Intervention in each enemy Charge phase. A unit can never perform a Heroic Intervention in their own Charge phase. Once all of your opponent’s eligible CHARACTER units have performed Heroic Interventions that they want to, your Charge phase ends and you progress to the Fight phase.

  • Select one CHARACTER unit to perform a Heroic Intervention.
  • Cannot perform a Heroic Intervention if any enemy units are in Engagement Range.
  • Must be an enemy unit within 3" horizontal and 5" vertical to perform a Heroic Intervention.
  • Select another CHARACTER unit to perform a Heroic Intervention.
  • Once all your CHARACTER units have performed Heroic Interventions, progress to the Fight phase.

Performing a Heroic Intervention

When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

ADVANCED RULES
ADVANCED RULES

Charging Over Terrain

Unless stated otherwise, a model can be moved over a terrain feature when it makes a charge move, but not through it (so models can’t move through a wall, or pass through a tree, but can climb up or over them).

A model can be moved over terrain features that are 1" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored. A model can be moved vertically in order to climb up, down and over any terrain features that are higher than this, counting the vertical distance up and/or down as part of its charge move. Models cannot finish a charge move mid-climb – if it is not possible to make a charge move as a result, the charge fails.

  • Models can make a move freely over terrain features 1" or less in height.
  • Models cannot move through taller terrain features, but can climb up and down them.

Flying When Charging

If a unit’s datasheet has the FLY keyword, then when it makes a charge move, its models can be moved across other models (and their bases) as if they were not there, but they must move over terrain features (including BUILDING units) like any other model. A model that can FLY cannot finish any move on top of another model.

  • FLY models can move over other models when they make a charge move.
  • FLY models move over terrain (including BUILDINGS) like any other model when they make a charge move.

Overwatch

Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

FIGHT PHASE

Carnage engulfs the battlefield as the warring armies meet head-on. Fangs and claws crunch through bone. Blades ring like hammer on anvil. Blood spurts and flesh tears as hate-filled foes tear one another apart.


Starting with the player whose turn is not taking place, the players must alternate selecting an eligible unit from their army and fighting with it (see below). An eligible unit is one that is within Engagement Range of an enemy unit and/or made a charge move in the same turn. If neither player has any eligible units to fight with, the Fight phase ends.

No unit can fight more than once in the Fight phase. If all of one player’s eligible units have fought, the opposing player can then fight with their remaining eligible units, one at a time. Note that after an enemy unit has fought and finished its Consolidation move, it might be that previously ineligible units now qualify as such – these units can then be selected to fight with. Once all eligible units have fought, the Fight phase ends and you progress to the Morale phase.

  • Starting with your opponent, alternate selecting units to fight with.
  • When a unit fights, it piles in, then it makes close combat attacks, then it consolidates.
  • If one player has no more units left to fight with, their opponent then fights with their remaining units, one at a time.
  • Once all units have fought, progress to the Morale phase.

Charging Units Fight First

Units that made a charge move this turn fight first in the Fight phase. This means that units that did not make a charge move this turn cannot be selected to fight until after all units that did make a charge move have fought.

  • Units that made a charge move this turn fight before all other units.

Fight

When you select a unit to fight, it first piles in, then the models in the unit must make close combat attacks, and then the unit consolidates.

Pile In

When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

Make Close Combat Attacks

When a unit makes its close combat attacks, before resolving those attacks you must first determine which models can fight and how many attacks they will make, then you select the target unit(s) for all of the attacks those models will make and declare what melee weapons those attacks will be made with.

Which Models Fight

When a unit makes close combat attacks, only the models in that unit that are either within Engagement Range of an enemy unit, or that are within ½" of another model from their own unit that is itself within ½" of an enemy unit, can fight.

  • A model can fight if it is in Engagement Range of an enemy unit.
  • A model can fight if it is within ½" of another model from their own unit that is within ½" of an enemy unit.

Number of Attacks

When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.

Additional Attacks for a Pair of Weapons

If a model is equipped with two weapons that have an ability that reads ‘Each time the bearer fights, if it is equipped with 2 [name of weapon], it makes 1 additional attack with this weapon.’ (e.g. Orks killsaws, Grey Knights nemesis falchions, Drukhari macroscalpels, etc.), that model only makes 1 additional attack, not 1 for each specified weapon it is equipped with.

Select Targets

Before you resolve any attacks, you must first select the target unit(s) for all of the attacks. Attacks made by models in units that made a charge move this turn can only target enemy units that their unit declared a charge against, or that performed a Heroic Intervention this turn. In order to target an enemy unit, an attacking model must either be within Engagement Range of that unit, or within ½" of another model in its own unit that is itself within ½" of that enemy unit.

If a model can make more than one attack, it can make all of them against the same target, or it can split them between different enemy units. Similarly, if a unit has more than one model, each model can make their attacks at the same, or different targets. In either case, declare which attacks will target which unit(s) before any attacks are resolved, and resolve all of the attacks against one target before moving onto the next.

If there are no viable targets (because all enemy units are beyond Engagement Range etc.) then that unit cannot make close combat attacks, but it can still consolidate.

  • If the attacking unit made a charge move this turn, its models can only target units it declared a charge against this turn, or units that performed a Heroic Intervention this turn.
  • Select targets for all attacks, before any attacks are resolved.
  • If a unit targets multiple units, all attacks against one unit must be resolved before resolving attacks against the next.

Select Weapon

When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Consolidate

When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

For example: James selects a unit of Chaos Terminators to fight. After the models have piled in, James makes attacks with his unit. This unit consists of five models that are in Engagement Range of an enemy unit. One of James’ models has an Attacks characteristic of 3 and is equipped with a lightning claw. The other four models each have an Attacks characteristic of 2, and two are equipped with power fists and two are equipped with lightning claws. The Chaos Terminators are only in Engagement Range with one enemy unit; therefore they make seven attacks against that unit using the lightning claws, and four using power fists. James resolves the attacks made using power fists first, and once they have all been resolved, James then resolves the attacks made using the lightning claws. After all of the unit’s attacks have been resolved, the Terminators then consolidate.

MORALE PHASE

Even the bravest heart may quail when the horrors of battle take their toll. With peril looming on all sides and comrades falling one by one, only the heroic, the monstrous or the hopelessly insane will stand their ground.

The Morale phase is split into two steps. First you take Morale tests for your units. Then you remove any out-of-coherency models.

1. MORALE TESTS
2. UNIT COHERENCY CHECKS

1. Morale Tests

Starting with the player whose turn is taking place, the players must alternate selecting a unit from their army that has had models destroyed this turn and taking a Morale test for it. If no units on the battlefield need to take a Morale test, progress to the Unit Coherency Checks step of the Morale phase.

A unit only needs to take one Morale test in each phase. If one player has finished taking Morale tests for all the units from their army that have had models destroyed this turn, the opposing player then takes all their remaining Morale tests, one at a time. Once all Morale tests have been taken (if any), progress to the Unit Coherency Checks step of the Morale phase.

  • Players alternate taking Morale tests for units from their army that have suffered casualties this turn.
  • If one player has no more units left to take Morale tests, their opponent then takes Morale tests for their remaining units, one at a time.
  • Once all units have taken Morale tests, progress to the Unit Coherency Checks step (see opposite).

Morale Tests

To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

Combat Attrition Tests

If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

For example: In the Morale phase, Stu needs to take a Morale test for his unit of Skitarii Rangers. This unit started the battle with ten models and it is led by a Ranger Alpha, with a Leadership characteristic of 7. Five models were destroyed in this unit this turn, so Stu rolls one D6, getting a 4, and adds 5 to the result. The result of 9 is greater than the unit’s Leadership characteristic, so their Morale test is failed and one model in the unit flees and is removed. Stu now needs to take Combat Attrition tests for the remaining four models in his unit. Stu rolls a 1, a 2, a 5 and a 6. As the unit is now below Half-strength, he subtracts 1 from each of these dice rolls. The final results mean that two additional models flee the unit and are also removed.

