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Warhammer 40,000 (11th Edition) Core Rules Reference

A comprehensive rules reference for answering rules questions. Covers all major rules topics from the Core Rules PDF. Section numbers in parentheses reference the original document (e.g., 01.01).


Table of Contents

  1. Core Concepts
  2. Datasheets
  3. Moving
  4. Making Attacks
  5. Attack Sequence
  6. Other Concepts (Visibility, Mortal Wounds, Hazard Rolls)
  7. The Battle Round
  8. Command Phase
  9. Movement Phase
  10. Shooting Phase
  11. Charge Phase
  12. Fight Phase
  13. Terrain
  14. Objectives
  15. Stratagems
  16. Actions
  17. Monsters and Vehicles
  18. Transports
  19. Attached Units
  20. Strategic Reserves
  21. Flying and Surging
  22. Other Rules and Abilities
  23. Aircraft
  24. Core Abilities (Weapon and Unit Abilities)
  25. Rules Appendix

Core Concepts

Armies (01.01)

Each player commands an army of units of models. "Controlling player" refers to the player who controls the models affected by a rule.

Units and Models (01.02)

  • A unit contains one or more models that move and fight as a single group.
  • Most models have a base, which is part of that model for all rules purposes.
  • Friendly units/models = those in your army. Enemy units/models = those in your opponent's army.
  • If a rule does not specify friendly or enemy, it affects any unit regardless of owner.
  • When an effect applies to a unit, it applies to every model in that unit.

Active Player and Opposing Player (01.03)

  • At any time, one player is the active player and their opponent is the opposing player.
  • While it is neither player's turn (e.g. start/end of battle round), the player who takes the first turn in that round is the active player.
  • While it is a player's turn, that player is the active player, except:
    • Each time a unit is selected to move, that unit's controlling player is the active player until that move ends.
    • Each time a unit is selected to shoot or fight, that unit's controlling player is the active player until those attacks are resolved.

Measuring Distances (01.04)

  • All distances are measured in inches (").
  • You can measure distances whenever you want.
  • Measure to or from the closest part of a model's base, unless otherwise stated.

Dice (01.05)

  • Uses six-sided dice (D6).
  • 2+, 3+, etc.: Result of that number or more.
  • 1-3, 4-6, etc.: Any result within the specified range.
  • 2D6, 3D6: Roll that many D6 and add values together.
  • D3: Roll one D6 and halve the result, rounding up.
  • D6+1, 2D6+3: Roll stated dice and add the stated value.

Leadership Rolls (01.06)

Roll 2D6. If the result equals or exceeds one or more Ld characteristics in that unit, the roll succeeds; otherwise it fails.

Battle-Shock Rolls (01.07)

Make a leadership roll (2D6 vs Ld characteristic) for the unit.

  • Success: Unit does not become battle-shocked.
  • Failure: That unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:

  • The OC characteristic of all its models is modified to '-' (cannot contest objectives).
  • Its controlling player cannot target that unit with stratagems.
  • It is not eligible to start an action, and any action it has started cannot be completed.

Datasheets

Profiles (02.02)

Each model has the following characteristics:

Characteristic Abbreviation Description
Move M Speed in inches. If '-', model can be set up but not moved.
Toughness T Resilience against harm.
Save Sv Armour protection as a dice result (e.g. 4+).
Invulnerable Save InSv Esoteric protection (force fields, etc.). Not all models have this.
Wounds W Damage a model can sustain. Destroyed if reduced to 0 or fewer.
Leadership Ld Courage/control as a dice result (e.g. 7+).
Objective Control OC How effectively a model controls objectives. If '-', cannot control objectives at all.

Weapon Characteristics (02.04)

Characteristic Abbreviation Description
Range R How far ranged weapons shoot. 'Melee' = melee weapon.
Attacks A Number of attack dice used each time the weapon is used.
Ballistic Skill BS Accuracy for ranged weapons (e.g. 4+).
Weapon Skill WS Skill for melee weapons (e.g. 4+).
Strength S Higher = more likely to wound.
Armour Penetration AP Modifier to save rolls (e.g. -1). Larger modifier = better at cutting through armour.
Damage D Wounds inflicted by a successful attack.

Abilities (02.03)

Many units have abilities that may apply during the game. These are described on the datasheet.

Keywords (02.05)

  • Datasheets have faction keywords and other keywords, both in KEYWORD BOLD.
  • Rules linked to a keyword only apply to units with that keyword.
  • Singular and plural instances of the same keyword function the same way.

Unit Composition (02.06)

Lists the number and types of models, their default wargear, and other rules (e.g. which units a leader can join, which units can embark in a TRANSPORT).

Wargear Options (02.07)

Options to alter weapons and wargear when including the unit in your army.


Moving

Moving Units (03.01)

Each time you move a unit, you can move one or more of its models, one at a time, by moving in a straight line and/or rotating, as many times as you want.

Each time you move a model, unless otherwise stated:

  • It can be moved through friendly models.
  • It can be moved through any space its base can fit through.
  • Its base cannot be moved through enemy models.
  • Its base cannot cross the edge of the battlefield.
  • All "While Moving" conditions must be met.

Moving in a straight line: Move the model horizontally. Measure from the same point on its base at start and end. Add all distances moved since the unit began that move. Total cannot exceed the maximum distance for that move type.

Rotating: Turn any amount around the centre of the base while keeping it upright. Rotating does not count towards distance moved.

Ending a move: After moving all models in the unit, check that:

  • The unit is in coherency (if on battlefield).
  • No models are on another model or partway through a terrain surface (e.g. a wall or ceiling).
  • All "After Moving" conditions are met.

If any condition is not met, the unit cannot make that move and all models return to their start positions.

Set Up (03.02)

When setting up a unit, place models so that:

  • The unit is in coherency.
  • The unit is unengaged.
  • All other requirements and restrictions are met.

If you cannot set up all models in a unit, remove that unit from the battlefield and return it to its original position (e.g. strategic reserves or embarked in a TRANSPORT).

Note (03.02): If it is not possible to set up all models in a unit (e.g. not enough space), return all models to their previous positions. That unit is then considered to not have been selected to make that move — meaning it can be selected to move again later in the phase, either to attempt another set up or to remain stationary.

Coherency (03.03)

A unit with more than one model must be set up and end any move in coherency. A unit is in coherency while both of the following apply to every model:

  • Within 2" horizontally and 5" vertically of at least one other model in that unit.
  • Within 9" horizontally and 5" vertically of every other model in that unit.

Regaining Coherency: At the End of Turn step, if units are not in coherency, their controlling players must remove models one at a time until coherency is achieved. Removed models are destroyed but do not trigger "on destroyed" rules.

Engagement (03.04)

  • A model's engagement range is the area within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models and their units are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

Making Attacks

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

Step 1: Select Weapons (04.01)

For each model in the attacking unit, select which weapons that model will attack with:

  • While Shooting: Select one or more ranged weapons per model.
  • While Fighting: Select exactly one melee weapon per model.

A model with no ranged weapons cannot make ranged attacks. A model with no melee weapons cannot make melee attacks.

[CLOSE-QUARTERS] weapons and sidearms: Some models carry [CLOSE-QUARTERS] weapons (pistols, sidearms) in addition to primary firearms. When using another shooting type, each non-MONSTER/VEHICLE model may only select either its [CLOSE-QUARTERS] weapons OR its other ranged weapons — not both.

Step 2: Select Targets (04.02)

While Shooting (for each weapon selected): Select one enemy unit as the target. Unless otherwise stated, each target must be:

  • Visible to the model that has that weapon.
  • Within range of that weapon.
  • Unengaged.

