Before you learn how to move your warriors across the battlefield and attack the enemy in deadly firefights and bloody close combat, this section introduces some core concepts that underpin every Warhammer 40,000 battle.
Each player in a game of Warhammer 40,000 commands an army made up of units of models. You control all of the models in your army. If a rule refers to the ‘controlling player’, it is referring to the player who controls the models being affected by that rule.
A unit can contain one or more models. These models move and fight together as a single group. Most models have a base, which is also part of that model for all rules purposes.
Rules sometimes affect ‘friendly’ or ‘enemy’ models or units, which are defined as follows:
If a rule affects units or models without specifying that they are friendly or enemy, that rule affects any unit or model, regardless of whose army they are in. When an effect or ability applies to a unit, it applies to every model in that unit.
At any given time, one player is the ‘active player’ and their opponent is the ‘opposing player’. Which player is which changes throughout the battle, but both players are always one or the other; whenever a player becomes the active player, their opponent becomes the opposing player, and vice versa.
While it is neither player’s turn (e.g. at the start or end of the battle round), the player who takes the first turn in each battle round is the active player.
While it is a player’s turn, that player is the active player, with the following exceptions:
Distances in Warhammer 40,000 are measured in inches ("). You can measure distances whenever you want to.
When a rule refers to a model's position in relation to anything else on the battlefield, unless otherwise stated, measure to or from the closest part of that model's base.
You will require some six-sided dice (often abbreviated to D6). There are many ways dice rolls are referred to, including:
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it.
While a unit is battle-shocked:
Each unit has a datasheet that explains how it functions in battle. Here you will learn how to use datasheets when preparing your army and playing games.
Here you will find the name of the unit.
These contain the following characteristics that tell you how mighty the models in the unit are:
Move (M): The speed at which a model traverses the battlefield. If a model has an M characteristic of '-', it can be set up on the battlefield but otherwise cannot be moved.
Toughness (T): The model's resilience against harm.
Save (Sv): Presented as a dice result (e.g. 4+), this indicates the protection a model's armour gives it.
Invulnerable Save (InSv): Presented as a dice result (e.g. 4+). Some models are protected by esoteric means in addition to physical armour, such as force fields or preternatural reflexes. Not all models have an InSv characteristic, but if they do, it will be listed here.
Wounds (W): Wounds represent how much damage a model can sustain before it is destroyed. If a model's wounds are reduced to 0 or fewer, that model is destroyed.
Leadership (Ld): Presented as a dice result (e.g. 7+), this reveals how courageous, determined or self-controlled a model is.
Objective Control (OC): How effectively a model can control an objective on the battlefield. If a model has an OC characteristic of '-' it is unable to control objectives at all.
Many units have abilities that may apply during the game. These will be described here.
Weapons have the following characteristics:
Range (R): How far ranged weapons can shoot. Weapon with an R characteristic of 'Melee' are melee weapons.
Attacks (A): How many attack dice are used each time that weapon is used.
Ballistic Skill (BS): Presented as a dice result (e.g. 4+), this shows how accurate the bearer is when shooting with the relevant ranged weapon.
Weapon Skill (WS): Presented as a dice result (e.g. 4+), this reflects the bearer's skill in wielding the relevant melee weapon.
Strength (S): The higher a weapon's S characteristic, the more likely it is to wound a foe.
Armour Penetration (AP): Presented as a modifier to a dice roll (e.g. -1). The larger the modifier, the better the weapon is at cutting through the target's defences.
Damage (D): The amount of damage inflicted by an attack.
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.
Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.
This section details the number and types of models in the unit. Each of those models will have one set of default wargear, which will be listed here. It may also list other rules, such as which units a leader unit can join or which units can embark within a TRANSPORT
Some datasheets have a list of wargear options. When you include such a unit in your army, you can use these options to alter the weapons and other wargear its models have.
During a battle, you will move your models by picking them up and changing their position on the battlefield. The principles of movement are explained here.
There are several types of move a unit can make. Each one defines which units are eligible to make it, what its maximum distance or set-up distance is, and any conditions that must be met.
Each time you move a unit, you can move one or more of its models, one at a time, by moving it in a straight line and/or rotating it, as many times as you want to.