2. Unit Coherency Checks

Each player must now remove models, one at a time, from any of the units in their armies that are no longer in unit coherency, until only a single group of models from the unit remains in play and in unit coherency. The models removed count as having been destroyed, but they never trigger any rules that are used when a model is destroyed. Models removed because of this do not cause their unit to take another Morale test.

  • Remove models from units in your army that are not in unit coherency.
  • Once all out of coherency models have been removed (if any), the Morale phase ends.
  • The player’s turn then ends and, unless the battle ends, the next player’s turn begins.

Missions

Before you can wage war in a game of Warhammer 40,000, you must first select a mission. The basic rules include a single mission – Only War – that is ideal to get the action started quickly. Others can be found in other books, or you could play a mission of your own creation. If you and your opponent can’t agree which mission to play, the players must roll off, and the winner decides.


Mission Instructions

All missions include a set of instructions that describe how a battle is fought. These should be followed in order, and will typically include the following steps:

1. Muster Armies
Each mission will guide players on what size armies they should muster, and may include further rules that could affect how you pick your armies.

2. Read Mission Briefing
Each mission has a description of the circumstances of the battle, and what the mission’s Primary Objectives are (this will tell you how to secure victory). Some missions may also include one or more special rules. These cover unique situations, or abilities that can be used in the battle.

3. Create the Battlefield
Each mission will include details of the size of battlefield that you will need. Each mission will also instruct you if any terrain features or objective markers must be set up, and will provide details of where to set them up. Otherwise, it is assumed you are using the guidelines to create your battlefield. If you are using a battlefield that is a different size or shape, you will need to adjust distances, and the location of deployment zones, objective markers and terrain features, in an appropriate way.

4. Deploy Forces
Each mission includes a deployment map that shows where each player can set up the models in their army (called the army’s deployment zone), and will list any restrictions that apply to setting up.

REDEPLOYING UNITS
If a unit has an ability that allows it to be set up in a location other than the battlefield, or is eligible for a Stratagem that allows a unit to be set up in a location other than the battlefield, and that unit is selected for an ability that allows it to be redeployed, that unit cannot be set up in any location other than on the battlefield unless specified in the redeployment ability itself.

5. Determine First Turn
Each mission will tell you how to determine which player has the first turn.

6. Resolve Pre-battle Rules
Players should now resolve any pre-battle rules their army has (if any).

7. Begin the Battle
The first battle round begins. Players continue to resolve battle rounds until the battle ends.

8. Ending the Battle
Each mission will tell you when the battle ends. This will typically be after a set number of battle rounds have been completed, or when one player has achieved a certain victory condition.

9. Determine Victor
Each mission will tell you what you need to do in order to win the game. If neither player manages to achieve a victory then the game is considered to be a draw.

The Warlord

While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

Warlord Traits

Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

Inspiring Leader (Warlord Trait, Aura)

Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.

ADVANCED RULES
ADVANCED RULES

Objective Markers

Many missions use objective markers – these represent sites of tactical or strategic import that both sides are attempting to secure. If a battle has any objective markers, then the mission will say where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, always place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, always measure to and from the closest part of that objective marker.

A model is in range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Unless otherwise noted, a player controls an objective marker while they have more models within range of it than their opponent does. A model can only be counted towards controlling one objective marker per turn – if one of your models could be counted towards controlling more than one objective marker, you must select which one they are counted towards that turn. AIRCRAFT units and units with the Fortifications Battlefield Role can never control objective markers – exclude these units when determining which player controls an objective marker.

  • Objective marker: 40mm round marker
  • Model in range of objective marker if within 3" horizontally and 5" vertically.
  • Objective marker controlled by player with most models in range.
  • AIRCRAFT and Fortifications cannot control objective markers.

The locations of objective markers on the battlefield are typically shown on the deployment map of the mission being played, and are represented by the icon to the left.


Objective Secured

Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Mission

Only War

1. MUSTER ARMIES
In order to play this mission, you and your opponent must first each muster an army from the miniatures in your collection. Your armies can use any models from your collections that you wish. It is up to the players to agree how big their armies will be – there is no reason why the two armies need to be the same size, though if that is what the players want they should agree to this now. If this is your first game of Warhammer 40,000, we recommend each player grabs a small handful of units. The table below gives a rough guide of how long the battle should take based on the size of the armies used; note that this is the combined Power Level of both your and your opponent’s army.

BATTLES
BATTLE SIZESIZE OF ARMIES
(Combined Power Levels)
BATTLE DURATION
Combat Patrol50Up to 1 hour
Incursion100Up to 2 hour
Strike Force200Up to 3 hour
Onslaught300Up to 4 hour

Once you have mustered your army, select one of your models to be your Warlord. That model gains the WARLORD keyword. If your WARLORD has the CHARACTER keyword, they will have a Warlord Trait, which you choose now. Any Warlord can have the Inspiring Leader Warlord Trait. Alternative Warlord Traits can be found in other publications.

2. MISSION BRIEFING
The time has come to prove your worth as the greatest commander in the galaxy! All that stands between you and ultimate glory is an opposing force bent upon your destruction. Destroy the enemy army and secure strategic sites littered across the battlefield while stopping your foe from doing likewise.

Mission Objectives:
Slay the Warlord: A player scores 1 victory point if the enemy Warlord is destroyed at the end of the battle.

Capture and Control: At the end of each player’s Command phase, the player whose turn it is scores 1 victory point for each objective marker they currently control (see opposite for details of how to set up Objective Markers). Players control objective markers as described here. In addition, if one player controls more objective markers than their opponent does at the end of the battle, they score 1 bonus victory point.

3. CREATE THE BATTLEFIELD
The players now create the battlefield and set up terrain features using the guidelines in the Warhammer 40,000 Core Book. The minimum size of your battlefield depends on the battle size you have selected, as shown in the table below:
BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Combat Patrol/Incursion44" x 30"
Strike Force44" x 60"
Onslaught44" x 90"

The players must then alternate setting up objective markers on the battlefield, starting with whichever player wins a roll-off, until a total of four have been placed. Objective markers cannot be placed within 6" of any battlefield edge, or within 9" of any other objective markers.

4. DEPLOY FORCES
Once the battlefield has been created, the players must roll off again. The winner chooses one of the two deployment zones to be theirs. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. Models must be set up wholly within their own deployment zone. Continue setting up units until both players have set up all the units in their army, or you have run out of room to set up more units. If one player has finished setting up their army, their opponent continues to set up the remaining units from their army.

If both players have units with abilities that allow them to be set up after both armies have deployed, the players must roll off after all other units have been set up and alternate setting up these units, starting with the winner.

DEPLOYING LARGE MODELS
Some large models, typically AIRCRAFT, have wings and other parts that extend significantly beyond their base, this can make it difficult for them to fit wholly within a mission’s deployment zone, and whilst the deployment sequences of mission packs clearly state that no part of the model can overhang the edge of the battlefield, the edge of your deployment zone is not mentioned. For clarity, such models can overhang a deployment zone if it is not possible to set them up otherwise (i.e. if it is not possible to set them up without them overhanging their deployment zone), but when setting them up on the battlefield their base must still be wholly within their deployment zone.

5. DETERMINE FIRST TURN
The players should roll off again, and the winner can choose to take the first or second turn.

6. RESOLVE PRE-BATTLE RULES
Players should now resolve any pre-battle rules their army has (if any).

7. BEGIN THE BATTLE
The first battle round begins. Players continue to resolve battle rounds until the battle ends.

8. ENDING THE BATTLE
The battle ends when all of the models in one player’s army have been destroyed, or once the fifth battle round has ended (whichever comes first).