While Fighting (for each weapon selected): Select one or more enemy units as targets:

  • Each target must be engaged with the model that has that weapon.
  • You cannot select more targets than that weapon's A characteristic.

Splitting Melee Attacks: If you select more than one enemy unit as a melee target, declare how many attacks go against each unit (at least one per unit targeted). Only gather attack dice for one unit at a time when resolving.

Step 3: Resolve Attacks (04.03)

  1. Select Enemy Unit: Select one of the enemy units targeted.
  2. Gather Attack Dice: Select one weapon targeting that unit; gather D6s equal to its A characteristic. If other weapons targeting the same unit make identical attacks (same BS/WS, S, AP, D, and applicable abilities), also gather their attack dice now.
  3. Resolve Attack Dice: Resolve the attack sequence for all gathered attack dice.
  4. Other Attacks: Repeat for remaining weapons against the same unit, then for weapons targeting other units. End when all weapons have been used.

Identical attacks = same BS/WS, S, AP, D characteristics, affected by the same applicable abilities and rules.


Attack Sequence

Resolve each step simultaneously for all dice in that step.

Step 1: Hit Rolls (05.01)

Roll one D6 per attack die:

Result Outcome
Unmodified 1 FAILS
Unmodified 6 CRITICAL HIT (also counts as a hit)
Equal to or greater than that attack's BS/WS HIT
Any other result FAILS

Critical hits can trigger additional abilities (e.g. [LETHAL HITS], [SUSTAINED HITS]).

Step 2: Wound Rolls (05.02)

Roll one D6 per hit:

Result Outcome
Unmodified 1 FAILS
Unmodified 6 CRITICAL WOUND (also counts as a wound)
Equal to or greater than the required result (see table below) WOUND
Any other result FAILS

Required Wound Roll (Strength vs Toughness):

Strength vs Toughness Comparison Required Result
Strength is TWICE (or more than twice) Toughness 2+
Strength is GREATER than Toughness 3+
Strength is EQUAL to Toughness 4+
Strength is LESS than Toughness 5+
Strength is HALF (or less than half) Toughness 6+

Critical wounds can trigger abilities (e.g. [DEVASTATING WOUNDS], [ANTI]).

Step 3: Save Rolls (05.03)

The opposing player resolves this sequence:

1. Create Groups:

  • One group for each CHARACTER model.
  • One group for all other models sharing the same W, Sv, and InSv characteristics.

2. Declare Allocation Order (declare which group gets attacks first):

  • A non-CHARACTER group containing a wounded model must be first in the order.
  • No CHARACTER group can be earlier in the order than a non-CHARACTER group.
  • CHARACTER groups with wounded models must be earlier than CHARACTER groups with no wounded models.

3. Make Save Rolls: Roll one D6 for each attack that caused a wound.

Evaluating each save roll (first matching condition applies):

Condition Result
Unmodified 1 INFLICTS DAMAGE
Model has InSv AND result equals or exceeds InSv FAILS (wound saved)
Result (after applying AP modifier) equals or exceeds Sv FAILS (wound saved)
Any other result INFLICTS DAMAGE

Example: AP -1 reduces a save roll of 3 to a 2. For a model with Sv 3+, a 2 does not meet the Sv, so the attack inflicts damage.

Step 4: Inflict Damage (05.04)

The opposing player resolves each save roll from lowest to highest until all attacks are resolved or all models in the unit are destroyed (excess attacks are lost).

For each result:

  1. Select Model: Select one model in the current allocation group (must select a wounded model if one exists in the group).
  2. Check result: Determine if the attack inflicts damage or fails (see save rolls table above).
  3. Apply damage: If it inflicts damage, the selected model loses wounds equal to the attack's D characteristic. If reduced to 0 or fewer wounds, it is destroyed.

When all models in the current allocation group are destroyed, the next group in the declared order becomes the current group.


Other Concepts

Visibility (06.01)

For an observing model to have line of sight (LoS), it must be possible to draw an imaginary straight line, 1mm wide, from any part of that model to any part of the model being observed. Other models in the observing model's unit and the observed model's unit are ignored when drawing LoS.

Note: When determining if every part of a target model is visible (e.g. for "Model Fully Visible"), the observing model can see through other models in its own unit — friendly models in the same unit do not block line of sight for this check.

Term Definition
Model Visible Any part of the model is visible to the observing model
Model Fully Visible Every part of the model facing the observing model is visible (only the model itself blocks sight to any part of it)
Unit Visible One or more models in the unit are visible
Unit Fully Visible Every model in the unit is fully visible

Terrain applies additional rules to visibility (see Terrain section).

Mortal Wounds (06.02)

Each time a unit suffers one or more mortal wounds, resolve this sequence for each mortal wound (until all are inflicted or the unit is destroyed):

  1. Select Model (first applicable instruction):
    • If a non-CHARACTER model in the unit has lost wounds, must select that model.
    • If non-CHARACTER models remain, must select one.
    • If a CHARACTER model has lost wounds, must select one of those.
    • Otherwise, select any CHARACTER model.
  2. Resolve Damage: Selected model loses 1 wound. If reduced to 0, it is destroyed.

Normal damage vs mortal wounds: When attacks inflict both, resolve all normal damage first, then all mortal wounds.

Hazard Rolls (06.03)

Roll one D6:

  • On a 1-2: The roll fails. The unit suffers 1 mortal wound (or 3 mortal wounds if every model in the unit is a MONSTER or VEHICLE).
  • If more than one hazard roll is required for a unit, make all rolls simultaneously.

The Battle Round

Games last for 5 battle rounds (as specified by the mission). Each round:

Battle Round Structure (07.01-07.03)

  1. Start of Battle Round: Resolve rules triggered at this point.
  2. Player Turns: Both players each take one turn. The same player always goes first each round (determined by the mission). Once the first player's turn ends, the second player takes theirs.
  3. End of Battle Round: Resolve rules at end of round — first non-mission rules, then mission rules. Then the next round starts.

Turn Structure

Each player's turn has 7 parts in this order:

  1. Start of Turn step — resolve rules triggered at start of turn.
  2. Command Phase — gain CP, check morale, use command abilities.
  3. Movement Phase — units move, strategic reserves arrive.
  4. Shooting Phase — units make ranged attacks.
  5. Charge Phase — units make charge moves.
  6. Fight Phase — both players' units make melee attacks.
  7. End of Turn step — first non-mission rules, then mission rules.

Command Phase

Structure (08.01-08.05)

  1. Start of Command Phase

  2. Gain Core CP: Both players gain 1 Command Point (CP).

    Note (08.02): "Core CP" is just a label used to distinguish Command Points generated at the start of the Command Phase from other sources. They are Command Points like any other — there is no mechanical distinction between Core CP and other CP.

  3. Battle-Shock: The active player makes one battle-shock roll for each friendly unit that:

    • Is currently battle-shocked, OR
    • Is at or below half-strength.

    If a unit was battle-shocked at the start of this step and its roll succeeds, it is no longer battle-shocked.

  4. Command Abilities: Rules triggered in the Command phase (excluding start/end, gaining CP, or battle-shock roll triggers) are resolved now.

  5. End of Command Phase

Half-Strength Reference

Starting Strength At Half-Strength Below Half-Strength
1 model (single-wound) N/A (odd W, cannot be exactly half) Remaining wounds < half W
1 model (W characteristic, e.g. W=10) Remaining wounds = half W (e.g. 5 wounds remaining) Remaining wounds < half W
2+ models Remaining models = half of starting strength Remaining models < half of starting strength

If the W characteristic or starting strength is odd, the unit/model cannot be at half-strength (only below it).