Each time you move a model, unless otherwise stated:
MOVING A MODEL IN A STRAIGHT LINE
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
ROTATING A MODEL
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
ENDING A MOVE
After you have finished setting up all of the models in a unit and/or moving all of the models in a unit that you want to move, check that all of the following apply:
If one or more of the above conditions are not met, that unit cannot make that move and its models are returned to their positions at the start of that move. Otherwise, after resolving any additional rules stated in the ‘After Moving’ section of that move type, that move ends.
Before your units can move and make attacks, they will first need to be set up on the battlefield. This most commonly happens when deploying your army for battle, but can happen for other reasons as well.
Whenever a rule instructs you to set up a unit, place its models on the battlefield so that:
If you cannot set up all of the models in a unit, remove that unit from the battlefield and return it to its original position (e.g. in strategic reserves or embarked within a TRANSPORT).
A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
Regaining Coherency
In the End of Turn step of each player’s turn, if one or more units on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
During the battle, your units will shoot at and fight the enemy, making attacks with their weapons each time they do so. This section explains how to make attacks with your models.
Each time a unit shoots or fights, the active player follow these steps:
For each model in the attacking unit, select which weapons that model will make attacks with. Models make ranged attacks with ranged weapons, and make melee attacks with melee weapons.
While shooting
You can select one or more ranged weapons that model has.
While fighting
You must select one melee weapon that model has.
For each weapon selected:
WHILE SHOOTING
Select one enemy unit to be the target of that weapon. Unless otherwise stated, each target must be:
WHILE FIGHTING
Select one or more enemy units to be the targets of that weapon:
Resolve attacks using the following sequence:
IDENTICAL ATTACKS
Identical attacks are those that have the same BS/WS, S, AP and D characteristics, and which are affected by the same applicable abilities and rules.
SPLITTING MELEE ATTACKS
While selecting targets, if you select more than one unit as the target of a melee weapon, you must split that weapon’s attacks between those target units. To do so, declare how many of that weapon’s attacks will be made against each unit (you must declare at least one attack per unit targeted). In the Gather Attack Dice step, for each weapon that is splitting its attacks, only gather a number of attack dice for that weapon equal to the number of attacks you declared would be made against that target with that weapon.
Whenever models make attacks, you will follow the sequence detailed in this section to find out if they inflict damage.
Each time the active player is instructed to resolve the attack sequence, they follow the steps below. In each step, if there is more than one dice to roll, make all of those rolls simultaneously.
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:
The opposing player resolves the following sequence:
1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
The opposing player resolves the following sequence for each save roll, working from lowest result(s) to highest result(s), until all attacks are resolved or all models in the target unit are destroyed – in the latter case, any excess attacks are lost.
1. Select Model: Select one model in the current allocation group; this must be a model that has lost one or more wounds if possible.
2. Check Save Roll: For each result, check if that attack inflicts damage or fails by matching the first condition below that applies:
3. Resolve Damage: If that attack inflicts damage, the selected model loses a number of wounds equal to that attack’s D characteristic. If this reduces that model’s remaining wounds to 0 or fewer, it is destroyed.
This section contains some additional rules concepts that are most frequently used while making attacks.
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.
Other models and units can be either visible or fully visible to the observing model, as shown opposite. Note that terrain applies additional rules to visibility.
MODEL VISIBLE
If any part of another model is visible to the observing model, that model is visible.
MODEL FULLY VISIBLE
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.
UNIT VISIBLE
If one or more models in a unit are visible to the observing model, that unit is visible.
UNIT FULLY VISIBLE
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
1. Select Model: Select one model in that unit by following the first instruction below that applies:
2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.
MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
Games of Warhammer 40,000 are played in a series of battle rounds. This section describes the structure of the battle round, defining the order in which players take turns to move their units and make attacks with them.
Each battle round is resolved by following these steps:
At the start of the battle round, players resolve rules that are triggered at the start of the battle round, before progressing to player turns.
Both players now take one turn each. The same player always takes the first turn in each battle round – the mission you are playing will tell you which player this is. Once that player’s turn has ended, their opponent takes their turn.
Each turn consists of seven parts: first the Start of Turn step, then a series of five phases resolved in the order shown opposite, then the End of Turn step.