9. DETERMINE VICTOR
If, at the end of the battle, one army has been destroyed, the player commanding the opposing army is the victor. Otherwise, the player with the most victory points is the victor (in the case of a tie, the battle is a draw).


ADVANCED RULES

By now, you’ve scratched the surface of the many ways that you can enjoy the Warhammer 40,000 hobby. The missions that you have already seen are just the beginning – there are always new ways to play and battles to fight!


Power Ratings

Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.

Understrength Units

Sometimes you may find that you do not have enough models to field a minimum-sized unit; if this is the case, you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit. The Power Rating of an Understrength unit is the same as if you had a minimum-sized unit, even though it contains fewer models.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Has same Power Rating as a minimum-sized unit.

Power Level

An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

Hints and Tips – Power Levels vs Points Limits

The mission you are using will tell you whether or not to muster your army using Power Levels or points limits. Typically, open play or narrative games are intended to be used primarily with Power Levels - as they are often the quickest method by which you can get an army together ready to play - while matched play games are intended to be used primarily with a points limit - to ensure both players can reflect the minutiae of the individual squad loadouts in a fair way.

There is, however, a relationship between Power Ratings and points values - a unit with a high Power Rating will also have a high points value. As a result, it is perfectly legitimate to play a matched play game using a pre-set Power Level instead of a points limit if that’s what you want to do. Likewise, if you wish to use a points limit (or just points values) in a narrative game or open play game, then you can. We recommend both players use the same method as each other, but as long as you both agree, you can decide which method you prefer to use.

Points Values

Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

Unit Champions

Many units are led by a champion of some kind, such as a Sergeant. Unit champions often have better characteristics and access to different wargear options. Unless noted otherwise, unit champion models have the same points value as other models in their unit.

  • Unit champion: The leader of a unit.
  • Has same points value as any other model in their unit.

Understrength Units

If your army includes any Understrength units, the unit’s points value should still only reflect the models you actually have (and any weapons and wargear they have) even though the unit’s Power Rating is that of a minimum-sized unit.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Points value only calculated for models in the unit.

Points Limit

An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.

ADVANCED RULES
ADVANCED RULES

Reinforcement Points

Some rules allow you to add new units to your army during the battle, or else replace units that have been destroyed. If you are playing a game that uses a points limit, then you must set aside some of your points in order to use these rules; these are your Reinforcement points. Each time a unit is added to your army during the battle, subtract the points of that unit from your pool of Reinforcement points. If there are not enough points in your pool to pay for the unit, you must either decrease the size of that unit (but no smaller than its minimum unit size) or the number of weapon options the unit has until you do have enough points to pay for it, otherwise it cannot be added to your army.

Sometimes a rule will allow you to add extra models to an existing unit from your army during the battle. Unless otherwise stated, adding these models does not cost any Reinforcement points.

  • Reinforcement Points: Difference between points limit and the total points value of all units in your army.
  • When a unit is added to your army during a battle, reduce your Reinforcement points by the points value of the new unit.
  • Adding models to existing units does not cost Reinforcement points.

BATTLE-FORGED ARMIES

All armies, from the contingents of the T’au to the warbands of the Orks, are — to a greater or lesser extent — structured forces. This section explains how you can organise your units into Detachments: a group of units that fight together.


Some missions will tell you to muster a Battle-forged army. A Battle-forged army has a pool of strategic resources called Command points (CPs) with which to purchase one or more Detachments, into which every unit in that army must be organised. Any CPs that a Battle-forged army has remaining after purchasing Detachments can be spent to utilise Stratagems - each of which represents a strategic or tactical asset available to your army. You will also receive a Battle-forged CP bonus in each of your Command phases. An army that is not Battle-forged is known as an Unbound army.

  • Battle-forged army: An army organised so all its units are in Detachments.
  • Unbound army: An army that is not Battle-forged.
  • Battle-forged armies have a pool of Command points to spend, Unbound armies do not.
  • Battle-forged armies receive a Battle-forged CP bonus every turn.

Command Points

The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

ADVANCED RULES
ADVANCED RULES

Gaining and Refunding Command Points

There are several rules that give you a chance to gain or refund CPs when you or your opponent either use a Stratagems or spend CPs to use a Stratagem. Each player can only gain or have refunded a total of 1 CP per battle round as the result of such rules, regardless of the source, and CPs that are spent on Stratagems that are not used during a phase, such as those used ‘before the battle’ or ‘at the end of the battle round’, can never be refunded. The limit of gaining or refunding 1 CP per battle round does not apply to the Battle-forged CP bonus a player gains at the start of their Command phase before doing anything else, or to any CPs gained by mission special rules that instruct players to gain CPs in their Command phase.

  • Cannot gain or refund more than 1 CP per battle round.
  • Cannot gain or refund CPs used before battle or at the end of a battle round.
  • Battle-forged CP bonus and CPs gained at start of Command phase via mission special rules are exempt from this limit.

Factions

A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.

Army Faction

In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.

Detachments

When you build a Battle-forged army, it will contain one or more Detachments. The maximum number of Detachments you can include in an army depends on the size of the battle you are playing, as shown in the table below.

DETACHMENTS
BATTLE SIZENO. OF DETACHMENTS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

To include a particular Detachment in your army, you must first spend a number of CPs equal to that Detachment’s Command Cost. If you do not have enough CPs for a specific Detachment, you cannot include it in your army. Then, you simply organise some or all of the units in your army so that they fit within the restrictions and limitations detailed for that Detachment. A unit cannot belong to more than one Detachment, and you will often need to use additional information found on a unit's datasheet, such as Faction and Battlefield Role (see below and right) to determine where it fits in a Detachment. Unless otherwise noted, you can include the same Detachment multiple times.

  • Maximum number of Detachments an army can include varies with battle size.
  • To include a Detachment in your army, you must pay the CPs specified.
  • Units must fit into Detachments.
  • A unit cannot belong to more than one Detachment.

Each Detachment contains the following information:

Battlefield Role Slots

This section of a Detachment’s rules lists the minimum and maximum number of units in each Battlefield Role that you must or can include in the Detachment.

The icons on a Detachment are referred to as slots. Each slot will typically specify a single Battlefield Role, and allows you to take one unit. Red icons are compulsory selections - you must take at least this many units of the appropriate Battlefield Role to include the Detachment in your army. Grey icons are optional selections - you can include up to this number of units with the appropriate Battlefield Role when including the Detachment in your army. Any further units of the same Battlefield Role will need to be taken in a different Detachment. For example, in order to take a Battalion Detachment you must select three units with the Troops Battlefield Role, and cannot include more than six Troops units in the Detachment.

  • Each unit has a Battlefield Role on its datasheet.
  • Each unit takes up one slot of the appropriate Battlefield Role.
  • Must include compulsory (red) slots.
  • Can include optional (grey) slots.

Detachment Abilities

Every Codex lists a set of abilities that units in a Detachment gain if every unit in that Detachment is from a specified Faction. Units in Auxiliary Support Detachments, Super-heavy Auxiliary Detachments and Fortification Network Detachments never gain any Detachment abilities, even if every unit in that Detachment is from the Faction specified.

  • Auxiliary Support, Super-heavy Auxiliary and Fortification Detachments never gain Detachment abilities.

Reinforcement Units

If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.

Dedicated Transports

This details how many Dedicated Transport units the Detachment can include (if any). In many Detachments this is separated from other units, as the total number of Dedicated Transport units you can include in a Detachment cannot exceed the number of INFANTRY units you have included in that Detachment (i.e. in such Detachments, for each INFANTRY unit you include in the Detachment you can include up to one unit that has the Dedicated Transport Battlefield Role).