Movement Phase

Structure (09.01-09.03)

  1. Start of Movement Phase
  2. Move Units: Active player moves units one at a time. Every unit must be selected to make a move (even if to remain stationary). Units on the battlefield, in strategic reserves, and embarked in TRANSPORTs must all be selected.
  3. End of Movement Phase

Move Types (Movement Phase)

Remain Stationary (09.04)

  • Maximum Distance: None (no movement).
  • Eligible: Any unit.
  • Effect: No models are moved or rotated. Does not trigger start/end-of-move rules.

Normal Move (09.05)

  • Maximum Distance: Unit's M characteristic.
  • Eligible: Unit is on the battlefield and unengaged.
  • After Moving: Unit must be unengaged.

Advance Move (09.06)

  • Maximum Distance: Advance roll (1D6) + unit's M characteristic.
  • Eligible: Unit is on the battlefield and unengaged.
  • Before Moving: Roll one D6 (the advance roll).
  • After Moving:
    • Unit must be unengaged.
    • Until end of turn (unless otherwise stated): unit is not eligible to declare a charge and not eligible to start an action.
    • Note: Assault shooting (10.05) is still available after an advance if the unit has [ASSAULT] weapons.

Fall-Back Move (09.07)

  • Maximum Distance: Unit's M characteristic.

  • Eligible: Unit is engaged.

  • Before Moving: Select fall-back mode (mutually exclusive):

    • Ordered Retreat: Select this if the unit is not battle-shocked.
    • Desperate Escape: Must select this otherwise. Make a hazard roll for each model in the unit (06.03).

    Note (09.07): Ordered Retreat is not mandatory. Even if your unit is not battle-shocked, you may voluntarily choose Desperate Escape instead of Ordered Retreat when making a Fall Back move.

  • While Moving (Desperate Escape only): Each model being moved can be moved through enemy models.

  • After Moving:

    • Unit must be unengaged.
    • Until end of turn (unless otherwise stated): unit is not eligible to shoot, not eligible to declare a charge, not eligible to start an action.
    • Desperate Escape (if not battle-shocked): Must make a battle-shock roll for the unit.

Other move types used in Movement Phase: Disembark Move (18.04), Ingress Move (20.04).


Shooting Phase

Structure (10.01-10.03)

  1. Start of Shooting Phase
  2. Shoot: Active player shoots with eligible units one at a time. A unit is eligible to shoot if it is on the battlefield and has not already been selected to shoot this phase. The player does not have to shoot with every unit — but once selected to shoot, the unit must complete its attacks.
  3. End of Shooting Phase

Shooting Types

Normal Shooting (10.04)

  • Eligible: Unit is unengaged and did not make an advance move this turn.
  • Effect: Unit shoots as per Making Attacks (04).
  • After Shooting: Until end of phase, not eligible to start an action.

Assault Shooting (10.05)

  • Eligible: Unit is unengaged, did make an advance move this turn, and has one or more [ASSAULT] weapons.
  • While Shooting: Can only select [ASSAULT] weapons to make attacks with.
  • After Shooting: Until end of phase, not eligible to start an action.

Close-Quarters Shooting (10.06)

  • Eligible: Unit is engaged, did not advance this turn, and has [CLOSE-QUARTERS] weapons OR is a MONSTER/VEHICLE unit.
  • While Shooting: Models in the unit can target enemy units their unit is engaged with.
    • MONSTER/VEHICLE models: Subtract 1 from hit rolls unless the attack uses a [CLOSE-QUARTERS] weapon targeting an engaged unit. [BLAST] weapons still cannot target engaged units.
    • Non-MONSTER/VEHICLE models: Can only select [CLOSE-QUARTERS] weapons and can only target enemy units engaged with their unit.
  • After Shooting: Until end of phase, not eligible to start an action.

Indirect Shooting (10.07)

  • Eligible: Unit is unengaged, did not advance this turn, and has [INDIRECT FIRE] weapons.
  • While Shooting:
    • [INDIRECT FIRE] weapons can target units not visible to the attacking model.
    • For each attack made with an [INDIRECT FIRE] weapon:
      • The target has the benefit of cover against that attack.
      • You cannot re-roll hit rolls.
      • Hit rolls: an unmodified 1-5 fails (i.e. only an unmodified 6 hits). Exception: if your unit remained stationary this turn AND the target is visible to one or more friendly units, then an unmodified 1-3 fails (so 4+ hits).
  • After Shooting: Until end of phase, not eligible to start an action.

Snap Shooting (15.09)

Used when instructed by another rule (e.g. Fire Overwatch stratagem):

  • Can only target one visible enemy unit within 24".
  • Each attack only hits on an unmodified 6 (regardless of BS or modifiers).
  • Cannot re-roll hit rolls.
  • After shooting: not eligible to start an action.

Charge Phase

Structure (11.01-11.03)

  1. Start of Charge Phase
  2. Charge: Active player resolves charges with eligible units one at a time.
  3. End of Charge Phase

Eligibility to Declare a Charge (11.02)

A unit can declare a charge if it is on the battlefield. A unit cannot declare a charge if:

  • It is not within 12" of one or more enemy units.
  • It is engaged.
  • It made an advance or fall-back move this turn.

Charge Sequence

  1. Declare Charge: Select one eligible unit that has not declared a charge this phase.
  2. Make Charge Roll: Roll 2D6 — the result is the maximum distance for the charge move.
  3. Attempt Charge: If the charge move is possible and you wish to proceed, make a charge move. Otherwise, the unit does not move. Either way, the charge is resolved.

Failed Charges: A roll of 2 (double 1) can never complete a charge — the minimum charge move must cover more than the 2" engagement range to count as a successful charge.

Charge Move (11.04)

  • Maximum Distance: Charge roll (2D6).
  • Eligible: Unit declared a charge this phase.
  • Before Moving: Select one or more enemy units that are both within 12" of your unit AND within the maximum distance — these are charge targets.
  • While Moving:
    • Each model must end its move closer to one or more charge targets.
    • Each model that can end within 1" of one or more charge targets must do so.
    • Each model that can end engaged with one or more charge targets must do so.
  • After Moving:
    • Unit must be engaged with all charge targets.
    • Unit cannot be engaged with enemy units that are not charge targets.
    • Until end of turn, each model in the unit has the Fights First ability.

Fight Phase

Structure (12.01-12.09)

  1. Start of Fight Phase — resolve rules triggered here.
  2. Pile In — both players make pile-in moves.
  3. Fight — both players select units to fight in priority order.
  4. Consolidate — both players make consolidation moves.
  5. End of Fight Phase — resolve rules triggered here.

Step 2: Pile In (12.02)

Both players make pile-in moves with all eligible units they choose to move (not mandatory). Active player goes first, then opponent. Each unit can only pile in once per step.

Pile-In Move (12.03)

  • Maximum Distance: 3"
  • Eligible: It is the Fight phase, and one or more of:
    • Unit is engaged.
    • Unit made a charge move this turn.
    • Unit was selected to make an overrun fight this phase.
  • Before Moving: Select pile-in targets:
    • If the unit is engaged: select every enemy unit it is engaged with.
    • If not engaged: select one or more enemy units within 5" of the unit.
  • While Moving:
    • Models in base-contact with enemy models cannot be moved.
    • Each moved model must end closer to the closest pile-in target, and engaged with it if possible.
  • After Moving:
    • Unit must be engaged.
    • Each model that started the move engaged with an enemy unit must still be engaged with that enemy unit.