Rules that are triggered at the end of the battle round are
resolved now, in the following order:
The battle round then ends and, unless the battle ends, the next battle round starts. The mission you are playing will tell you how many battle rounds to resolve before the battle ends.
In the Command phase, both players gain Core CP, then you check the combat readiness of your forces and use any strategic-level abilities you may have.
The Command phase is resolved by following these steps:
Rules that are triggered at the start of the Command phase are resolved now.
Both players gain 1 Command Point (CP).
The active player must now make one battle-shock roll for each unit in their army that fulfills one or both of the following conditions:
If a unit was battle-shocked at the start of this step and its battle-shock roll during this step succeeds, it is no longer battle-shocked.
Rules that are triggered in the Command phase (excluding those that are triggered at the start or end of this phase, when gaining Core CP, or by battle-shock rolls) are resolved now.
Rules that are triggered at the end of the Command phase are resolved now, in the following order:
In the Movement phase, you will be able to move each of your units across the battlefield. Reinforcements can also arrive in this phase to bolster your forces.
The Movement phase is resolved by following these steps:
Rules that are triggered at the start of the Movement phase are resolved now.
The active player moves their units one at a time, using the sequence below, until all of their units have been selected to move and those moves have ended.
1. Select Unit: Select one friendly unit that has not been selected to move this phase. You can select a unit on the battlefield, in strategic reserves, or embarked within a TRANSPORT. That unit is selected to move.
2. Select Move Type: Select one move type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
Rules that are triggered at the end of the Movement phase are resolved now.
MAXIMUM DISTANCE: '-'
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
MAXIMUM DISTANCE: Advance roll + your unit's M characteristic.
ELIGIBLE IF: Your unit moves as described in Moving.
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
MAXIMUM DISTANCE: Your unit's M characteristic.
EFFECT: Your unit moves as described in Moving.
BEFORE MOVING: Select fall-back mode:
WHILE MOVING:
AFTER MOVING:
In the Shooting phase, your units will take aim and use their ranged weapons to fire at their chosen targets.
The Shooting phase is resolved by following these steps:
Rules that are triggered at the start of the Shooting phase are resolved now.
The active player shoots with their eligible units one at a time, using the sequence below, until all the units they choose to shoot with have been selected to shoot and their attacks have been resolved.
A unit is eligible to shoot if it is on the battlefield and has not already been selected to shoot this phase.
1. Select Unit: Select one friendly unit that is eligible to shoot; that unit is selected to shoot.
2. Select Shooting Type: Select one shooting type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
Rules that are triggered at the end of the Shooting phase are resolved now.
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
ELIGIBLE IF: All of the following apply to your unit:
EFFECT: Your unit shoots as described in Making Attacks.
WHILE SHOOTING: You can only select weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
ELIGIBLE IF: All of the following apply to your unit:
EFFECT: Your unit shoots as described in Making Attacks.
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
ELIGIBLE IF: All of the following apply to your unit:
EFFECT: Your unit shoots as described in Making Attacks.
WHILE SHOOTING:
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
In the Charge phase, you will be able to make charge moves with your units. This represents your forces closing the distance with their foes in order to engage them in bloody close combat.
The Charge phase is resolved by following these steps:
Rules that are triggered at the start of the Charge phase are resolved now.
The active player resolves charges with their eligible units one at a time, using the sequence below, until all of their units they choose to charge with have declared a charge and those charges have been resolved.
1. Declare Charge: Select one friendly unit that has not declared a charge this phase and is eligible to declare a charge (see below). That unit declares a charge.
A unit is eligible to declare a charge if it is on the battlefield, unless otherwise stated. Here are some rules that prevent a unit from being eligible to declare a charge:
2. Make Charge Roll: Make a charge roll by rolling 2D6: the result is the maximum distance for the charge move.
3. Attempt Charge: If it is possible to make a charge move, and if you still want to, make a charge move with that unit. Otherwise, your unit does not make a charge move. In either case, the charge is then resolved.
Rules that are triggered at the end of the Charge phase are resolved now.
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
AFTER MOVING:
In the Fight phase, both players get to act. First, units will pile in to maximise the number of models that are engaged, then all the combatants will make melee attacks, before units consolidate their position.