Fortifications

Units with the Fortifications Battlefield Role are terrain features that are part of your army. Unless otherwise stated, when setting Fortifications up on the battlefield, they cannot be set up within 3" of any other terrain feature that is not part of its own datasheet (excluding hills). If it is not possible to set up a Fortification as a result, it cannot be deployed and counts as having been destroyed. Fortifications can never be placed into Strategic Reserves.

  • Fortifications cannot be setup within 3" of other terrain features (except hills).
  • Fortifications cannot be placed into Strategic Reserves.

Restrictions

This section of a Detachment’s rules lists any additional restrictions that, apply to the units you can include as part of the Detachment. If a datasheet does not adhere to a particular restriction, it cannot be included as part of the Detachment. The most common restriction is that all of the units included in a Detachment must be from the same Faction.

Command Cost

This section of a Detachment’s rules tells you how many Command points are required to include this Detachment in your army.

Command Benefits

This section of a Detachment’s rules lists any bonuses that apply if you include the Detachment in your army.

Battlefield Role

However you choose your army, all units have a Battlefield Role, which is typically shown as a symbol. Apart from providing a useful overview of the types of duties a unit is meant to perform, the role is also of importance when it comes to using Detachments. The most common Battlefield Roles are shown here.

Patrol Detachment

COMMAND COST:2CP
Command Cost: 2CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: +2 Command points if your WARLORD is part of this Detachment.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 1-3
ELITES: 0-2
FAST ATTACK: 0-2
HEAVY SUPPORT: 0-2
FLYERS: 0-2

Battalion Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: +3 Command points if your WARLORD is part of this Detachment.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 2-3
TROOPS: 3-6
ELITES: 0-6
FAST ATTACK: 0-3
HEAVY SUPPORT: 0-3
FLYERS: 0-2

Brigade Detachment

COMMAND COST:4CP
Command Cost: 4CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: +4 Command points if your WARLORD is part of this Detachment.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 3-5
TROOPS: 6-12
ELITES: 3-8
FAST ATTACK: 3-5
HEAVY SUPPORT: 3-5
FLYERS: 0-2

Vanguard Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: None.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 0-3
ELITES: 3-6
FAST ATTACK: 0-2
HEAVY SUPPORT: 0-2
FLYERS: 0-2

Spearhead Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: None.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 0-3
ELITES: 0-2
FAST ATTACK: 0-2
HEAVY SUPPORT: 3-6
FLYERS: 0-2

Outrider Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: All units must be from the same Faction. This Detachment cannot include any Understrength units.

Command Benefits: None.

Dedicated Transports: Can include 1 for each INFANTRY unit taken.
HQ: 1-2
TROOPS: 0-3
ELITES: 0-2
FAST ATTACK: 3-6
HEAVY SUPPORT: 0-2
FLYERS: 0-2

Supreme Command Detachment

COMMAND COST:0CP
Command Cost: 0CP

Restrictions: You can only include one Supreme Command Detachment in your army. This Detachment can only include one PRIMARCH, DAEMON PRIMARCH or SUPREME COMMANDER unit, and this unit must be selected as your WARLORD.

Command Benefits: Select one of the following: +4 Command points if your army includes any Brigade Detachments; +3 Command points if your army includes any Battalion Detachments; +2 Command points if your army includes any Patrol Detachments.
1 LORDS OF WAR or 1 HQ

Super-heavy Detachment

COMMAND COST:3CP or 6CP
Command Cost: 3CP or 6CP

Restrictions: To include this Detachment in your army, you must spend either 3 or 6 Command points. If you only spend 3 Command points then you cannot include any TITANIC units in this Detachment. All units must be from the same Faction.

Command Benefits: None.
LORDS OF WAR 3-5

Super-heavy Auxiliary Detachment

COMMAND COST:3CP
Command Cost: 3CP

Restrictions: None.

Command Benefits: None.
LORDS OF WAR 1

Fortification Network

COMMAND COST:1CP
Command Cost: 1CP

Restrictions: You can only include one Fortification Network Detachment in your army. Your WARLORD cannot be a unit in this Detachment.

Command Benefits: +1 Command point if every unit in this Detachment is from the same Faction and that Faction is the same as your WARLORD’s Detachment.
FORTIFICATIONS 1-3

Auxiliary Support Detachment

COMMAND COST:2CP
Command Cost: 2CP

Restrictions: This Detachment can only include one unit.

Command Benefits: None.
1 HQ or 1 TROOPS or 1 ELITES or 1 FAST ATTACK or 1 HEAVY SUPPORT or 1 FLYERS or 1 DEDICATED TRANSPORTS

Battle-forged Army Roster

Once a player has selected a Battle-forged army, the details of it must be recorded. This is called an army roster; it can be written on a piece of paper or recorded digitally, but it must include the information shown below (this shows an example of an army roster you can download here).


* Some rules can be selected randomly. If you choose to randomly determine these rules then write random on your army roster for that units rule. Then, after players have determined their mission, roll dice in front of your opponent to determine what your rules are.

  1. What units are in your army, what their Battlefield Roles are and how many models are in each unit.
  2. What weapons and wargear the models in each unit are equipped with.
  3. The Power Rating and points value of each unit (the latter is only required if you are playing a game that is using a points limit).
  4. Keywords, psychic powers, Warlord Traits and so on:
    • If a unit has any keywords that must be chosen by you (e.g. <MARK OF CHAOS>, <LEGION>, <CHAPTER> etc.), your army roster must make a note of what your choice is.
    • If a unit is a PSYKER, your army roster must make a note of which psychic powers it knows*
    • If a unit has any rules that must, or can be, selected or generated before the battle, your army roster must detail what those selections are (e.g. Litanies of Battle, Powers of the C’tan, Exarch Powers).* This does not apply to rules that are selected at the start of the battle (e.g. Sacred Rites).
    • If a unit has been upgraded by a Stratagem before the battle, your army roster must make a note of the upgrade (e.g. Stratagems that enable additional models to have Relics or Warlord Traits or Stratagems that grant units better characteristics or abilities). If a unit has a Warlord Trait via such a Stratagem, these must be noted on your army roster.
    • If a unit has a Relic or a Warlord Trait, your army roster must say what Relic and/or Warlord Traits it has. The rules for Relics and Warlord Traits can be found in a number of Warhammer 40,000 publications.
  5. If you are playing a game that is using a points limit, your army roster must list the total points cost of your army. This is the combined points cost of every unit in your army plus the total number of Reinforcement points you have set aside (if any).
  6. What Detachments are included in your army, and which units are in which Detachment. If your army includes several different Detachments, write a separate Detachment roster for each and then write a summary army roster that references them. If a Stratagem upgrades a Detachment to be a Specialist Detachment, your army roster must make a note of this.
  7. What your name, your army’s name and your Army Faction is.
  8. Which model in your army is your Warlord. This must be a model with the CHARACTER keyword (if your army has any) and cannot be a model with the Fortifications Battlefield Role. This model gains the WARLORD keyword and, if it also has the CHARACTER keyword, it will have a Warlord Trait, which you choose now and note on your roster. Any Warlord can have the Inspiring Leader Warlord Trait (see Only War mission rules). Alternative Warlord Traits can be found in other publications.
  9. How many Command points your army has at the start of the battle.

Specialist Detachments

This section introduces Specialist Detachments for a dozen different factions. These rules portray the many unique fighting styles of the different armies of the 41st Millennium.

If your army is Battle-forged, you have access to the Specialist Detachment Stratagems. A Specialist Detachment Stratagem is a unique type of Stratagem used when choosing your army. This Stratagem will assign a <SPECIALIST DETACHMENT> keyword to certain units in that Detachment and will unlock Warlord Traits, Relics, Stratagems and psychic powers that those units can take.

Any Detachment from your army (except for Auxiliary Support Detachments) can be upgraded to a Specialist Detachment by using an appropriate Specialist Detachment Stratagem. A Detachment from your army can only be upgraded to a Specialist Detachment once and thus cannot have multiple Specialist Detachment Stratagems applied to it, even if they affect different units in the Detachment.

Warlord Traits

If your Warlord is a CHARACTER and has the relevant <SPECIALIST DETACHMENT> keyword, you can give them a Warlord Trait from the appropriate section in this book instead of one from the Warhammer 40,000 rulebook or a codex. Named characters such as SAMMAEL have associated Warlord Traits in their codex and must still take that Warlord Trait if they are your Warlord.

In addition, if your army is Battle-forged, you can use the Stratagem below:
1CP

FIELD COMMANDER

Stratagem

This warrior’s specialist expertise is second to none and in battle they lead those under their command with sophisticated tactics.

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1CP each time you use it). No two characters in your army can have the same Warlord Trait.

Relics

Before the battle you may give a relic from this section to a CHARACTER from your army with the relevant <SPECIALIST DETACHMENT> keyword instead of a relic from a codex or Chapter Approved. Named characters such as Ghazghkull Thraka cannot be given relics.

Note that some relics replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any relics your characters have on your army roster.

Psychic Powers

If you have any PSYKERS in your army with the relevant <SPECIALIST DETACHMENT> keyword, before the battle you can choose to replace one of their psychic powers with a psychic power from the appropriate section of this book (you cannot choose to replace the Smite psychic power).

For example, a SPACE WOLVES Detachment can be upgraded to a Stalker Pack Specialist Detachment using the Specialist Detachment Stratagem. Doing so gives the BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment the STALKER PACK keyword.

This then allows you to give a STALKER PACK CHARACTER the Saga of the Savage Warlord Trait and to equip a STALKER PACK CHARACTER with the Ironfang of Ammagrimgul relic. You can also use Command Points to use the Blood Scent and Pack Killers Stratagems in your games.

Stratagems

Command points can also be spent during a battle to use Stratagems. Players can always use the Stratagems below. Many more Stratagems can be found in Codexes and other publications.


When you use a Stratagem, reduce your CP total by the appropriate amount. If you do not have enough CPs for a specific Stratagem, you cannot use it. Unless otherwise noted, you can use the same Stratagem multiple times during the course of a battle, but you cannot use the same Stratagem more than once in the same phase (for the purposes of this rule, Stratagems that have identical names, but that appear in different publications, are still considered to be the same Stratagem). This does not affect Stratagems that are not used during a phase, such as those used ‘before the battle’ or ‘at the end of the battle round.

  • To use a Stratagem you must pay the CPs specified.
  • The same Stratagem cannot be used more than once during the same phase.
  • Stratagems not used during a battle round are exempt from this limit.

Using Stratagems with Unbound Armies

Battle-forging your army is the easiest way to gain CPs with which to utilise Stratagems, but if your army is Unbound it is still possible to gain CPs by some other means (such as via a mission rule) that can then be spent during the battle to utilise Stratagems in exactly the same way as a player commanding a Battle-forged army would.

Alternatively, if both players have Unbound armies, but they both still wish to incorporate Stratagems into their game when they are mustering their army, then we recommend they agree beforehand on how many CPs each player will start with.

  • Unbound armies do not start with CPs, but can gain them via abilities and other rules.
  • If an Unbound army gains CPs, they can spend them to use Stratagems.


Faction and Sub-faction Stratagem Labels

In addition to Faction Stratagems that you gain access to if every unit in a Detachment is from a specific Faction (e.g. Adeptus Astartes, Adeptus Mechanicus, Necrons etc.), you can gain access to extra sub-faction Stratagems if those units are also from a particular sub-faction (e.g. Ultramarines, Metalica, Novokh etc.). Such ‘sub-faction’ Stratagems are considered to have the Stratagem label of their Faction for all rules purposes (e.g. a Metalica Stratagem is considered to have the Adeptus Mechanicus label).

COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
CUT THEM DOWN1CP
Core Stratagem
Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6, that enemy unit suffers 1 mortal wound.
DESPERATE BREAKOUT2CP
Core Stratagem
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit of your choice is destroyed. Assuming that unit was not destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any model in that unit that ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else this turn (i.e. it cannot attempt to manifest psychic powers, shoot, declare a charge, be selected to fight etc.), even if it has a rule that would allow it to do so after Falling Back.
EMERGENCY DISEMBARKATION1CP
Core Stratagem
Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6" of the destroyed model when they disembark instead of the normal 3" before the model itself is removed from the battlefield. These units are not affected by the destroyed model's Explodes ability (or equivalent) — instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked (your choice) being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform a Heroic Intervention in the same turn that they disembarked from a destroyed TRANSPORT model.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
COUNTER-OFFENSIVE2CP
Core Stratagem
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.
INSANE BRAVERY2CP
Core Stratagem
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

Strategic Reserves

A wise commander does not necessarily commit all their troops to the attack, making sure to keep additional forces held in reserve to reinforce wavering battle lines or exploit a weakness in the enemy's.


Strategic Reserves are forces that one or both sides have chosen not to deploy at the start of the battle. These rules explain how to place units into Strategic Reserves, as well as how and when they arrive on the battlefield.

Note that these rules do not apply to units that are using other rules that enable them to start the battle in a location other than the battlefield. Such units are not placed in Strategic Reserves and they are instead set up as described by their own rules.

Placing Units into Strategic Reserves

You can only place units into Strategic Reserves if your army is Battle-forged.

Unless otherwise stated, before the battle, you can select one or more units from your army to be placed in Strategic Reserves. You must pay Command points (CPs) to place your units into Strategic Reserves; the number of CPs required depends on the combined Power Ratings of all the units you wish to place into Strategic Reserves (including those embarked within TRANSPORT models that are themselves placed into Strategic Reserves), as shown in the table below. If you do not have enough CPs for your current band, you must reduce the number of units you wish to place into Strategic Reserves until you do have sufficient CPs.

STRATEGIC RESERVES
COMBINED POWER RATING OF UNITS PLACED INTO STRATEGIC RESERVESCPs TO PLACE INTO STRATEGIC RESERVES
1-91
10-192
20-293
30-394
40-495
etc.etc.

  • Strategic Reserves: Units that are not deployed at the start of the battle.
  • Only Battle-forged armies can use Strategic Reserves.
  • Must pay CPs to place units into Strategic Reserves.

Arriving from Strategic Reserves

Units that are placed in Strategic Reserves are ‘Strategic Reserve units’, and can arrive later in the battle during the Reinforcements step of any of your Movement phases except your first (i.e. Strategic Reserve units cannot arrive in the first battle round).

  • Strategic Reserve units arrive in the Reinforcements step of Movement phase.
  • Strategic Reserve units cannot arrive in the first battle round.

Setting Up Strategic Reserve Units

Where on the battlefield a Strategic Reserve unit is set up when it arrives depends on the battle round in which the unit arrives, as described below.

Starting from the second battle round, Strategic Reserve units that arrive can be set up wholly within 6" of any battlefield edge other than the enemy’s battlefield edge, but no model can be set up within the enemy’s deployment zone. Starting from the third battle round, Strategic Reserve units that arrive can be set up wholly within 6" of any battlefield edge other than the enemy's battlefield edge.

In any case, Strategic Reserve units cannot be set up within 9" of any enemy models. The only exception to this is if every model in the unit is being set up within 1" of their own battlefield edge, and wholly within their own deployment zone, in which case they can be set up within 9" (and even within Engagement Range) of enemy models. If a unit is set up within Engagement Range of any enemy models, it counts as having made a charge move this turn (Overwatch attacks cannot be made against this unit), and until the end of the turn it can target any unit it is within Engagement Range of with close combat attacks, even though it hasn’t declared a charge this turn.

If a model is so large that it cannot physically be set up wholly within 6" of a battlefield edge (i.e. the smallest dimension of that model is greater than 6"), it must be set up so that it is touching your battlefield edge. During the turn in which such a model is set up on the battlefield, that model’s unit cannot do any of the following: make a Normal Move, Advance, Fall Back, Remain Stationary; attempt to manifest or deny psychic powers; make any attacks with ranged weapons; declare a charge; perform a Heroic Intervention; perform any actions or psychic actions.

All the rules that apply to your Reinforcement units when they are set up also apply to your Strategic Reserve units when they are set up, as described in the Reinforcements step of the Movement phase. For example, Strategic Reserve units cannot make a Normal Move, nor can they Advance, Fall Back or Remain Stationary in the turn they arrive for any reason — but they can otherwise act normally (shoot, charge, fight etc.). Models in units that arrived from Strategic Reserves also count as having moved a distance in inches equal to their Move (M) characteristic in the Movement phase they arrive.

  • Battle round 1 = no Strategic Reserves.
  • Battle round 2 = set up wholly within 6" of any battlefield edge (not enemy battlefield edge or in enemy deployment zone).
  • Battle round 3+ = set up wholly within 6" of any battlefield edge (not enemy battlefield edge).
  • Cannot be set up within 9" of enemy models.
  • Strategic Reserve units cannot make a Normal Move, Advance or Fall Back this turn.
  • Strategic Reserve units always count as having moved this turn.
  • Any Strategic Reserve unit not set up on the battlefield by the end of the battle counts as destroyed.

ADVANCED RULES
ADVANCED RULES

Aircraft and Strategic Reserves

Whenever an AIRCRAFT model arrives from Strategic Reserves, you can choose to set it up anywhere on the battlefield that is more than 9" from any enemy models, facing any direction, instead of setting it up wholly within 6" of a particular battlefield edge. AIRCRAFT models can never declare a charge in the turn they arrive from Strategic Reserves, but otherwise follow all the normal rules for models arriving from Strategic Reserves.

If you have a Battle-forged army, AIRCRAFT units from your army can, in your Movement phase, move off the edge of the battlefield (assuming it has sufficient Move for any part of its base (or hull) to touch the edge of the battlefield). If an AIRCRAFT unit does so, it is placed into Strategic Reserves. Similarly, if you have an AIRCRAFT unit with a minimum Move characteristic that cannot make its minimum move, or is forced to move off the battlefield because of its minimum move, then it is placed into Strategic Reserves. In either case, placing the AIRCRAFT (and any units currently embarked within them) into Strategic Reserves in this manner does not cost any CPs and the unit can be set back up on the battlefield in your next turn, as described in Setting Up Strategic Reserve Units.

  • AIRCRAFT can be set up anywhere on the battlefield that is more than 9" from the enemy when they arrive from Strategic Reserves.
  • If army is Battle-forged, AIRCRAFT can move off battlefield edge and be placed into Strategic Reserves.
  • If army is Battle-forged, and an AIRCRAFT cannot make its minimum move, it is placed into Strategic Reserves.
  • AIRCRAFT can arrive from Strategic Reserves in the next turn.

Actions

Occasionally defeating the enemy through skill at arms is not enough, and your warriors must accomplish some vital battlefield tasks to secure victory. From searching for missing archeotech or activating a series of power generators, to completing a blasphemous ritual to the Dark Gods, these tasks are many and varied.


Performing Actions

Some rules let a unit perform an action; this represents the units doing all manner of things, ranging from raising a banner, arming or dismantling traps, searching an objective site, hacking into a data terminal and so on.

Each action will specify when a unit can start to perform it, when it is completed, and any other conditions that must be satisfied (for example, some actions can only be attempted by units that are at specific locations on the battlefield). You can declare a unit from your army will start to perform an action provided there are no enemy units within Engagement Range of it (excluding AIRCRAFT) and it did not Advance or Fall Back this turn. AIRCRAFT units and units with the Fortifications Battlefield Role cannot perform actions. A unit can only attempt to perform one action per battle round.

If a unit is destroyed, makes a Normal Move, Advances, Falls Back, attempts to manifest a psychic power, declares a charge, performs a Heroic Intervention or makes any attacks with ranged weapons after it has started to perform an action but before that action is completed, that action is failed. Otherwise, that action is successfully completed. A CHARACTER unit cannot use any aura abilities while it is performing an action (if the action is failed, their aura abilities immediately take effect again).

  • Action: A task a unit is attempting to perform. Started and completed as specified by the action itself.
  • A unit cannot start to perform an Action while in Engagement Range with an enemy unit.
  • A unit cannot start to perform an Action if it Advanced or Fell back this turn.
  • AIRCRAFT and Fortifications cannot perform actions.
  • CHARACTERS cannot use Aura abilities while performing actions.
  • Action failed if unit is destroyed or if it makes a Normal Move, Advances, Falls Back, manifests psychic power, shoots, charges or performs a Heroic Intervention.

Performing Psychic Actions

Some mission rules and objectives require a unit to perform a psychic action; this represents a psyker performing all manner of things, ranging from scrying the future, reading the minds of enemy leaders, calming the tides of the warp, enacting a daemonic rite and so on.

A PSYKER unit from your army can attempt to perform a psychic action in its Psychic phase instead of attempting to manifest any psychic powers. A PSYKER unit cannot attempt to perform a psychic action if it has Fallen Back this turn, or if it is also attempting to perform another action. A PSYKER unit can only attempt to perform one psychic action a battle round.

To perform a psychic action with a PSYKER unit, you must first pass a Psychic test in the same manner as if it were attempting to manifest a psychic power. If the result of the Psychic test is a double 1 or a double 6, the PSYKER unit attempting the psychic action immediately suffers Perils of the Warp (if the PSYKER unit is destroyed as a result, the psychic action automatically fails). The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to perform the psychic action and attempt to deny that action in the same manner as if it were attempting to deny a psychic power, by passing a Deny the Witch test.

  • Psychic action: A psychic task a PSYKER unit can attempt to perform.
  • A unit cannot perform a psychic action if it Fell Back this turn.
  • PSYKER can attempt to perform one psychic action instead of attempting to manifest any psychic powers.
  • To perform a psychic action, must pass a Psychic test.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
  • If opponent has a PSYKER within 24” of your PSYKER, they can attempt to deny the psychic action by taking a Deny the Witch test.

Psychic Actions

While psychic actions are not psychic powers, they function in much the same way. For all purposes, when a unit attempts a psychic action, this is treated the same as if they were attempting to manifest a psychic power, and it triggers any rules that interact with manifesting a psychic power (e.g. rules that enable you to deny a psychic power can also be used to deny a psychic action). Note that a PSYKER can still only attempt to perform one psychic action in their Psychic phase instead of attempting to manifest any other psychic powers. Note, however, that the range of psychic actions is never modified by any such rules.

Terrain Features

This section provides rules for using a range of terrain features that can transform your gaming table into an interactive, thematic battlefield set in the 41st Millennium. These rules help to bring your battlefield to life and introduce a new tactical dimension to your games.


Before the battle begins, you and your opponent will need to create the battlefield by setting up several terrain features from your collection.

Terrain Categories

There are four categories of terrain features: Hills, Obstacles, Area Terrain, and Buildings. Some terrain features have a datasheet and/or terrain traits (see below) that will describe additional rules that apply, but the rules below always apply for these categories of terrain. Certain models receive the benefits of cover from some terrain features. The benefits gained depend on the terrain traits that the terrain feature in question has (if it has none, then no benefits are gained).

  • Each terrain feature belongs to one the following categories: Hills, Obstacles, Area Terrain or Buildings.
  • Some models can gain the benefits of cover from some Terrain features (see Terrain Traits).

Hills

Hills, whether free-standing or modelled into the battlefield itself, are raised areas that offer troops on top of them commanding views of fire. Hills are always considered to be part of the battlefield itself rather than a terrain feature, and so models on top of them do not typically receive any additional benefits. Models can move over hills following the normal rules for movement. A model on or behind a hill uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Hills cannot be chosen as the target of an attack.

  • Hills considered to be part of the battlefield rather than a terrain feature.
  • Models move over hills using normal rules for movement.
  • Models use normal rules to determine if model behind a hill is visible.
  • Hill cannot be attacked.

Obstacles

Obstacles include Barricades, Ruined Walls and other battlefield debris that your models have to move over or around. Models can move up, over and down Obstacles following the normal rules for movement. A model on or behind an Obstacle uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Obstacles cannot be chosen as the target of an attack.

An INFANTRY, BEAST or SWARM model receives the benefits of cover from an Obstacle while it is within 3" of that terrain feature unless, when you resolve an attack that targets that model's unit, you can draw straight lines, 1mm in thickness, to every part of that model’s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of this terrain feature.

  • Models move over Obstacles using normal rules for movement.
  • Models use normal rules to determine if model behind an Obstacle is visible.
  • Obstacles cannot be attacked.
  • INFANTRY, BEASTS and SWARM models receive the benefits of cover while within 3", unless a Straight line can be drawn from the attacker to all parts of the target model without it passing over or through this terrain feature.

Area Terrain

Area Terrain can include Ruins, Woods, Craters and other terrain features that models can move into and through. Each time an Area Terrain feature is set up on the battlefield, both players must agree upon the footprint of that terrain feature — that is, the boundary of the terrain feature at ground level. This is essential to define so that players know when a model is wholly on or within that terrain feature, and when it is not. For some Area Terrain features, their footprint will be obvious, especially if the terrain feature has a base or some other well defined boundary, but if not, then agree with your opponent what the footprint is. Models can move up, over and down Area Terrain following the normal rules for movement. A model on or behind Area Terrain uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Area Terrain cannot be chosen as the target of an attack (but units within them can).

INFANTRY, BEAST and SWARM models receive the benefits of cover from Area Terrain features while they are within it.

  • Area Terrain has a footprint.
  • Footprint = boundary of terrain feature at ground level.
  • Models move over Area Terrain using normal rules for movement.
  • Models use normal rules to determine if model behind area terrain is visible.
  • Area Terrain cannot be attacked.
  • INFANTRY, BEAST and SWARM models receive the benefits of cover while they are within it.

Buildings

Buildings are typically units with the Fortification Battlefield Role and the BUILDING keyword, and that are part of a player’s army. A model on or behind a Building uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Each Building has a datasheet, and unless otherwise noted is either a friendly unit or an enemy unit (meaning that models cannot be moved across them, but they can be chosen as the target of an attack).

  • Buildings are considered to be units, rather than terrain features.
  • Models cannot move across Buildings.
  • Models use normal rules to determine if model behind a Building is visible.
  • Enemy Buildings can be attacked.

Terrain Traits

Each terrain feature can have one or more terrain traits, each of which bestows additional rules. Once the battlefield has been created, both players must agree which terrain traits apply to which terrain features.


Defensible

If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

Defence Line

If an enemy unit is within 1" of this terrain feature, you can still make a charge move against it so long as the charging unit ends its charge move touching that terrain feature and within 2" of the target unit. Units are eligible to fight, and models can make attacks with melee weapons, if their target is on the opposite side of this terrain feature and within 2".

  • Can make a charge move against a unit within 1” of this terrain feature.
  • Can fight if within 2” of enemy.

Breachable

INFANTRY, BEASTS and SWARM units can move through the walls, girders, chains and foliage of this terrain feature without impediment.

  • INFANTRY, BEAST and SWARM models can move through walls, girders, chains and foliage.

Difficult Ground

If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).

Dense Cover

If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

Unstable Position

Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.

Exposed Position

Models never receive the benefits of cover while they are on top of this terrain feature, but they can gain the benefits of cover while they are behind it.

  • Models do not receive benefits of cover while on top of this terrain feature.

Obscuring

If this terrain feature is at least 5" in height, then models cannot see through or over this terrain feature. This means that one model is not visible to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature. The height of a terrain feature is measured from the highest point on that terrain feature.

Models that are on or within this terrain feature can see, and can be seen and targeted normally. AIRCRAFT models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).

  • Blocks visibility if at least 5” tall.
  • Models on or within can see and be seen normally.
  • AIRCRAFT and models with W characteristic of 18+ can be seen normally.

Light Cover

When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

Heavy Cover

When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.

Scaleable

Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SWARM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.

Inspiring

Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.

Obscuring and Dense Cover

Obscuring and Dense Cover are two terrain traits introduced with ninth edition that interact with visibility. These rules do not overwrite the normal rules for determining visibility, though - they are in addition to them. Specifically, even though the Obscuring rules state that AIRCRAFT and models with a Wounds characteristic of 18+ can be seen through Obscuring terrain, they are still only visible (and hence eligible) targets if the firing model can physically see them (so if the terrain in question is solid and opaque, they are still not eligible targets). Also, in the same way that Obscuring terrain ‘blocks’ visibility when it is in between the firing model and its intended target, Dense Cover terrain imposes a hit penalty whenever it is between the firing model and its intended target (with the noted exceptions). It is not required for a unit to be fulfilling the criteria of ‘gaining the benefits of cover’, as described for Obstacles and Area Terrain, for this penalty to hit rolls to apply (but also note that any rule that ignores the benefits of cover, or that ignores the benefits of cover that impose a penalty on hit rolls, would still ignore that penalty).

Common Terrain Features

The following terrain categories and terrain traits apply to some of the most common terrain features on the battlefields of the 41st Millennium.


Ruins

The galaxy is littered with the shattered remains of once proud cities.

Terrain Category: Area Terrain
Terrain Traits: Scaleable, Breachable, Light Cover, Defensible, Obscuring

Craters

Many battlefields bear the scars of heavy and sustained bombardment.

Terrain Category: Area Terrain
Terrain Traits: Light Cover, Difficult Ground

Armoured Containers

These vast steel containers are built strong to protect the cargo within.

Terrain Category: Obstacles
Terrain Traits: Light Cover, Scaleable, Exposed Position

Barricades and Fuel Pipes

Makeshift but effective defence lines make an excellent position from which to repel the enemy.

Terrain Category: Obstacles
Terrain Traits: Defence Line, Light Cover, Heavy Cover, Defensible, Unstable Position, Difficult Ground

Woods

Twisted woodlands and alien flora grow on many a corpsestrewn battlefield.

Terrain Category: Area Terrain
Terrain Traits: Dense Cover, Breachable, Defensible, Difficult Ground

Battlefield Debris

Scorched rubble and the detritus of war litter the battlefield of the 41st Millennium.

Terrain Category: Obstacles
Terrain Traits: Exposed Position

Industrial Structure

Sectors Mechanicus are a common sight, their gantries thrumming with automated industry.

Terrain Category: Area Terrain
Terrain Traits: Scaleable, Breachable, Dense Cover, Defensible

Imperial Statuary

The heroes of the Imperium are often immortalised in stone effigies to stand sentinel over the galaxy.

Terrain Category: Obstacles
Terrain Traits: Light Cover, Unstable Position, Inspiring (IMPERIUM)

Ruined Walls

The broken walls of destroyed buildings provide invaluable cover to troops.

Terrain Category: Obstacles
Terrain Traits: Defence Line, Breachable, Dense Cover, Defensible, Unstable Position

Example Battlefields

In the far future, battles are fought across an infinite variety of strange and alien planets where no land is left untouched by the tempest of war. Crystal moons, derelict space hulks, carnivorous death worlds and war-ravaged cityscapes are just a few of the fantastical landscapes that can be recreated.

Below is an example of a battlefield set up for a Strike Force-sized battle with an ideal number of terrain features. Assuming the terrain rules are used for the terrain features, their placement on this battlefield will create a dynamic gaming experience that doesn't favour one player over the other — this makes it ideal for a matched play game. This is because the terrain features — in this case, a good mixture of different Obstacles and Area Terrain features — are fairly evenly distributed across the battlefield. There is also sufficient room for large units, such as tanks, to manoeuvre around the terrain features (especially near the edges) without getting trapped. Importantly, some terrain features with the Obscuring trait have been placed near the middle of the battlefield, ensuring that it is not easy to draw visibility from one side of the battlefield to the other (battlefields where this is not the case can advantage armies that rely on shooting, or disadvantage armies that rely on melee).

This Strike Force battlefield (44" x 60") has fewer terrain features set up on it than the one below. The terrain has still been set up so as not to give an advantage to one player or the other, and there is still terrain set up in the middle that blocks visibility from one side of the battlefield to the other. As a result, this battlefield would still make for a good matched play game. Battlefields with less terrain than this will start to advantage armies that rely on shooting over melee.

This Strike Force battlefield (44" x 60") has an ideal number and mixture of terrain features. The largest Area Terrain features have been set up along the two long battlefield edges, whilst the middle of the battlefield only has a scattering of Obstacles to provide any kind of shelter from enemy fire. Whilst this battlefield is not ideal for a matched play game, it would make for a very thematic set-up for a narrative play game such as Ambush.

This Strike Force battlefield (44" x 60") is very similar to the one above it in terms of number and types of terrain features, but they have been set up more evenly across the battlefield, and the middle contains terrain features that block visibility from one side of the battlefield to the other. This battlefield doesn’t give an advantage to one player or the other, and is far more suited to a typical matched play game than the battlefield at the top of the page.

This Incursion battlefield (44" x 30") has an ideal number and mixture of terrain features, including both Area Terrain and Obstacles. The terrain features are set up evenly across the battlefield, there is still space for units to manoeuvre around them, and lines of fire cannot easily be drawn from one edge to the other. This battlefield does not favour one player over the other.

This Incursion battlefield (44" x 30") has been set up with fewer terrain features than the battlefield above. The terrain has still been set up so as not to give advantage to one player over the other. A battlefield with fewer terrain features than this will afford units no way to gain protection from ranged attacks, and so will give a strong advantage to armies that rely on shooting, whilst disadvantaging armies that rely on melee.

This Incursion battlefield (44" x 30") has an ideal number and mixture of terrain features, and has been set up to create a strong thematic battlefield that, whilst not suited to many matched play missions, would be perfect for some narrative play missions, such as Sabotage or The Relic.

Army of Renown

An Army of Renown is a specialised force that has earned fame or infamy across the 41st Millennium, the experience of which has given its warriors unique skills to use on the battlefield.

An Army of Renown is a variant army list for a particular Faction in Warhammer 40,000 that is themed around a particular disposition of forces. Each imposes certain restrictions on what units can be included, but it also grants access to a wider range of rules such as Stratagems, Relics etc. to reflect that Army of Renowns unique methods of waging war in the 41st Millennium.

If you wish for your army to become an Army of Renown, it must first adhere to all the restrictions laid out for that Army of Renown, it must be Battle-forged and it must not include any Specialist Detachments. You can then make a note in the Army Faction section of your Army Roster of which Army of Renown your army is. Some, or all the units in an Army of Renown then gain the benefits listed, such as new keyword, abilities, Stratagems etc. Note that your army does not automatically become an Army of Renown just because it happens to abide by the restrictions - you must choose for it to be an Army of Renown.

Crusade Army of Renown

You can use any of the rules listed in an Army of Renown to make a Crusade Army of Renown when you start a Crusade force. In this case, the Restrictions and Benefits apply to your entire Crusade force - replace all instances of ‘army’ listed in the Restrictions and Benefits sections to instead say ‘Crusade force’, and make a note in the Crusade Faction section of your Order of Battle of which Army of Renown your Crusade force is. Note that means that certain units can never be added to your Order of Battle; but it will result in a particularly focussed and themed collection. Whenever you select a Crusade army from such an Order of Battle, it must be Battle-forged and cannot include any Specialist Detachments.

Army of Renown FAQ

Q:Can units such as AGENTS OF THE IMPERIUM units be taken in an Army of Renown if they are not specifically listed in the Restrictions?
A:
No.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Psychic Powers
All PSYKERS know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
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. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.
Understrength Units
Sometimes you may find that you do not have enough models to field a minimum-sized unit; if this is the case, you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit. The Power Rating of an Understrength unit is the same as if you had a minimum-sized unit, even though it contains fewer models.

  • Understrength unit: A unit that starts the battle with fewer models than a minimum-sized unit.
  • Has same Power Rating as a minimum-sized unit.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.

The SAMMAEL keyword is used in the following Space Marines datasheets:

The BATTLE LEADERS keyword is used in the following Space Marines datasheets:

The BLOOD CLAWS keyword is used in the following Space Marines datasheets:

Fast Attack

The REIVERS keyword is used in the following Space Marines datasheets:

Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Obstacles
Obstacles include Barricades, Ruined Walls and other battlefield debris that your models have to move over or around. Models can move up, over and down Obstacles following the normal rules for movement. A model on or behind an Obstacle uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Obstacles cannot be chosen as the target of an attack.

An INFANTRY, BEAST or SWARM model receives the benefits of cover from an Obstacle while it is within 3" of that terrain feature unless, when you resolve an attack that targets that model's unit, you can draw straight lines, 1mm in thickness, to every part of that model’s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of this terrain feature.

  • Models move over Obstacles using normal rules for movement.
  • Models use normal rules to determine if model behind an Obstacle is visible.
  • Obstacles cannot be attacked.
  • INFANTRY, BEASTS and SWARM models receive the benefits of cover while within 3", unless a Straight line can be drawn from the attacker to all parts of the target model without it passing over or through this terrain feature.
Obscuring
If this terrain feature is at least 5" in height, then models cannot see through or over this terrain feature. This means that one model is not visible to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature. The height of a terrain feature is measured from the highest point on that terrain feature.

Models that are on or within this terrain feature can see, and can be seen and targeted normally. AIRCRAFT models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).

  • Blocks visibility if at least 5” tall.
  • Models on or within can see and be seen normally.
  • AIRCRAFT and models with W characteristic of 18+ can be seen normally.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Scaleable
Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SWARM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.
Breachable
INFANTRY, BEASTS and SWARM units can move through the walls, girders, chains and foliage of this terrain feature without impediment.

  • INFANTRY, BEAST and SWARM models can move through walls, girders, chains and foliage.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Difficult Ground
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).
Exposed Position
Models never receive the benefits of cover while they are on top of this terrain feature, but they can gain the benefits of cover while they are behind it.

  • Models do not receive benefits of cover while on top of this terrain feature.
Defence Line
If an enemy unit is within 1" of this terrain feature, you can still make a charge move against it so long as the charging unit ends its charge move touching that terrain feature and within 2" of the target unit. Units are eligible to fight, and models can make attacks with melee weapons, if their target is on the opposite side of this terrain feature and within 2".

  • Can make a charge move against a unit within 1” of this terrain feature.
  • Can fight if within 2” of enemy.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
Inspiring
Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.
Contents

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2023