Step 3: Fight (12.04)

Eligible to fight: A unit that has not already been selected to fight this phase AND one or more of:

  • It is engaged, or was engaged at the start of this step.
  • It made a charge move this turn.

Fight Sequence:

  1. Resolve Fights First Combats: Starting with the active player, players alternate selecting one friendly Fights First unit that is eligible to fight. Continue until no Fights First units are eligible, then move to step 2.
  2. Resolve Remaining Combats: Starting with the player who just advanced the sequence to this step, players alternate selecting one friendly eligible unit to fight. If no units remain eligible, the Fight step ends.

After any fight resolved in step 2, if new Fights First units have become eligible, return to step 1.

Pass rule: When a player has no eligible units that can reach enemy units (all eligible units are more than 5" from all enemy units), that player can pass and return the sequence to their opponent. If both players pass in succession, or one passes when the opponent has no remaining eligible units, the Fight step ends.

Normal Fight (12.05)

  • Eligible: Unit is engaged.
  • Effect: Unit fights as per Making Attacks (04) — models make melee attacks with selected melee weapons against selected targets.

Overrun Fight (12.06)

  • Eligible: Unit is unengaged, OR was unengaged at the start of the Fight step but became engaged during the Fight phase.
  • Effect: Unit can make one additional pile-in move, then fights as per Making Attacks.

Step 4: Consolidate (12.07)

Both players make consolidation moves with eligible units they choose to move (not mandatory). Active player goes first, then opponent. Each unit can only consolidate once.

Consolidation Move (12.08)

  • Maximum Distance: 3"
  • Eligible: Unit was eligible to fight this phase.
  • Before Moving: Select consolidation mode — these are mandatory (the first applicable mode must be selected):
    • Ongoing Consolidation: If unit is engaged — must select this. Select every engaged enemy unit.
    • Engaging Consolidation: If unit is not engaged but within 3" of one or more enemy units — must select this. Select one or more of those enemy units.
    • Objective Consolidation: If unit is not engaged but within 3" of one or more objectives — must select this. Select one of those objectives.
  • While Moving:
    • Ongoing: Models in base-contact with enemy cannot be moved. Moved models must end closer to the closest selected enemy unit, and engaged with it if possible.
    • Engaging: Each moved model must end closer to the closest selected enemy unit, and engaged with it if possible.
    • Objective: Each moved model must end within range of the selected objective if possible, or closer to it if not.
  • After Moving:
    • Ongoing: Each model that started engaged with an enemy unit must still be engaged with that enemy unit.
    • Engaging: Unit must be engaged with all selected enemy units. If any newly-engaged enemy units have not fought this phase, the opponent must select each of those units to fight immediately.
    • Objective: Unit must be within range of the selected objective.

Terrain

Placing Terrain (13.01)

Terrain is placed by:

  • A well-defined boundary (e.g. a base or mat) with terrain features placed wholly within it.
  • A single terrain feature placed directly on the battlefield.
  • Two or more terrain features that together define the boundary of an area.

Each placement defines a terrain area. Players must agree on the location and dimensions before the battle.

Terrain Categories (13.02-13.05)

Category Description Movement/Visibility Effects Examples
Exposed Scant protection; traversed without hindrance No movement restrictions Craters, razorwire, scattered debris
Light Provides cover but won't stop an advance No movement restrictions Barricades, low walls, statuary
Dense Obstacle to large war machines; hides squads Restricts most model types; see below Buildings, ruins, armoured containers, woods

Note (13.02): Terrain features sharing the same terrain area can belong to different terrain categories.

Terrain and Movement (13.06)

Movement through terrain features:

  • Exposed/Light: All models can move horizontally and vertically through these freely.
  • Dense:
    • INFANTRY / BEASTS / SWARM / MOBILE models can move horizontally through dense terrain.
    • INFANTRY / BEASTS / SWARM models can also move vertically through dense terrain.
    • All other models (e.g. VEHICLES, non-MOBILE MONSTERS): Can only move horizontally through sections of dense terrain that are 2" or less in height. For sections taller than 2", they must move vertically to ascend/descend — they cannot move through ceilings or floors while doing so, and they cannot end a move on a non-ground-level surface of that terrain feature.

Moving Vertically:

  • The model must remain within 1/2" horizontally of the terrain feature while moving vertically.
  • Add the distance moved vertically up and the distance moved vertically down to the total distance moved.

Setting Up or Ending a Move on Elevated Surfaces: Models can be set up or end a move on elevated surfaces (not ground level) only if:

  • That model has one or more of these keywords: INFANTRY, BEASTS, SWARM, FLY, MONSTER.
  • The model is stable and no part of its base overhangs the outer edge of that surface.

Dense Terrain: Solid Rule (13.11)

Dense terrain features have the Solid rule. Line of sight cannot be drawn through any enclosed gap (e.g. doors, windows, bullet holes) in the surface of that feature that is 3" or less from ground level. Line of sight can still be drawn through gaps more than 3" from ground level normally.

Note (13.11): 3" is the height of the first floor of many terrain features. Some missions may adjust the height at which the Solid rule takes effect.

Terrain and Visibility (13.07)

Benefit of Cover (13.08)

A unit has the benefit of cover against a ranged attack if every model in that unit meets one or more of:

  • Has INFANTRY / BEASTS / SWARM keyword and is within a terrain area.
  • Is not fully visible to the attacking model due to intervening terrain features or obscuring terrain areas.

Effect: Worsen the BS characteristic of that attack by 1 (e.g. BS 3+ becomes BS 4+).

Hidden (13.09)

A model is hidden while all of the following apply:

  • Has INFANTRY / BEASTS / SWARM keyword.
  • Is within a terrain area containing one or more dense terrain features.
  • Its unit did not make ranged attacks during this turn or the previous turn.

While hidden, the model can only be visible to enemy models within its detection range. Default detection range = 15". (Can be modified by other rules.)

Obscuring (13.10)

Terrain areas containing light or dense terrain features are obscuring terrain areas. If every line of sight between two models crosses one or more obscuring terrain areas (excluding any the models themselves are within), those two models are not visible to each other.


Objectives

Terrain Objectives (14.01)

Objectives are terrain areas specified by the mission. Measure distances to/from an objective to/from the closest part of it.

Objective Markers (when no terrain area): If the objective location does not coincide with a terrain area, use a flat circular marker, 40mm in diameter. A model is within range of an objective marker while within 3" horizontally and 5" vertically of it. Models can move through and end a move on top of objective markers.

Level of Control (14.02)

  • At the start of the battle, no objective is controlled by either player.
  • A player needs one or more models with OC 1 or more within range of an objective to be able to gain control.
  • At the end of each phase and turn, add together the OC of all models from each player's army within range:
    • The player with the highest total OC controls that objective.
    • If totals are equal (and the objective is not secured), neither player controls it.

A unit is said to be controlling an objective if:

  • It is within range of an objective that its player controls, AND
  • It contains one or more models with OC 1 or more.

Battle-shocked units: The OC of all models in a battle-shocked unit is '-', so they cannot contribute to objective control.

Secured Objectives (14.03)

Some rules allow an objective to be secured by a player's army. A secured objective remains under their control even when they have no units within range, until the opponent's OC total over that objective is greater than theirs at the end of a phase.


Stratagems

Using Stratagems (15.01)

Stratagems are spent using Command Points (CP). Each stratagem states its CP cost, WHEN it can be used, TARGET, EFFECT, and any RESTRICTIONS.

General restrictions:

  • Each player cannot use the same stratagem more than once per phase.
  • Unless otherwise stated, each player cannot target the same unit with more than one stratagem per phase.

Sequence when using a stratagem:

  1. Select targets.
  2. Reduce your CP by the stratagem's cost. If you don't have enough CP, you cannot use it.
  3. Resolve the effects.

Optional additional sections with extra CP cost (e.g. +1CP) can only be used if you pay the extra cost.

Core Stratagems (available to all players)

Command Re-Roll (15.02) — 1CP

  • When: Any phase, just after making one of: advance roll, charge roll, damage roll, hazard roll, hit roll, save roll, wound roll, or a roll to determine number of attacks for a friendly unit or model.
  • Effect: Re-roll that roll. For multiple dice rolled together, select one die to re-roll. Exception: charge rolls must be re-rolled in full.

Epic Challenge (15.03) — 1CP

  • When: Fight phase, just after a friendly CHARACTER unit is selected to fight.
  • Effect: Select one CHARACTER model in your unit. Until end of the phase, that model's melee weapons have [PRECISION].

Insane Bravery (15.04) — 1CP

  • When: Battle-shock step of your Command phase, just before making a battle-shock roll for a friendly unit.
  • Effect: That battle-shock roll is automatically successful.
  • Restriction: Can only be used once per battle.

Explosives (15.05) — 1CP

  • When: Your Shooting phase.
  • Target: One friendly unengaged EXPLOSIVES/GRENADES unit eligible to shoot that did not advance this turn.
  • Effect: Select one EXPLOSIVES/GRENADES model in your unit and one unengaged enemy unit within 8" and visible to that model. Roll six D6: for each result of 4+, that enemy unit suffers 1 mortal wound.

Crushing Impact (15.06) — 1CP

  • When: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.
  • Target: That MONSTER/VEHICLE unit.
  • Effect: Select one enemy unit engaged with your unit and one model in your unit engaged with that enemy unit. Roll a number of D6 equal to that model's T characteristic: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (maximum 6 mortal wounds per unit).

Rapid Ingress (15.07) — 1CP

  • When: End of your opponent's Movement phase.
  • Target: One friendly unit in strategic reserves (excluding AIRCRAFT).
  • Effect: Your unit makes an ingress move (20.04).
  • Restriction: Cannot be used during the first battle round.

Fire Overwatch (15.08) — 1CP

  • When: End of your opponent's Movement phase.
  • Target: One friendly unengaged unit (excluding TITANIC units).
  • Effect: Your unit shoots using snap shooting (15.09) — targets one visible enemy unit within 24"; attacks only hit on an unmodified 6; cannot re-roll hits.

Smokescreen (15.10) — 1CP

  • When: Start of your opponent's Shooting phase.
  • Target: One friendly SMOKE unit.
  • Effect: Until end of the phase, each time an attack targets your SMOKE unit, or targets a unit that is not fully visible to the attacking model due to one or more models in your SMOKE unit, the target has the benefit of cover against that attack.

Heroic Intervention (15.11) — 1CP (or 2CP with Into the Fray)

  • When: End of your opponent's Charge phase.
  • Target: One friendly unengaged unit within 12" of one or more enemy units. VEHICLE units can only be selected if they are also CHARACTER or WALKER units.
  • Effect: Resolve a charge with your unit (11.02). Before the charge roll, select a mode:
    • Leap to Defend: When selecting charge targets, can only select enemy units that made a charge move this phase and are within maximum distance.
    • Into the Fray (+1CP): Charge roll result greater than 6 (after modifiers) is changed to 6. When selecting charge targets, can select any enemy units within 6" of your unit and within maximum distance.

Counteroffensive (15.12) — 2CP

  • When: Fight step of your opponent's Fight phase, just after an enemy unit has resolved its attacks.
  • Target: One friendly unit that is eligible to fight.
  • Effect: Until end of phase, your unit has the Fights First ability and it must be the next unit selected to fight.

Actions

Performing Actions (16.01)

Actions are battlefield tasks performed by units (e.g. carrying devices, completing rituals). Each action states: STARTS, UNITS, USE LIMIT, COMPLETES, EFFECT, and any restrictions.

A unit is eligible to start an action unless one or more of the following apply:

  • Not on the battlefield.
  • Is an AIRCRAFT or FORTIFICATION unit.
  • Is battle-shocked.
  • Has an OC characteristic of 0 or '-'.
  • Is engaged (unless TITANIC).
  • Made an advance or fall-back move this turn.
  • Already started another action this turn.

When a unit starts an action, until end of turn:

  • It is not eligible to shoot (excluding TITANIC units).
  • It is not eligible to declare a charge.

Completing an action: If the unit makes a move (excluding pile-in and consolidation moves) or leaves the battlefield during an action, the action is not completed. Otherwise, when the completion trigger is met, the effect triggers.


Monsters and Vehicles

Moving Monsters and Vehicles (17.01)

During a normal or advance move, MONSTER/VEHICLE models can be moved through friendly and enemy models (but not through other MONSTER/VEHICLE models).

Frame Keyword (17.02)

Some models (many MONSTER/VEHICLE) have no base; these use the FRAME keyword. When measuring distances involving a FRAME model, measure to and from the closest point on the model (not necessarily the base). When rotating a baseless FRAME model, rotate it around its central axis.

Shooting at Engaged Monsters and Vehicles (17.03)

  • In your Shooting phase, engaged MONSTER/VEHICLE units can be targeted by ranged attacks (normally, engaged units cannot be targeted).
  • Each time a model makes a ranged attack targeting such an engaged MONSTER/VEHICLE unit, subtract 1 from the hit roll — EXCEPT for attacks made with [CLOSE-QUARTERS] weapons by models in a unit already engaged with the target.
  • [BLAST] weapons cannot target engaged units regardless (including engaged MONSTER/VEHICLE units).

Transports

Transport Capacity (18.01)

TRANSPORT models have a transport capacity on their datasheet — determines what types and how many friendly models can embark. Multiple units can be embarked simultaneously if capacity allows.

Before the battle (Declare Battle Formations step), units can start the battle embarked within a friendly TRANSPORT with sufficient capacity.

Embarking (18.02)

Once the first battle round has started, a unit can embark in a TRANSPORT after making a normal, advance, or fall-back move if:

  • Each model in the unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT (per its datasheet).
  • The TRANSPORT has sufficient remaining capacity for each model in that unit.

When a unit embarks, it is removed from the battlefield and placed to one side — it is not on the battlefield.

Disembarking (18.03)

In the active player's Movement phase, each embarked unit can disembark by making a disembark move (18.04).

If a TRANSPORT is destroyed, before removing it, the active player makes an emergency disembark move (18.05) with each embarked unit.

Disembark Move (18.04)

Set-Up Distance:

  • Rapid Disembark: 3"
  • Tactical Disembark: 3"
  • Combat Disembark: 6"

Eligible: Unit is embarked in a TRANSPORT on the battlefield, did not embark this phase, and that TRANSPORT has not made an advance or fall-back move this phase.

Before Moving — select disembark mode:

  • Rapid Disembark: If TRANSPORT made a normal or ingress move this phase — must select this.
  • Tactical Disembark: If TRANSPORT remained stationary or has not yet been selected to move this phase AND you can set up the unit — must select this.
  • Combat Disembark: Otherwise — must select this. Make a hazard roll for each model in the unit.

While Moving: Set up each model wholly within the set-up distance.

  • Rapid Disembark (after ingress move): Each model follows the same rules/restrictions the TRANSPORT had during that ingress move.
  • Combat Disembark: Each model can be set up engaged with enemy units the TRANSPORT is engaged with.

After Moving:

  • Rapid Disembark: Unit is not eligible to declare a charge until end of turn.
  • Tactical Disembark: Select your unit to make a normal or advance move (immediately).
  • Combat Disembark: Unit is battle-shocked and not eligible to declare a charge until end of turn.

Emergency Disembark Move (18.05)

  • Set-Up Distance: 6"
  • Eligible: Unit was embarked in a TRANSPORT that was just destroyed.
  • Before Moving: Make a hazard roll for each model in the unit.
  • While Moving: Set up each model wholly within 6" of the destroyed TRANSPORT, as close as possible to it. Models that cannot be set up are destroyed.
  • After Moving: Unit is battle-shocked and not eligible to declare a charge until end of turn.

Attached Units

Forming Attached Units (19.01)

Units with the Leader or Support ability can lead specific bodyguard units to form an attached unit — treated as a single unit for all rules purposes.

Before the battle (Muster Armies step): For each leader/support unit, select one eligible bodyguard unit for it to lead.

Unless otherwise stated: Each bodyguard unit can only have one leader unit and one support unit attached to it.

Attacking Attached Units (19.02)

When an attack targets an attached unit:

  • If the unit contains bodyguard models, use the highest T characteristic of the bodyguard models (even if leader/support models have different T).
  • If the unit contains only leader/support models, use the highest T of those models.

Rules triggered when a unit is destroyed only trigger when the last model that started the battle in that attached unit is destroyed.

Keywords in Attached Units (19.03)

An attached unit has all keywords of all its component units. However, individual models do not gain keywords from other models they are attached with. (Attacks target units, not models — so anti-PSYKER abilities can trigger against an attached unit containing even one PSYKER model.)

Abilities in Attached Units (19.04)

  • Abilities affecting a single specified model (from an enhancement or wargear) only apply to that model.
  • Abilities affecting a unit or models in it apply to every model in the attached unit until the source is destroyed:
Source of Ability Applies Until...
Leader/support unit The last model in that leader/support unit is destroyed
Bodyguard unit (datasheet ability) The last model in that bodyguard unit is destroyed
A specific model (enhancement or wargear) That model is destroyed

Leader/support units continue to benefit from their own "while this model is leading a unit" abilities even after their bodyguard unit is destroyed, as long as they started the battle in an attached unit.

If the last model providing an ability was destroyed by an attack, that ability continues to apply until the attacking unit has resolved all its attacks.


Strategic Reserves

Placing Units in Strategic Reserves (20.01)

Before the battle (Declare Battle Formations step), you can place units (excluding FORTIFICATIONS) in strategic reserves — placed to one side, arriving later.

Limit: The combined points value of all strategic reserves units (including units embarked in TRANSPORTs themselves in reserves) cannot exceed 50% of your points limit for that battle size.

Repositioned Units (20.02)

Some rules allow units to be removed from the battlefield and placed in strategic reserves mid-battle. Additional rules for repositioned units:

  • If used in the Movement phase, can be used on units that have already moved this phase.
  • A repositioned unit set up in the same turn it advanced, fell back, or disembarked has still made those moves for rules purposes.
  • Rules affecting them for a specified duration continue to affect them while that duration and/or circumstances apply even while in reserves.

Note/Example (20.02): Status effects on repositioned units persist or lapse depending on their nature. For example: a unit that was within range of an aura ability when removed from the battlefield would no longer benefit from that aura if it is out of range when it makes its ingress move. However, a unit that was battle-shocked when removed remains battle-shocked when it makes its ingress move.

Arriving from Strategic Reserves (20.03)

  • Strategic reserves units must make an ingress move to arrive.
  • They can only arrive from the second battle round onwards (unless otherwise stated).
  • At the end of the third battle round, all strategic reserves units that have not made an ingress move are destroyed, EXCEPT:
    • Units embarked within TRANSPORTs that have made an ingress move.
    • Repositioned units.

Ingress Move (20.04)

  • Set-Up Distance: 6"
  • Eligible: Unit is in strategic reserves (not embarked in a TRANSPORT itself in reserves).
  • While Moving: Set up wholly within 6" of one or more battlefield edges and more than 8" horizontally from all enemy units.
    • Before the third battle round: No models can be set up within the opponent's deployment zone.
  • After Moving: Until the start of the next Charge phase, the unit is not eligible to make any other type of move (unless otherwise stated).

Flying and Surging

Surge Moves (21.01-21.02)

Some rules allow a unit to make a surge move — an immediate move toward the nearest enemy.

Eligible (all must apply):

  • The triggering rule has been activated.
  • Unit is not battle-shocked.
  • Unit is unengaged.
  • Unit has not moved this phase.

Before Moving: Select the closest enemy unit as the surge target.

While Moving:

  • Each model must end engaged with the surge target if possible.
  • If not possible, must end as close as possible to the surge target.

After Moving:

  • Cannot be engaged with units that were not the surge target.
  • Cannot move again this phase.

Maximum Distance: As stated in the rule that allowed the surge move.

Flying Models (21.03)

Models with the FLY keyword can fly. When a FLYING unit is selected to make a normal, advance, fall-back, or charge move, the active player can declare it will take to the skies. If declared:

  • Subtract 2" from the maximum distance of that move.
  • While resolving that move:
    • Ignore all vertical distance for measuring how far the model has moved.
    • Can move through all types of model (including enemy models and MONSTER/VEHICLE models).
    • Can move horizontally and vertically through all categories of terrain feature.

Hover ability (24.17): If a unit has the Hover ability, it does not subtract 2" when taking to the skies.


Other Rules and Abilities

Aura Abilities (22.01)

Abilities affecting models/units within a stated range are aura abilities (tagged with 'Aura').

  • A model with an aura is always within range of its own aura while on the battlefield.
  • A unit can be affected by multiple aura abilities, but the same aura ability can only affect a unit once even if it is within range of it multiple times.

Faction Abilities (22.02)

Faction abilities (army rules) are abilities common to units belonging to a particular faction. Unless otherwise stated, a unit's faction abilities only apply if the army faction you selected matches a faction keyword on that unit's datasheet.

Psychic Abilities (22.03)

Abilities tagged 'Psychic' are psychic abilities. Wounds caused by psychic abilities are psychic attacks (relevant for triggering other rules).

Wargear Abilities (22.04)

Abilities gained through specific wargear. If a unit has the item, the ability applies to the whole unit. If a specific model has the item, that model is the "bearer" and the ability applies until that model is destroyed.

Plunging Fire (22.05)

Each time a model makes a ranged attack targeting a visible unit with models on ground level, improve BS of that attack by 1 if one or more of:

  • The attacking model is on a section of terrain 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

Note: Plunging Fire has no effect on attacks made by or targeting AIRCRAFT units.


Aircraft

Deployment (23.01)

All AIRCRAFT units must be placed in strategic reserves during the Declare Battle Formations step — they cannot be deployed on the battlefield.

Movement (23.02)

  • AIRCRAFT are only eligible to make an ingress move (20.04) — no other move types.
  • At the end of your opponent's turn, all AIRCRAFT on the battlefield must be placed back in strategic reserves.
  • Any unit making any type of move can be moved through AIRCRAFT models.
  • When making pile-in, consolidation, or surge moves: unless the unit can FLY, ignore AIRCRAFT units when selecting targets and determining the closest enemy unit.
  • Being engaged solely with AIRCRAFT does not prevent a unit from making a normal or advance move.