The Fight phase is resolved by following these steps:
Rules that are triggered at the start of the Fight phase are resolved now.
Both players make pile-in moves with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one pile-in move during this step.
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
EFFECT: Your unit moves as described in Moving.
BEFORE MOVING: Select pile-in targets:
WHILE MOVING:
AFTER MOVING:
A unit is eligible to fight if it has not already been selected to fight this phase and one or more of the following apply to it:
Players resolve the following sequence until all eligible units have been selected to fight and their attacks have been resolved:
1. Resolve Fights First Combats: Starting with the player whose turn it is, players alternate selecting one friendly Fights First unit that is eligible to fight; that unit is selected to fight. If this is not possible:
2. Resolve Remaining Combats: Starting with the player who just moved this sequence onto this step, players alternate selecting one friendly unit that is eligible to fight; that unit is selected to fight. If this is not possible:
After resolving a fight in the Resolve Remaining Combats step, if there are one or more Fights First units that are now eligible to fight, return to the Resolve Fights First Combats step.
WHEN A UNIT IS SELECTED TO FIGHT
Each time a unit is selected to fight, select one fight type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit fights as described in Making Attacks.
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks.
Both players make consolidation moves with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one consolidation move during this step.
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving.
BEFORE MOVING: Select consolidation mode:
WHILE MOVING:
AFTER MOVING:
Rules that are triggered at the end of the Fight phase are resolved now.
This section provides rules for using terrain to transform your gaming table into an interactive, thematic battlefield. These rules help to bring your battlefield to life and introduce a vital tactical dimension to your games.
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.
Each terrain feature belongs to a terrain category, which can affect the movement and visibility of models. Below are some examples of which types of terrain features fall under each category.
A mission’s deployment map may define which terrain categories should be present within each terrain area. Meeting these requirements will create the best gaming experience. Note that terrain features sharing the same terrain area can belong to different terrain categories.
Exposed terrain offers only scant protection to the most desperate troops, and can be traversed without hindrance.
Examples: Craters, razorwire, scattered debris.
Light terrain can provide cover from incoming attacks, but will not slow an enemy’s advance or offer lasting defence.
Examples: Barricades, low walls, statuary
Dense terrain is an obstacle to even the largest war machines, and can shelter entire squads from enemy sight.
Examples: Buildings, ruins, armoured containers, woods.
Models can move through different categories of terrain feature as follows:
MOVING VERTICALLY
Models can move vertically to ascend or descend terrain features. While doing so:
SETTING UP OR ENDING A MOVE
Models can be set up or end a move on the ground level of terrain features. Models can also be set up or end a move on any surface of a terrain feature that is not on ground level, if all of the following apply:
Terrain can affect visibility, depending on whether the Benefit of Cover, Hidden, Obscuring or Solid rules apply.
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
Terrain areas containing one or more light or dense terrain features are obscuring terrain areas. If every line of sight drawn between two models crosses one or more obscuring terrain areas (excluding obscuring terrain areas that one or both of those models are within), those two models are not visible to each other.
Dense terrain features have the Solid rule. Line of sight cannot be drawn across any enclosed gap in the surface of such a terrain feature that is 3" or less from ground level.
Designer’s Note: This rule ensures that models are not visible while sheltering in ground-level terrain, irrespective of small openings such as doors, windows or bullet holes, or because of small gaps between adjacent terrain features. 3" is the height of the first floor of many terrain features, but some missions may adjust the height at which this rule takes effect.
Objectives represent critical locations that both sides are attempting to secure, and many missions require your forces to take control of them to achieve victory. This section describes how to do so with your models.
If a mission uses objectives, it will state where they are located on the battlefield. Typically, your mission will have a deployment map showing several points where objectives should be placed. The location of each point should coincide with a terrain area; that terrain area is the objective, and is called a terrain objective.
When measuring distances to and from an objective, measure to and from the closest part of it.
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area.
At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.
Stratagems can be used by spending Command Points, to create epic moments of tactical brilliance or peerless martial might. They are used when a player deems that a critical point in the battle is reached, where extra combat prowess or fleeting but powerful effects are required to tip the balance in their favour.
During the battle, both players can use stratagems. Each stratagem states:
Each player can use the same stratagem multiple times during the battle, but the following restrictions apply:
Each time you use a stratagem, resolve the following sequence:
CORE STRATAGEMS
All players can use core stratagems. Additional stratagems can be found in Codexes and other publications.
Core Stratagem
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
generated with a weapon.
TARGET: That unit or model.
EFFECT: You re‑roll that roll. If you are rolling more than one dice together, select one of those dice to re‑roll (excluding charge rolls, which you must re-roll in full).
Core Stratagem
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.
TARGET: That CHARACTER unit.
EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the ability.
Core Stratagem
WHEN: Battle‑shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.
TARGET: That unit.
EFFECT: That battle-shock roll is automatically successful.
RESTRICTIONS: You cannot use this stratagem more than once per battle.
Core Stratagem
WHEN: Your Shooting phase.
TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.
EFFECT: Resolve the following sequence:
Core Stratagem
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.
TARGET: That MONSTER/VEHICLE unit.
EFFECT: Resolve the following sequence:
Core Stratagem
WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).
EFFECT: Your unit makes an ingress move.
RESTRICTIONS: You cannot use this stratagem during the first battle round.
Core Stratagem
WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unengaged unit (excluding TITANIC units).
EFFECT: Your unit shoots using snap shooting.
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks.
WHILE SHOOTING:
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Core Stratagem
WHEN: Start of your opponent’s Shooting phase.
TARGET: One friendly SMOKE unit.
EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack.
Core Stratagem
WHEN: End of your opponent’s Charge phase.
TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.
EFFECT: Resolve a charge with your unit. While doing so, before making the charge roll, you must select one of the following modes:
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.
TARGET: One friendly unit that is eligible to fight.
EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight.
Actions represent vital battlefield tasks your forces must carry out, from searching for missing archeotech to completing a blasphemous ritual.
Some rules allow units to perform actions. Each action states:
STARTING AN ACTION
A unit is eligible to start an action unless one or more of the following apply to that unit:
If a unit starts an action, until the end of the turn:
COMPLETING AN ACTION
If a unit performing an action makes a move (excluding pile-in and consolidation moves) or leaves the battlefield, that unit does not complete that action. Otherwise, when an action is completed, its ‘Effect’ section is triggered.
Due to their imposing bulk and implacable nature, Monsters and Vehicles function differently on the battlefield. This section details the additional rules required to use these units in your games.
Each time you make a normal or advance move with a unit, MONSTER/VEHICLE models in that unit can be moved through friendly and enemy models (excluding other MONSTER/VEHICLE models).
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).
When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.
In your Shooting phase, enemy MONSTER/VEHICLE units that are engaged can be selected as targets of ranged attacks.
Each time a model makes a ranged attack that targets such a unit, subtract 1 from the hit roll (excluding attacks made with weapons by models in a unit engaged with the target).
TRANSPORT models can carry passengers across the battlefield. This section explains how to use such models in your battles, and how units can embark within and disembark from them.
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity. Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move.
If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move with each unit embarked within it.
SET-UP DISTANCE:
ELIGIBLE IF: All of the following apply to your unit:
EFFECT: Your unit is set up as described in Set Up.
BEFORE MOVING: Select disembark mode:
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
AFTER MOVING:
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up.
BEFORE MOVING: Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
The heroes of your army rarely fight alone. Instead, they typically lead bands of warriors, forming an attached unit that acts as a single entity. This section explains how to form attached units and how they function on the battlefield.
Some units have the Leader or Support ability listed on their datasheet. Such units are known as leader units and support units respectively. Both of these abilities allow such units to lead other friendly units (known as bodyguard units) to form attached units. An attached unit is a single unit for all rules purposes. Leader and support units can only lead specific bodyguard units.
LEADER / SUPPORT
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.
Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Each time an attack targets an attached unit, if that unit contains one or more bodyguard models, use the highest T characteristic of the bodyguard models in that unit while resolving that attack, even if a leader/support unit in that attached unit has a different T characteristic. If that unit only contains leader/support models, use the highest T characteristic of those models while resolving that attack instead.
Rules that are triggered when a unit is destroyed are only triggered when the last model that started the battle in an attached unit is destroyed.