Shooting (23.03)

  • Plunging Fire (22.05) has no effect on attacks made by or targeting AIRCRAFT units.

Charging and Fighting (23.04)

  • AIRCRAFT are not eligible to declare a charge.
  • AIRCRAFT can only make melee attacks that target FLYING units.
  • Only FLYING units can select AIRCRAFT as charge targets.
  • Only FLYING models can make melee attacks targeting AIRCRAFT.

Core Abilities

Overview (24.01-24.02)

  • Weapon abilities appear in square brackets in bold (e.g. [BLAST]).
  • If a weapon ability is followed by keywords (e.g. [LETHAL HITS: VEHICLE]), it only applies when targeting units with those keywords.
  • Duplicated abilities are not cumulative — the controlling player must select which instance applies. For weapon abilities, this selection is made in the Select Weapons step each time the unit makes attacks.
    • Exception for Scouts: must select the lowest number not shared by every model (e.g. if one model has Scouts 6" and five have Scouts 8", must select Scouts 6").
    • Note (24.02): Multiple instances of weapon abilities that include a keyword are also considered duplicates even if the keyword varies — e.g. the controlling player must choose between [ANTI-VEHICLE 4+] and [ANTI-INFANTRY 2+].

Weapon Abilities A-Z

[ANTI-X Y+] (24.03)

Each time an attack is made with this weapon, if the target unit has keyword X, an unmodified wound roll of Y+ is a critical wound.

[ASSAULT] (24.04)

Units containing models with [ASSAULT] weapons can use assault shooting (10.05) — shoot even after advancing.

[BLAST] (24.05)

Each time attack dice are gathered for this weapon, add 1 additional attack die for every 5 models in the target unit (rounding down). If the form is [BLAST X], add X additional attack dice per 5 models instead. [BLAST] weapons cannot target engaged units.

Timing Note: The model count used to determine bonus attack dice is determined at the Select Targets step and frozen at that point — it is not re-evaluated when attack dice are gathered later.

[CLEAVE X] (24.06)

Each time attack dice are gathered, if only one target was selected for all that weapon's attacks, add X additional attack dice for every 5 models in the target unit (rounding down).

Timing Note: The model count used to determine bonus attack dice is determined at the Select Targets step and frozen at that point — it is not re-evaluated when attack dice are gathered later.

[CLOSE-QUARTERS] (24.07)

Units with this weapon can use close-quarters shooting (10.06). When using another shooting type, each non-MONSTER/VEHICLE model can only select either its [CLOSE-QUARTERS] weapons or its other ranged weapons (not both). [PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes (24.27).

[DEVASTATING WOUNDS] (24.10)

When an attack results in a critical wound, the attack sequence ends and the target unit suffers mortal wounds equal to the weapon's D characteristic. These mortal wounds are inflicted after normal damage. Mortal wounds from this ability can damage a maximum of one model per critical wound — excess mortal wounds from that attack are lost.

[EXTRA ATTACKS] (24.11)

Models with [EXTRA ATTACKS] weapons fight with those weapons in addition to their other melee weapon. In the Select Weapons step, for each such model you must select all [EXTRA ATTACKS] weapons AND one other melee weapon (if possible).

[HAZARDOUS] (24.15)

After the unit resolves all its attacks, make a hazard roll for each [HAZARDOUS] weapon selected in the Select Weapons step.

[HEAVY] (24.16)

In the Shooting phase, add 1 to the hit roll if all of the following apply to the attacking unit:

  • Unit is unengaged.
  • Unit was not set up on the battlefield this turn.
  • No model in the unit has moved more than 3" this turn.

[IGNORES COVER] (24.18)

Target cannot have the benefit of cover against this attack (including from Stealth and other rule-granted cover).

[INDIRECT FIRE] (24.19)

Units with this weapon can use indirect shooting (10.07) — can target units not visible to the attacking model.

[LANCE] (24.21)

If the attacking model's unit made a charge move this turn, add 1 to the wound roll.

[LETHAL HITS] (24.23)

On a critical hit, you can choose for that attack to automatically wound the target (no wound roll made; cannot result in a critical wound).

Designer's Note (24.23): Using [LETHAL HITS] to automatically wound means no wound roll is made, which also means that attack cannot result in a critical wound and cannot trigger abilities like [DEVASTATING WOUNDS]. A player may therefore choose not to use [LETHAL HITS] on a critical hit in order to preserve the chance at a critical wound.

[MELTA X] (24.25)

If the target unit was within half range of this weapon in the Select Targets step, add X to that weapon's D characteristic for those attacks.

Timing Note: The half-range check is determined at the Select Targets step and frozen at that point — it is not re-evaluated when attack dice are gathered later.

[ONE SHOT] (24.26)

This weapon can only be selected to make attacks with once per battle. If a destroyed model is returned to a unit, its [ONE SHOT] weapons that were already used remain used. If a new unit is added to an army, its [ONE SHOT] weapons can each be used once.

[PISTOL] (24.27)

Functionally identical to [CLOSE-QUARTERS]. See [CLOSE-QUARTERS] (24.07).

[PRECISION] (24.28)

While resolving attacks, at the start of the Allocation Order step, if the target unit contains visible CHARACTER models, the active player can select one allocation group containing one of those CHARACTER models as the current allocation group until those attacks are resolved (or that CHARACTER group is destroyed).

[PSYCHIC] (24.29)

Can ignore any or all modifiers to BS/WS and hit rolls. Attacks made with this weapon are psychic attacks.

[RAPID FIRE X] (24.30)

Each time attack dice are gathered, add X additional attack dice if the target unit was within half range in the Select Targets step.

Timing Note: The half-range check is determined at the Select Targets step and frozen at that point — it is not re-evaluated when attack dice are gathered later.

[SUSTAINED HITS X] (24.36)

Each time an attack results in a critical hit, that attack results in X additional hits on the target.

[TORRENT] (24.37)

Attacks with this weapon automatically hit the target — no hit roll required.

[TWIN-LINKED] (24.38)

Each time an attack is made, you can re-roll the wound roll.


Unit/Model Abilities A-Z

Deadly Demise X (24.08)

Each time a model in this unit is destroyed, after any emergency disembark moves, roll one D6: on a 6, each unit within 6" of that model suffers X mortal wounds (if X is random, roll separately for each unit).

Deep Strike (24.09)

When every model in this unit has Deep Strike, it can make an ingress move and be set up anywhere on the battlefield more than 8" horizontally from all enemy units, including within the opponent's deployment zone.

Feel No Pain X+ (24.12)

Each time a model with this ability would lose a wound, roll one D6: on X+, that wound is not lost.

Fights First (24.13)

While every model in a unit has this ability, that unit is a Fights First unit — it is selected to fight before other eligible units in the Fight phase. Gained automatically by units completing a charge move (for that turn).

Firing Deck X (24.14)

In your Shooting phase when this TRANSPORT shoots: Select up to X embarked models (excluding models from units already selected to shoot this phase); for each selected model, select one ranged weapon (not [ONE SHOT]); until the TRANSPORT resolves all its attacks, it has all those weapons in addition to its own; until end of turn, embarked units are not eligible to shoot.

Hover (24.17)

When this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.

Infiltrators (24.20)

During deployment, if every model in the unit has this ability, it can be set up anywhere on the battlefield more than 8" horizontally from the opponent's deployment zone and all enemy units.

Leader (24.22) / Support (24.34)

See Attached Units (section 19).

Lone Operative (24.24)

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" (or X" if the form is Lone Operative X"), and cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within that range.

Scouts X" (24.31)

In the Resolve Pre-battle Abilities step, if every model in the unit has this ability:

  • If in strategic reserves: can set up wholly within own deployment zone instead.
  • If wholly within own deployment zone: can make a scout move up to X".
  • If embarked in a DEDICATED TRANSPORT (with every embarked model having Scouts): that TRANSPORT can make a scout move instead.

Scout Move (24.32): Maximum distance = X". Must end more than 8" horizontally from all enemy units. Note: A unit cannot embark in a TRANSPORT after making a scout move.

Stealth (24.33)

If every model in the unit has this ability, each time a ranged attack targets the unit, it has the benefit of cover against that attack.

Super-Heavy Walker (24.35)

During normal, advance, or fall-back moves:

  • Models can move through models (including MONSTER/VEHICLE, but not TITANIC) and move horizontally through terrain sections 4" or less in height.
  • Before moving, can select for all models to temporarily have the MOBILE keyword until that move ends (enabling horizontal movement through dense terrain). If so, when the move ends, roll one D6: on a 1, the unit is battle-shocked.

Rules Appendix

Starting Strength and Half-Strength

Starting strength = number of models in the unit at the start of the first battle round (including models in attached units).

Term Single-model unit (W = its W characteristic) Multi-model unit
Below Starting Strength Remaining wounds < W characteristic Remaining models < starting strength
At Half-Strength Remaining wounds = exactly half W Remaining models = exactly half of starting strength
Below Half-Strength Remaining wounds < half W Remaining models < half of starting strength

If W or starting strength is an odd number, the unit cannot be at half-strength (but can be below it).

Example: A Captain (1 model) + 5 Intercessors = attached unit with starting strength 6. If 3 Intercessors are destroyed: at half-strength. If 4 are destroyed: below half-strength. If all Intercessors are destroyed, the Captain alone is below half-strength despite having full wounds.

Destroyed (Rules Appendix)

When every model in a unit has been destroyed, the unit is destroyed. When a model is destroyed:

  1. Resolve any rules triggered "when destroyed."
  2. Remove the model from the battlefield.

If the model was destroyed by an attack, these rules are only resolved and the model is only removed after the attacking unit has resolved all its attacks.

Destroyed models and units cannot use abilities or be selected or targeted by rules, unless otherwise stated — some rules may explicitly apply even to destroyed models.

Different Move Characteristics

When models in a moving unit have different M characteristics, each model uses its own M as the maximum distance for that move. All other movement restrictions still apply to every model.

Eligible to Fight but Unable to Reach (Rules Appendix)

When a player's turn to select a unit comes but all their eligible units are more than 5" from all enemy units, that player can pass and give the turn back to the opponent. If both players pass in succession, or one passes when the opponent has no remaining eligible units, the Fight step ends.

FAQ: Actions and Eligible to Shoot

A unit with no ranged weapons is still eligible to shoot in the Shooting phase (even though it cannot make ranged attacks). This matters because being eligible to shoot affects eligibility for other rules, such as starting an Action — a unit with no ranged weapons can still start an Action in the Shooting phase provided it otherwise meets the requirements.

FAQ: Overrun Fight

A unit that is eligible to make an overrun fight cannot do so if it is no longer eligible to fight. Sometimes a unit can become engaged after the start of the Fight step and then become unengaged later in that step — if this happens and the unit is no longer eligible to fight, it cannot make an overrun fight.

FAQ: Scout Move and Embarking in a Transport

A unit cannot embark within a Transport after making a Scout move. Scout moves happen in the Resolve Pre-battle Abilities step (after Declare Battle Formations, before Begin the Battle), so the Transport is not yet on the battlefield at that point, and therefore cannot receive embarking units.

Mixed Keywords in Units

A unit has all keywords of all its models, but individual models do not gain keywords from other models in the same unit.

Revived

When models are revived/returned to a unit:

  • Cannot expand a unit beyond its starting strength.
  • Returned models have all wargear and enhancements from the start of battle, and unless stated otherwise, return with full wounds.
  • Must be set up in coherency with models that started that phase on the battlefield.
  • Can only be engaged with enemy units already engaged with the unit.
  • If a leader or support model that was destroyed is revived, it is still part of its attached unit and must be returned to it if possible.

Objectives Not in a Terrain Area

Use a 40mm diameter flat circular marker centred on the objective point. Within range = within 3" horizontally and 5" vertically. Models can move through and end moves on objective markers.


Quick Reference: Key Numbers and Distances

Rule Key Distance/Number
Engagement range 2" horizontally, 5" vertically
Coherency (minimum) 2" horizontally, 5" vertically (to at least one other model)
Coherency (maximum) 9" horizontally, 5" vertically (to every other model)
Regaining coherency: removes at End of Turn step
Strategic reserves limit 50% of points limit
Strategic reserves: arrive from Second battle round onwards
Strategic reserves: auto-destroyed at end of Third battle round
Ingress move: set-up distance 6" from battlefield edge
Ingress move: minimum from enemy 8" horizontally
Disembark (Rapid/Tactical): set-up distance 3" of TRANSPORT
Disembark (Combat): set-up distance 6" of TRANSPORT
Emergency disembark: set-up distance 6" of TRANSPORT
Embarking: must be within 3" of TRANSPORT
Charge declaration: must be within 12" of target
Charge move: roll 2D6
Pile-in move / consolidation move max distance 3"
Hidden detection range (default) 15"
Benefit of cover effect Worsen attacker's BS by 1
Plunging Fire: elevation required 3"+ height OR TOWERING within 12"
Plunging Fire: effect Improve attacker's BS by 1
Solid rule: blocks LoS through gaps 3" or less from ground level
Non-INFANTRY/etc. can move horizontally through dense terrain sections up to 2" tall
Super-Heavy Walker: can move through terrain sections up to 4" tall
Lone Operative: default visibility limit 12"
Scouts: minimum distance from enemy after scout move 8"
Infiltrators: minimum distance from enemy deployment zone 8"
[HEAVY]: maximum movement for bonus 3"
Core CP gained per turn 1 per player
Hazard roll: fails on 1-2
Mortal wounds from hazard roll fail 1 (or 3 if all models are MONSTER/VEHICLE)
Objective marker diameter 40mm
Objective marker: within range 3" horizontally, 5" vertically
AIRCRAFT: end of opponent's turn Return to strategic reserves

Quick Reference: Attack Sequence Summary

1. SELECT WEAPONS (for each model: ranged = 1+; melee = exactly 1)
2. SELECT TARGETS (shooting: visible, in range, unengaged; fighting: engaged, up to A characteristic targets)
3. RESOLVE ATTACKS:
   a. Gather attack dice (A characteristic per weapon; identical attacks combined)
   b. HIT ROLLS: 1 = fail; 6 = critical hit; >= BS/WS = hit; other = fail
   c. WOUND ROLLS: 1 = fail; 6 = critical wound; >= required (S vs T) = wound; other = fail
      S >= 2xT → 2+; S > T → 3+; S = T → 4+; S < T → 5+; S <= T/2 → 6+
   d. SAVE ROLLS (opposing player): 1 = damage; InSv succeeds = saved; Sv (modified by AP) succeeds = saved; other = damage
   e. INFLICT DAMAGE: Lose wounds equal to D characteristic; destroy at 0 wounds

This reference covers the Warhammer 40,000 11th Edition Core Rules. For faction-specific rules, stratagems, enhancements, and army rules, consult the relevant Codex or the Warhammer 40,000 app.

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