An attached unit has all of the keywords of all of its component units. As such, an attached unit is affected by any rule that applies to units with any of those keywords. Note that models in an attached unit do not gain the keywords of other models in that unit that they do not already have. Remember that attacks target units, not models.
Example: An attached unit contains a leader model with the PSYKER keyword. While that model is part of that unit, that unit has the PSYKER keyword, even if the bodyguard models do not have that keyword. If that unit is attacked by a weapon with the ability, any unmodified wound roll of 4+ made against that unit is a critical wound, even if the attack itself is not allocated to that leader model.
Abilities/rules that affect a single specified model (e.g. from an enhancement or an item of wargear) only ever apply to that model, even while part of an attached unit.
Otherwise, abilities/rules that affect a unit (or models in it) apply to every model in an attached unit, until the source of that ability/rule is destroyed, as shown below.
ABILITIES IN ATTACHED UNITS
Source of Ability/Rule - Applies to the Attached Unit Until
Leader/support unit - The last model in that leader/support unit is destroyed.*
Bodyguard unit (e.g. from a datasheet ability) - The last model in that bodyguard unit is destroyed.
A specific model (e.g. the bearer of an enhancement or an item of wargear) - That model is destroyed.
* This means leader/support units continue to benefit from their own while this model is leading a unit's abilities even after their bodyguard unit is destroyed, provided they started the battle in an attached unit.
In all of the above cases, if that last model was destroyed as the result of an attack, the ability it was conferring upon the attached unit applies until the attacking unit has resolved all of its attacks.
Strategic reserves are units that arrive on the battlefield at different times, either because they were held back during deployment, or because they are using special abilities to reposition themselves.
Before the battle, in the Declare Battle Formations step, you can select one or more friendly units (excluding FORTIFICATIONS) to place in strategic reserves. Instead of setting up these units on the battlefield during deployment, place them to one side; they are strategic reserves units, and will arrive later in the battle.
Unless otherwise stated, the combined points value of all of your strategic reserves units (including those embarked within TRANSPORTS that are themselves placed in strategic reserves) cannot exceed 50% of your points limit for your battle size.
Some rules allow units to be removed from the battlefield and placed in strategic reserves during the battle. Units that use such rules are known as repositioned units. In addition to any other rules that apply to such units (such as where they can or cannot arrive), all of the following rules apply to them:
Example: A unit that was within range of an aura ability when removed from the battlefield would no longer be affected by that aura ability if it is no longer within range of it when it makes an ingress move, but a unit that was battle-shocked when removed from the battlefield would still be battle-shocked if it makes an ingress move in the same turn.
To arrive on the battlefield, each strategic reserves unit must make an ingress move. Unless otherwise stated, they can only do so from the second battle round onwards.
At the end of the third battle round, unless otherwise stated, all strategic reserves units that have not made one or more ingress moves are destroyed, with the following exceptions:
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up.
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
This section supplements the basic rules for moving models, explaining how some units can fly over obstacles or surge closer to the enemy.
Some rules allow a unit to make a surge move, as described below.
MAXIMUM DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
EFFECT: Your unit moves as described in Moving.
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
AFTER MOVING:
Models with the FLY keyword, and units such models are part of, are said to be able to FLY. Some rules also refer to such models/units as FLYING models/FLYING units.
Each time a FLYING unit is selected to make a normal, advance, fall-back or charge move, before moving any models in that unit, the active player can declare that it will take to the skies. If it does, while resolving that move:
In addition to the core abilities presented elsewhere, many units have access to other rules and types of abilities that function as described below.
Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word ‘Aura’.
While a model with an aura ability is on the battlefield, it is always within range of its own aura ability.
A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.
Some abilities are common to each unit that belongs to a particular faction – these are faction abilities (also known as army rules), and are listed in the Faction Abilities section of a datasheet.
Unless otherwise stated, a unit’s faction abilities only apply if the army faction you selected while mustering your army matches a faction keyword listed on that unit’s datasheet.
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
Abilities that are gained when a unit (or one of its models) has a particular item of wargear are wargear abilities, and are listed in the Wargear Abilities section of a datasheet.
If a unit has an item of wargear that has a wargear ability, that ability applies to that unit. If a model within a unit has an item of wargear that has a wargear ability, that model is the ‘bearer’ of that item of wargear and that ability applies until that model is destroyed.
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
AIRCRAFT fulfil a unique but limited role on Warhammer 40,000 battlefields.
Hurtling through the skies while they duel one another, strafe ground forces or perform bombing runs, they are constantly on the move.
Many units have core abilities listed on their datasheets, and weapon abilities listed in their weapon profiles.
Weapon abilities are presented in square brackets with bold formatting, e.g. [BLAST]. Weapons are often described using a particular ability they have, e.g. [BLAST] weapons are those with the [BLAST] ability.
If a weapon ability is followed by one or more keywords, when making attacks with that weapon, that ability only applies if the target unit has one or more of those keywords.
Example: The [LETHAL HITS: VEHICLE] ability only applies to attacks that target a VEHICLE unit. The [SUSTAINED HITS 1: INFANTRY/BEASTS] ability only applies to attacks that target an INFANTRY/BEASTS unit.
Multiple instances of the same core ability or weapon ability are not cumulative, regardless of any numbers or keywords included in them. In such cases, the controlling player must select which instance will apply at any one time. In the case of duplicated weapon abilities, this selection must be made each time that unit makes attacks, in the Select Weapons step.
The following rules tell you how to create an army list out of models and units from your Warhammer 40,000 collection.
The details of your army must be recorded on an army roster. You can either write this down or use the Warhammer 40,000 app. Players should show their finished army roster to their opponents before battle commences.
Note on your army roster one faction keyword to be your army faction.
With your opponent, select one of the battle sizes below. This will determine the total number of points (also known as the points total) each player can spend to build their army. The points values for units can be found in the Warhammer 40,000 app. You will need to refer to these when building your army.
The battle size will also determine the total number of Detachment Points (DP) players will have to unlock detachments with, the number of units with the same datasheet name that they can include in their army, and the number of enhancements that they can include in their army.
These are summarized below.
INCURSION: 1000 points
2 Detachment Points
2 Enhancement Limit
2 Unit Limit*
STRIKE FORCE: 2000 points
3 Detachment Points
4 Enhancement Limit
3 Unit Limit*
* The unit limit for BATTLELINE and DEDICATED TRANSPORT units is double the relevant amount shown above, and every EPIC HERO has a unit limit of 1, regardless of the battle size.
You will now select your detachments, units, WARLORD and enhancements that will be in your army. You will also attach your leader and support units to other units.
When doing so:
SELECT DETACHMENTS
You can now use your DP to select detachments for your army. You can only select from those available to your army faction. Each one will give you access to different force dispositions, detachment rules, enhancements and/or stratagems to use in the coming battle. You cannot select the same detachment more than once. Record your selected detachments on your army roster.
Note that some detachment rules list units and other detachments that your army either must include or cannot include; you must follow all such rules when building your army for the detachments you have selected.
SELECT UNITS
Select all the units you want to include in your army. You can only select units with your faction keyword and units available to your army faction. Each time you include a unit in your army, it can take any wargear or options it has access to. Note on your army roster the number of models in the unit, any wargear and upgrades it has, and its points value.
Select one CHARACTER unit to be your Warlord's unit. This must be a unit that has the faction keyword you chose as your army faction. Then select one CHARACTER model in that unit to be be your Warlord - the supreme leader of your army - and make a note of this on your army roster. That model gains the WARLORD keyword. Some units have a rule on their datasheet stating that they must be your WARLORD. If you want to include one or more of these units in your army, you must select one of them to be your WARLORD. Rules that state that a model cannot be your WARLORD take precedence over ones that require it to be your WARLORD.
ATTACH LEADERS AND SUPPORT UNITS
For each leader and support unit in your roster, you can attach them to a bodyguard unit that they can join, following the rules for Forming Attached Units. Each support unit in your roster must be attached to a bodyguard unit.
SELECT ENHANCEMENTS
Select all of the enhancements you want to include from the detachments you selected and give each one to a different unit in your army. When you do, increase those units' points values accordingly. The points values for enhancements can be found in the Warhammer 40,000 app.
Unless otherwise stated:
Upgrades: Some enhancements are tagged with 'Upgrade'. Unlike other enhancements: