10th Rules Commentary

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RULES COMMENTARY

VERSION 1.2
(WITH CORE RULES ERRATA 1.0)
While streamlined at its core, Warhammer 40,000 is a game of endless variety, and can involve nuanced circumstances that
may give even experienced players pause. This commentary is a living resource of definitions, diagrams and examples intended
to clarify some of the game’s finer points and resolve niche questions that might otherwise slow down the pace of battle. New
and revised entries are marked in red. Entries marked with an asterisk (*) should be disregarded if you are playing a game
using the Balance Dataslate.

Abilities with the Same Name: Abilities with the same name Affected by a Stratagem: If a unit is selected as the target of a
(excluding Aura abilities) can affect units multiple times, but if such Stratagem, it is said to be affected by that Stratagem. If the Command
an ability applies a named condition to a unit (e.g. ‘suppressed’), that Re-roll Stratagem is used to re-roll a dice roll made for a unit, a model
condition can only affect the target unit once at any given time. in that unit or an attack made by a model in that unit, that unit is said
to be affected by that Stratagem. If a unit cannot be affected by one
Example 1: Anna has two Great Unclean Ones in her army, and of your Stratagems (e.g. because it is Battle-shocked), you cannot
targets her opponent’s Intercessor Squad with both of those target it with the Command Re-roll Stratagem or any of your other
models’ Nurgle’s Rot ability. As this ability is not an Aura, it can be Stratagems. Note that the New Orders Stratagem targets an active
applied multiple times to the target unit, reducing the Toughness Secondary Mission card rather than any units, so can always be used
characteristic of models in the Intercessor Squad by 1 for each use (assuming you have the CP to do so) even if all units from your army
of the ability, for a total reduction of 2 in this case. are Battle-shocked.

Example 2: Sean has two Kustom Boosta-blastas in his army, and Against (an attack): When making an attack, if a saving throw is
targets his opponent’s Aggressor Squad with both of those models’ made, that saving throw is said to be made against that attack.
Rivetin’ Dakka ability. As this ability is not an Aura, it can be applied
multiple times to the target unit, but as it applies the ‘suppressed’ Against (an attack with an ‘X’ characteristic of ‘Y’): Some rules
condition, its effects will only apply once (subtracting 1 from the only apply against an attack with a specific characteristic. If the
Hit roll in this case), regardless of how many times the target unit characteristic involved is AP or Damage, such rules are applied at the
is suppressed. Allocate Attack step of the attack sequence (e.g. ‘Each time an attack
with a Damage characteristic of 1 is allocated to a model in this
Active Player: The player whose turn is taking place is said to be the unit, add 1 to any armour saving throw made against that attack’).
active player. Otherwise, they are applied at the start of the attack sequence.

Adding Models to a Unit: Some rules allow you to add models to a All Models (in this unit can each have their Weapon A replaced with
unit during the battle. Models added to a unit that is on the battlefield 1 Weapon B): When this wargear option is selected for a unit, every
must be set up in Unit Coherency with models in that unit that started model in that unit equipped with Weapon A must replace it with
that phase on the battlefield (i.e. models that were already on the Weapon B. It is not possible for only some of those models to replace
battlefield when that rule was used). Models added to a unit that is that weapon and for others not to.
not currently on the battlefield do not have to meet this requirement.
A model added to a unit during the battle can be set up within Any Number of Models (can each have their Weapon A replaced
Engagement Range of one or more enemy units, but only if those with 1 Weapon B): When this wargear option is selected for a unit,
enemy units are already within Engagement Range of the unit that any number of models in that unit equipped with Weapon A can each
model is being added to. When adding models to a unit as described replace it with Weapon B. It is possible for only some of those models
above, any models that cannot be set up due to insufficient space are to replace that weapon and for others not to.
considered to have been destroyed, but do not trigger any rules that
are triggered when a model is destroyed. Any: If a rule applies to ‘any’, it means ‘one or more’. For example,
‘While this model is within Engagement Range of any enemy units’ is
Additional Hits: Some rules cause attacks to score additional hits the same as ‘While this model is within Engagement Range of one or
on a Critical Hit (e.g. [SUSTAINED HITS]). If the attacking model is also more enemy units’.
benefiting from any other rules that trigger on a Critical Hit (e.g.
[LETHAL HITS]), only the original attack benefits from those rules. Any Army: A player’s army consists of every unit on their Army Roster and
additional hits scored as the result of a Critical Hit are automatically any units that are added to it over the course of the battle.
successful (see Automatically Successful).
Arriving as Reinforcements/from Strategic Reserves: When a
Example: An attack with the [SUSTAINED HITS 1] and [LETHAL HITS] Reinforcements/Strategic Reserves unit is set up on the battlefield
abilities scores a Critical Hit. That attack automatically wounds the (other than when disembarking from a Transport), it is said to have
target due to [LETHAL HITS], but it also scores one additional hit due arrived as Reinforcements/from Strategic Reserves.
to [SUSTAINED HITS 1]. This additional hit does not benefit from the
[LETHAL HITS] ability, so a Wound roll is made for it as normal.

1
Arriving from Strategic Reserves in the First Battle Round: Abilities Example: An attack with the [LETHAL HITS] ability scores a Critical
that allow units to be set up in the Reinforcements step of your Hit and so automatically wounds the target. That attack’s Wound
first, second or third Movement phase using the Strategic Reserves roll is automatically successful – no dice is rolled, and so no rules
rules treat the current battle round number as being one higher that are triggered by Critical Wounds (e.g. [DEVASTATING WOUNDS])
than it actually is in the first battle round only, unless explicitly are triggered.
stated otherwise.
Automatically Wounds: If an attack automatically wounds,
As Close as Possible: If a rule instructs you to move a model ‘as the Wound roll for that attack is automatically successful (see
close as possible’ to a unit, model or objective marker, you must end Automatically Successful).
that model’s move in base-to-base contact with that unit, model or
objective marker if its move is sufficient to do so without breaking Base: Most models are mounted on a base. A model’s base is always
any other restrictions (such as Unit Coherency), or as close as considered to be part of the model.
you can achieve if its move is not sufficient. If a model is already
as close as possible to a unit, model or objective marker when it is Base-to-Base Contact: When two models’ bases are touching, they
instructed to make a move as close as possible towards a unit, model are in base-to-base contact and are as close as possible (see As
or objective marker, that model cannot be moved, but still counts as Close as Possible). Some models are so large they overhang their
having made the move in question. base and so it is not physically possible for their bases to touch
those of other models. In such cases, you should measure to or from
Attached Units with Multiple Characters (allocating attacks): Some the base (or hull) of such a model – whichever is closer – and when
units can have more than one Leader unit attached to them, and so such a model is as close as possible to another model, those models
can contain more than one Character model. Each time an attack are considered to be in base-to-base contact.
with the [PRECISION] ability successfully wounds such a unit, the
attacking model’s controlling player can choose to have that attack Battleline if…: Some rules grant the Battleline keyword to
allocated to any visible Character model in that unit, rather than additional units from your army – typically if you select a particular
following the normal attack sequence. Detachment or if your Warlord is a specific model. When mustering
your army, treat such units as Battleline units for the purposes
Attached Units with Multiple Characters (no more than two): Some of the Select Units step, even though the Select Warlord step
models have rules that allow them to be attached to a specified comes afterwards.
unit even if another specified Character is already attached to
that unit (e.g. Lieutenant models attaching to units already led by Battlefield Edge: The battlefield is bordered by four battlefield edges.
a Captain or Chapter Master). In all such cases, only one additional
model with rules to this effect can be added to a unit already led by a Battlefield Quarter: See Table Quarter.
different Character.
Battle-shock Tests: 2D6 roll required by each unit in your
Example: An Intercessor Squad has a Captain attached to it. You army that is Below Half-strength in your Command phase (Core
cannot attach both a Lieutenant and an Apothecary to that unit, Rules, page 11). If the result is less than the unit’s Leadership
even though both of those models have rules to that effect – only characteristic, then until the start of your next Command phase,
one of those units can be attached alongside that Captain. that unit is Battle-shocked. Note that this is true even if that unit is
subsequently destroyed, which can determine whether or not you
Attack’s Characteristics: When making an attack, that attack can target that unit with a Stratagem. Some rules require a unit to
is considered to have the same characteristics and abilities as take a Battle-shock test during a phase other than the Command
the weapon making that attack. If any modifiers apply to the phase, and even when not Below Half-strength. Units that are already
characteristics or abilities of an attack, those changes do not apply Battle-shocked must still take another Battle-shock test in such
to the weapon it is made with, nor do they apply to any other attacks cases, in case the result triggers any additional effects, but passing
made with that weapon. or failing that test does not change that unit’s Battle-shocked status
(i.e. a pass will not result in that unit no longer being Battle-shocked,
Automatically Hits: If an attack automatically hits, the Hit roll for that and a failure will not result in that unit being Battle-shocked for
attack is automatically successful (see Automatically Successful). any longer duration). In the Battle-shock step of the Command
phase, if for any reason a unit is forced to take a Battle-shock test
Automatically Passes: See Automatically Successful. for being below its Starting Strength, unless otherwise stated,
that unit does not also have to take a Battle-shock test for being
AUTOMATICALLY SUCCESSFUL Below Half-strength. Regardless of when a unit from your army
When a dice roll is automatically successful, the following applies: becomes Battle-shocked, it remains so only until the start of your
next Command phase. Destroyed units do not have to take Battle-
■ I f a roll is automatically successful, do not roll the dice. Any rules shock tests, and abilities cannot make a destroyed unit take a
that take effect on a particular dice result or roll result do not take Battle-shock test.
effect if the roll they refer to is automatically successful.
■ If a Hit roll is automatically successful, move straight to the Wound Bearer: The bearer of a weapon, Enhancement or item of wargear is
roll. Such a Hit roll is not a Critical Hit, and does not trigger any the model equipped with it.
effects that are triggered by a Critical Hit.
■ If a Wound roll is automatically successful, move straight to
the allocation of that attack. Such a Wound roll is not a Critical
Wound, and does not trigger any effects that are triggered by a
Critical Wound.

2
Below Starting Strength (with a Starting Strength of 1): If the Best: When determining the ‘best’ characteristic in a unit, compare
number of remaining models in a unit is less than that unit’s Starting the values of all the specified characteristics of all the models or
Strength, that unit is said to be Below its Starting Strength. If a weapons in that unit. The best characteristic is the value that all
unit has a Starting Strength of 1, while that model has less than others are either worse than or equal to (see Or Better).
its starting number of wounds remaining, it is said to be Below its
Starting Strength. Example: A unit includes one model with a Leadership characteristic
of 6+, one with a Leadership characteristic of 7+ and nine with a
Benefit of Cover (when not within terrain): Some rules state that a Leadership characteristic of 8+. The best Leadership characteristic
model or unit has the Benefit of Cover even when not within terrain. in that unit is therefore 6+.
Such rules apply irrespective of any terrain features that model or
unit may be within or behind. Similarly, if a rule only applies while a Big Guns Never Tire (Blast weapons and Pistols): Monster and
unit has the Benefit of Cover, that rule will apply to any model or unit Vehicle units can shoot, and be shot at, even while they are Locked
under the effects of any rule that gives it the Benefit of Cover (even in Combat (Core Rules, page 20).
when not within terrain). See diagram 1

1 BIG GUNS NEVER TIRE (BLAST WEAPONS AND PISTOLS)

The Vehicle can shoot at this Infantry unit. When


A resolving each of those attacks, subtract 1 from the Hit roll
unless that attack is made with a Pistol.
This Infantry unit can shoot at the Vehicle. When resolving each
of those attacks, subtract 1 from the Hit roll unless that attack is
made with a Pistol. As the Vehicle is within Engagement Range of
a friendly unit, Blast weapons cannot target it.

-1

-1 Models in this unit cannot


The Vehicle can shoot at this Infantry unit. make ranged attacks
B When resolving each of those attacks, except with Pistols.
subtract 1 from the Hit roll. As this target is within
Engagement Range, the Vehicle cannot attack it
with Blast weapons.
This Infantry unit is within Engagement Range of
the Vehicle, so is Locked in Combat – its models
cannot make ranged attacks except with Pistols
(and only the Vehicle can be targeted with those
Pistol attacks).

3
CHARGING Contested (objective marker): An objective marker is contested
■ C harge Move: Move made in the Charge phase as part of a at the end of a phase or turn if both players’ Level of Control over it
successful charge. is the same. At the start of the battle, all objective markers on the
■ Charge Distance: The result of a Charge roll is the maximum battlefield are contested.
number of inches each model in a charging unit can move when
making its Charge move. This is sometimes referred to as the Controlling Player: A unit’s controlling player is the player whose
charge distance. army that unit is part of.
■ Declaring a Charge: When a player declares a charge with a unit,
that unit is said to be declaring a charge. Control (objective marker): A player controls an objective marker at
■ Charging Unit: A unit that has declared a charge is a charging unit. the end of any phase or turn in which their Level of Control over it is
■ Charging Over Terrain Features with Flying Models: See Moving greater than their opponent’s. At the end of a turn, control of objective
Over Terrain Features When Flying. markers is determined before any Victory points are scored. See
■ Has Charged: If a unit makes a Charge move in a turn, until the end Level of Control.
of that turn, that unit, and every model in it, is said to have charged.
■ Has Been Charged: If a unit was the target of a successful charge Controlled (objective marker): While a player controls an objective
during a turn, until the end of that turn, that unit, and every model in marker it is said to be controlled by that player.
it, is said to have been charged.
■ Charge Bonus: Bestowed on a unit that makes a Charge move, so Count as Having Made a Normal Move: Reserves units always
that, until the end of the turn, that unit has the Fights First ability. count as having made a Normal move in the turn they are set up
Note that other rules and abilities that trigger when a unit makes on the battlefield. This is simply to clarify that they cannot move
a Charge move or in the turn that a unit has charged are not part of further in this phase but have not Remained Stationary; such units
the Charge bonus. have not made a Normal move, however, so their arrival cannot
trigger Stratagems or abilities that are used after a unit makes a
Closest Model/Unit: When a rule refers to the closest model/unit, Normal move.
this is the closest model/unit to the model/unit using that rule. If
two or more are equally close, the controlling player of the model/ Similarly, a unit that disembarks from a Transport that made a
unit using that rule selects which is the closest for the purposes of Normal move this phase also counts as having made a Normal move,
that rule. but has not made a Normal move, so such a unit’s arrival cannot
trigger Stratagems or abilities that are used after a unit makes a
Critical Hit: A Critical Hit is scored when a player rolls an unmodified Normal move (see Embarked Units and Reserves).
Hit roll of 6 for an attack. Critical Hits are always successful Hit
rolls, and can also trigger additional effects as described in certain Counts As (dice roll): See Treated As (dice roll).
rules (such effects are often said to be triggered ‘on a Critical Hit’,
meaning when a Critical Hit is scored). While resolving attacks using CP Gained at the Start of a Turn: CP gained at the start of the
the Fire Overwatch Stratagem, Critical Hits are only ever scored on Command phase as a result of any ability (e.g. The Swarmlord’s
unmodified Hit rolls of 6. Hive Commander ability) count towards the 1CP gained per battle
round limit.
Critical Wound: A Critical Wound is scored when a player rolls
an unmodified Wound roll of 6 for an attack. Critical Wounds are D66: To roll a D66, roll two D6, one after the other – the first result
always successful Wound rolls, and can also trigger additional represents ‘tens’ and the second represents ‘units’.
effects as described in certain rules (such effects are often said to
be triggered ‘on a Critical Wound’, meaning when a Critical Wound Example: A D66 roll where the first result is a 3 and the second result
is scored). is a 6 is a result of 36.

Considered to Be (dice roll): See Treated As (dice roll). Damage Characteristic: Where a Damage characteristic includes an
operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of
Consolidating (without moving): When a unit Consolidates, if no that Damage characteristic – it is not a modifier.
models in that unit are actually moved, either because you choose
not to move them or because every model is already in base-to-base Damage Roll: When determining a random Damage characteristic,
contact with an enemy model, that unit still counts as having the dice roll made is called a Damage roll.
Consolidated, but is not counted as having moved.
Deep Strike (and Strategic Reserves): If a unit with the Deep Strike
Consolidation Move: A 3" move that, if made, must see that unit ability arrives from Strategic Reserves, the controlling player can
end within Engagement Range of one or more enemy units and choose for that unit to be set up either using the rules for Strategic
in Unit Coherency, or, if this is not possible, within range of the Reserves or using the Deep Strike ability. This also applies if a unit
closest objective marker and in Unit Coherency. If a unit is able to with the Deep Strike ability is placed into Strategic Reserves during
end a Consolidation move within Engagement Range of one or more the battle.
enemy units, each model that makes a Consolidation move must
end closer to the closest enemy model, and in base-to-base contact
with it if possible. Models that are already in base-to-base contact
are not moved. If a rule modifies the distance a unit can Consolidate,
it modifies the Consolidation move that every model in that unit
can make.

4
Deploying Units: When a unit is deployed, it is set up on the Double: When making a dice roll, a double is a roll that includes any
battlefield. If a rule specifies that a unit must be deployed wholly two dice of the same result.
within a certain area (e.g. wholly within your deployment zone, or
wholly within 6" of a battlefield edge), that unit must be set up wholly Draw a Line: When instructed to draw a line between two points,
within that area (see Within and Wholly Within). If a model is so large draw an imaginary straight line, 1mm wide, between those points. If
that its base cannot physically be set up wholly within such an area, you are instructed to do so between two models, do so between the
it must be set up so that it is touching your battlefield edge. During closest points of those models’ bases (or hulls).
a turn in which such a large model is set up on the battlefield, that
model’s unit cannot do any of the following: make a Normal, Advance DUPLICATED CORE ABILITIES
or Fall Back move; Remain Stationary; make any attacks with ranged The Core Rules describe dozens of abilities, including weapon
weapons; declare a charge. Some large models, typically Aircraft, abilities and deployment abilities. These are referred to as Core
have wings and other parts that extend significantly beyond their abilities, and most models, units, weapons or attacks either have one
base. Such models can overhang a deployment zone if it is not or more of them innately, or can gain them during the battle through
possible to set them up otherwise, but when setting them up, their other means such as Stratagems, Enhancements or attached
base must still be wholly within that deployment zone. Leaders. Regardless of the source, if a model, unit, weapon or attack
has multiple instances of the same Core ability, those abilities are
DESTROYED not cumulative, and only one instance of that ability can take effect
■ Destroyed Model: When a model is reduced to 0 wounds, it is at any one time. If that ability has a number after it (e.g. [SUSTAINED
destroyed and removed from play. HITS 1], Scouts 6"), the controlling player must choose which instance
■ Destroyed Unit: When the last model in a unit has been destroyed, of that ability to apply each time. Note that multiple instances of
that unit is destroyed and removed from play. the [ANTI-] ability are only considered to be the same if the keyword
■ Destroyed By: Some rules only trigger if an enemy model or unit was listed after the word ‘Anti’ is the same (e.g. [ANTI-VEHICLE 4+] and [ANTI-
destroyed by you, or by a model or unit from your army. This means VEHICLE 3+] are considered to be the same ability, but [ANTI-VEHICLE 4+]
that the enemy model or unit was destroyed by an attack made by and [ANTI-INFANTRY 2+] are not).
a model from your army, or by a mortal wound inflicted as a result
of a rule a model from your army is using, or as a result of any other Example 1: A player’s army includes a unit of Eliminators, who
rule a model from your army is using that explicitly states that the have the Stealth ability. That player selected a Detachment ability
enemy model or unit is destroyed. Enemy models or units that are that says ‘All units from your army gain the Stealth ability’. The
destroyed by any other means are not destroyed by you, or by a Eliminators do not gain any additional benefit from having this
model or unit from your army. ability a second time, meaning that each time a ranged attack
targets that unit, only 1 is subtracted from the Hit roll rather than 2.
* Devastating Wounds (and Precision): See Mortal Wounds.
* Example 2: A Sternguard Veteran model makes an attack with a
Dice Result (no stated effect): Some rules are triggered on a Sternguard bolt rifle, which has a Damage characteristic of 1 and
particular dice roll. If the dice rolled does not have any corresponding the [DEVASTATING WOUNDS] ability. The attacking model is also affected
effect stated, nothing happens. by a Stratagem that says ‘Until the end of the phase, ranged
weapons equipped by models in your unit have the [DEVASTATING
Example: If a rule states ‘roll one D6: on a 2-5, the closest enemy WOUNDS] ability’. When resolving attacks with that Sternguard bolt
unit suffers 1 mortal wound; on a 6, the closest enemy unit suffers rifle this phase, the controlling player cannot use both instances of
D3 mortal wounds’, and you roll a 1, nothing happens. [DEVASTATING WOUNDS], meaning that each Critical Wound inflicts 1
mortal wound on the target rather than 2.
Different Model/Unit: See Other Model/Unit.
Example 3: A model makes an attack with a heavy bolter, which has
Discard Lowest/Highest Dice Result: If multiple rules instruct the [SUSTAINED HITS 1] ability. The attacking model is also affected by
a player to discard the lowest/highest dice result for a dice roll, a Stratagem that says ‘Until the end of the phase, ranged weapons
the controlling player decides the order in which those rules are equipped by models in your unit have the [SUSTAINED HITS 2] ability’.
resolved, and each of those rules takes effect one after the other, When resolving attacks with that heavy bolter this phase, the
with one dice from the roll being removed each time. Rules that refer controlling player cannot use both instances of [SUSTAINED HITS];
to doubles or triples only take effect after all required dice have been they must choose which one to use, so choose the more powerful
discarded (see Double and Triple). [SUSTAINED HITS 2].

Disembarking Large Models: When a unit disembarks from a Eligible Target (no longer eligible): If a unit that was an eligible target
Transport, it must be set up wholly within 3" of that model. If a of an attack or charge when it was selected stops being an eligible
disembarking model is so large that it is not possible to set it up target for that attack or charge (for example, because a rule enables
wholly within 3" (typically because it is itself larger than 3" in it to make an out-of-phase move that takes it out of range), the
all directions), set that model up with its base within 1" of that attacking or charging unit can select new targets for those attacks or
Transport’s base (or hull), and not within Engagement Range of any that charge. See Just After.
enemy models.
Eligible to Shoot (when equipped with ranged weapons): Unless a
Do Not Make an Advance Roll Abilities: Abilities that instruct players rule specifically states otherwise, units that have shot are no longer
not to make an Advance roll for a unit, but instead to increase the eligible to shoot until the start of the next phase.
Move characteristic of models in that unit by a specified amount,
cannot be used with other abilities or rules that also instruct players
not to make an Advance roll for the unit. In such instances, the
controlling player must choose which of those abilities to use.

5
Eligible to Shoot (when not equipped with ranged weapons): Unless Fight: When a unit fights, models in that unit Pile In, make attacks
a unit Advanced or Fell Back this turn or is Locked in Combat, it is and Consolidate.
eligible to shoot, even if no models in that unit are equipped with
ranged weapons. This means that such units can be selected for any FIGHTING WITH INDIVIDUAL MODELS
rules that require you to select a unit that is eligible to shoot. Normally units are selected to fight, but some rules specify that only
one model in a unit can fight (or can fight again). In such instances:
Embarked Units: Units embarked within a Transport do not
count as being on the battlefield for any rules purposes. This ■ T hat model can make a Pile-in move, but must end that move in
means that, unless explicitly stated otherwise, embarked units Unit Coherency.
cannot do anything (e.g. shoot, fight, use abilities, etc.). Similarly, ■ That model then makes a number of attacks with its melee weapons,
you cannot select an embarked unit as a target for any rules, as specified in the Make Melee Attacks step of the fight sequence
including Stratagems. (Core Rules, page 33).
■ That model can then make a Consolidation move, but must end that
Embarked Units and Reserves: Units embarked within a Reserves move in Unit Coherency.
model can disembark in the turn that model is set up. When they do,
they cannot be set up within 9" horizontally of one or more enemy Finished Making its Attacks: When all of an attacking unit’s attacks
units, they count as having made a Normal move (see Count as have been resolved, it has finished making its attacks.
Having Made a Normal Move), and they cannot declare a charge
this turn (unless a rule specifically states otherwise), but they can Firing Model/Unit: When resolving a ranged attack, the model/unit
otherwise act normally in the remainder of the turn. making the attack is the firing model/unit.

End of the Phase/Step: Rules that specify that they take place at Fly: If a unit’s datasheet has the Fly keyword, that unit is said to be
the end of a phase/step only take effect after any other rules that able to Fly. When it makes a Normal, Advance or Fall Back move, its
would take place in that phase/step have been resolved. This means models can be moved over enemy models as if they were not there.
that it is not possible for a player to make use of any rules that would Note this also means that Monster and Vehicle models that can
take place during a phase/step once an end-of-phase rule has taken Fly can be moved over other Monster and Vehicle models when
effect. The next phase/step does not start until after all such rules making such a move. When such a model starts or ends a move on a
have been resolved (for rules used at the end of the Command phase, terrain feature, instead of measuring the path it has moved across
see Rules Used at the End of the Command Phase). the battlefield, you instead measure its path ‘through the air’ (see
Moving Over Terrain Features When Flying).
Enhancements (multi-model Character units): When you give
an Enhancement to a Character unit from your army, if that Full Wounds Remaining: A model has its full wounds remaining
Character unit contains more than one model, you must specify if it has the same number of wounds remaining as its
which Character model in that unit is the bearer. Wounds characteristic.

Feel No Pain: For each wound a model with the Feel No Pain ability Ground Level: Some rules refer to models being at ‘ground level’ for
would lose, the controlling player rolls one D6: if the result is greater the purposes of being targeted (e.g. Plunging Fire) or for determining
than or equal to the number listed at the end of that ability, that whether models can be set up on higher levels of terrain features.
wound is not lost. A model that is in contact with the battlefield surface (within the
footprint of a terrain feature or otherwise) is said to be at ground
Example: An attack with a Damage characteristic of 2 is allocated to level. If you are using terrain features with an integral base or
a model with the Feel No Pain 5+ ability, and the subsequent saving textured ground-floor area models can be placed upon, such areas
throw is not successful, so that attack inflicts two points of damage. are also considered to be ground level.
That model’s controlling player therefore rolls two D6, rolling a 1 and
a 6. As the 6 exceeds the requirement of that model’s Feel No Pain
5+ ability, one point of damage is ignored and that model only loses
one wound.

Fight on Death: Some rules enable models to fight after they have
been destroyed, before being removed from play, following the
normal fight sequence (Core Rules, page 33). A model under the
effect of more than one such rule can only fight once after it has been
destroyed. ‘Fight-on-death’ rules are always resolved before the
attacking unit (i.e. the unit that destroyed the model that has that
rule) Consolidates, and before any other rules are triggered by the
destruction of that model (e.g. Deadly Demise). While making attacks
due to a fight-on-death rule, the destroyed model is assumed to have
1 wound remaining unless otherwise stated. After a model has made
its fight-on-death attacks, any other rules that are triggered by the
destruction of that model are then triggered, and it is then removed
from play – it does not Consolidate. If more than one model from a
unit is under the effect of a fight-on-death rule, each of those models
fights at the same time. Note that, at the time a model fights on death,
it is destroyed, which may be important when determining whether
that model’s unit is below its Starting Strength/Below Half-strength.

6
Hazardous: When you declare attacks with Hazardous weapons, Example: Consider a unit of three Crisis Battlesuits led by a
you must take a Hazardous test for each of those weapons, even Commander in Crisis Battlesuit, in which the Commander and
if you did not resolve those attacks (e.g. because their target one other model each have three cyclic ion blasters. If the unit’s
was destroyed). controlling player declares that only the Commander will use the
overcharge profile of their cyclic ion blasters, after that unit’s attacks
When a unit that includes one or more Characters equipped with have been resolved, that player will take three Hazardous tests for
Hazardous weapons fails one or more Hazardous tests: that unit. If they failed one or more of those tests, they would select
one model from that unit to suffer 3 mortal wounds. This would have
■ Y ou can select any model equipped with a Hazardous weapon to be one of the models equipped with a cyclic ion blaster, even
to suffer the effects of that failed test (it does not have to be the if a Crisis Battlesuit with no cyclic ion blasters has already been
Character, even if that Character was the only model that damaged, and if the Crisis Battlesuit equipped with a cyclic ion
attacked with a Hazardous weapon). blaster has already been damaged, it would have to be allocated
■ If you select a Character, and there are excess mortal wounds after to that model. The player would continue allocating mortal wounds
that Character is destroyed, allocate those mortal wounds to the to the model they selected until it was destroyed, then they would
unit as normal. select another model from that unit equipped with a cyclic ion
blaster to suffer any excess mortal wounds and remaining failed
When you fail Hazardous tests for a Character, Monster or Hazardous tests, and so on until each model equipped with a cyclic
Vehicle unit: ion blaster has been destroyed. Once each model from that unit
equipped with a cyclic ion blaster has been destroyed, that player
■ Y ou must allocate the results of failed tests to the same model allocates any excess mortal wounds and remaining Hazardous tests
equipped with one or more Hazardous weapons until that model is to the unit as normal.
destroyed, or until you have resolved each failed Hazardous test.
■ When that model is destroyed, you must allocate any excess mortal Highest Dice Result: If a rule refers to the highest dice result and a
wounds first to another model equipped with one more Hazardous dice roll involves multiple dice, if more than one of those dice have
weapons, then you must allocate the results of any remaining the same value, and that value is the highest, the active player must
failed Hazardous tests to that model until that model is destroyed, select one of those dice to be the highest dice result.
and so on, until each model with one or more Hazardous weapons
has been destroyed, at which point you must allocate any excess Horizontal/Vertical Distances: Some rules state that the
mortal wounds and any remaining failed Hazardous tests to the unit distance involved should be measured horizontally or vertically.
as normal. When resolving such rules, do not measure ‘diagonally’.
See diagrams 2 and 3

2 HORIZONTAL AND VERTICAL


DISTANCES BETWEEN MODELS

Measured diagonally, these two models


are 5" apart. However, for the purposes
of measuring distance, they are 3" apart
horizontally and 4" apart vertically.

5" 4"

3"

7
3 HORIZONTAL DISTANCE AND DEEP STRIKE

The Terminator is arriving using the Deep Strike ability.


It cannot be set up within 9" horizontally of any enemy
models, such as the Tyranid Prime (the diagonal and
vertical distances are irrelevant).

9"

Hull: For models that do not have a base, the word ‘hull’ is used to ■ I f a rule only applies to models with a specific keyword, then
mean any part of that model that is closest from the perspective of it instead only applies to models in such a unit that have the
the point being measured from. Note that this may not correspond correct keyword.
literally with the area on a vehicle usually termed the hull. ■ A Keyword Detachment is a Detachment that only contains models
that have that keyword (excluding any models that specify that they
Just After: If a rule is triggered ‘just after’ something has happened, do not prevent a Detachment from gaining its Detachment rules).
it is resolved before anything else happens. For example, if a rule ■ A rule with a comma-separated list of keywords, or two keywords
is triggered ‘just after’ a unit selects targets for its attacks, that separated by the word ‘or’ (e.g. ‘an Immortals, Deathmarks
rule is resolved before those attacks are resolved. The triggering of or Lychguard unit’) refers to a model/unit that has any one of
such rules can therefore interrupt normal sequences such as the those keywords.
attack sequence or the charge sequence. See Eligible Target (no ■ A rule with multiple adjacent keywords (e.g. ‘an Aeldari Guardians
longer eligible). unit’) only refers to a model/unit that has all of those keywords.

KEYWORDS Leadership Test: Roll 2D6 and if the total is greater than or equal to
■ I f a rule specifies that it applies to a model/unit with a Keyword, it the best Leadership characteristic in that unit, the test is passed.
only applies to a model/unit with that keyword on its datasheet. Otherwise, the test is failed.
■ If a rule specifies that it applies to ‘non-Keyword’ models/units,
it only applies to models/units that do not have that keyword. For Lethal Hits (and Devastating Wounds): See Automatically Wounds.
example, if a rule applies to non-Vehicle units, it only applies to
units that do not have the Vehicle keyword. Lethal Hits (and Sustained Hits): See Additional Hits.
■ Some units can contain models that have different keywords. While
this is the case, such a unit is considered to have all of the keywords Level of Control: A player’s Level of Control over an objective marker
of all of its models, and so is affected by any rule that applies to is determined by summing the Objective Control characteristics of all
units with any of those keywords. Remember that attacks are made of their models that are within range of it.
against units, not models.

Example: An Attached unit contains a Leader model with the Psyker


keyword. While that Leader is part of that unit, the entire unit is
considered to have the Psyker keyword. If that unit is attacked by
a weapon with the [ANTI-PSYKER 4+] ability, any unmodified Wound
roll of 4+ made against that unit scores a Critical Wound, even if the
attack itself is not allocated to that Leader model.

8
Locked in Combat: While a unit is within Engagement Range of one Mortal Wounds: Saving throws (of any kind) cannot be made against
or more enemy units, it is said to be Locked in Combat. Units that are damage inflicted by mortal wounds, although rules that allow models
Locked in Combat are not eligible to shoot and cannot be selected to ignore wounds (e.g. Feel No Pain) can be used. Mortal wounds are
as the target of a ranged attack. Monster and Vehicle units are applied one at a time and are not lost if a model in the target unit is
exceptions to this (see Big Guns Never Tire). destroyed – continue to apply them until they are all resolved or
the target unit is destroyed. If an attacking unit inflicts a mixture of
Lowest Dice Result: If a rule refers to the lowest dice result and a mortal wounds and normal damage, resolve all of the attacking unit’s
dice roll involves multiple dice, if more than one of those dice have normal damage first. If an attack with the [PRECISION] ability that can
the same value, and that value is the lowest, the active player must be allocated to a Character model leading an Attached unit can
select one of those dice to be the lowest dice result. inflict mortal wounds on its target, the mortal wounds inflicted by
that attack are also allocated to that Character model first.
Minimum Move: Aircraft models have a move characteristic of
20+". This is the minimum distance the model must move in its Moving Over Models: Some models have a rule that enables them to
Movement phase and all parts of the model’s base must end the ‘move over models’, or ‘move over models as if they were not there’
move at least this far away from where they started. when making a move. When moving a model with such a rule, it can
be moved within Engagement Range of enemy models, but it cannot
Mixed Toughness: See Unit’s Toughness Characteristic. end a move on top of another model, it cannot end a Normal, Advance
or Fall Back move within Engagement Range of any enemy models,
Model’s/Unit’s Phase: When a rule refers to a model’s/unit’s phase and it can only end a Charge move within Engagement Range of units
(e.g. ‘this model’s Command phase’), it refers to the relevant phase of it declared a charge against that phase.
that model’s/unit’s controlling player.Mortal Wounds: Saving throws
(of any kind) cannot be made against damage inflicted by mortal Moving Over Terrain Features When Flying: Models that can Fly
wounds, although rules that allow models to ignore wounds (e.g. Feel can move over intervening terrain features when making a Normal,
No Pain) can be used. Mortal wounds are applied one at a time and Advance, Fall Back or Charge move. When doing so, you must
are not lost if a model in the target unit is destroyed – continue to measure the path through the air.
apply them until they are all resolved or the target unit is destroyed. See diagrams 4 and 5
If an attacking unit inflicts a mixture of mortal wounds and normal
damage, resolve all of the attacking unit’s normal damage first. Moving within Engagement Range: If a unit is within Engagement
If an attack with the [PRECISION] ability that can be allocated to a Range of one or more enemy models, it cannot perform any type of
Character model leading an Attached unit can inflict mortal wounds Move other than a Fall Back, Pile-in or Consolidation move.
on its target, the mortal wounds inflicted by that attack are also
allocated to that Character model first. Nearest: See Closest Model/Unit.

4 MOVING OVER TERRAIN ‘THROUGH THE AIR’ WHEN FLYING

This model can Fly. When moving it over terrain features that are
greater than 2" in height (all models can move freely over terrain
features that are 2" or less in height), you measure the shortest
path ‘through the air’ required to move over that terrain feature. In
this example, the model has moved a total of 16".

2"

6" 8"

9
5 MOVING OVER UNEVEN TERRAIN FEATURES ‘THROUGH THE AIR’ WHEN FLYING

These models can Fly and are all moving over terrain that is not uniform
in height. The distance moved is the path the model takes ‘through the
air’, and this must be sufficient for the model’s base to pass through
while remaining flat and parallel to the battlefield surface. As such,
Model A’s base is too wide to fit through the gap in front of it, so it must
move up high enough for its whole base to be able to clear the height
of the terrain in front of it. Model B needs to move over a higher part in
order to clear the height of the terrain feature at a point where the base
will fit, while Model C can move over a shorter part of this terrain.

A
B C

To finish moving over the terrain, the models move any distance
required across the terrain then the remainder of the distance
‘through the air’ to the battlefield surface, ensuring that no part
of this move exceeds the model’s maximum Move characteristic
and the unit is in Unit Coherency. If a model cannot finish this
move due to not having enough movement or without breaking
Unit Coherency, the move cannot be made. Note that it may be
possible to place one or more models on horizontal parts of the
terrain feature while others are placed on the battlefield surface,
and this can be done so long as the unit remains in coherency.
A

C
Negative Modifier: A modifier that reduces or worsens a Other Model/Unit: When a rule refers to models or units ‘other’
characteristic, dice roll or other rule. See Modifiers. than the one with that rule (or one already mentioned by that rule),
it means a different model or unit to that original one. Note that
No Man’s Land: Any part of the battlefield that is not in either player’s different instances of the same datasheet are still considered to be
deployment zone is called No Man’s Land. ‘other’ units.

Normal Damage: Damage inflicted on a model as a result of a OUT-OF-PHASE RULES


weapon’s Damage characteristic, rather than by other means such as Some rules allow a model or unit to move, shoot, charge or fight
mortal wounds. outside of the normal turn sequence. For example, the Fire
Overwatch Stratagem enables a unit to shoot in the opponent’s turn
Not Been Selected to Shoot or Fight This Phase: This phrasing is as if it were your Shooting phase. When using out-of-phase rules to
used in several rules – typically Stratagems that can be used in the perform an action as if it were one of your phases, you cannot use
Shooting or Fight phase. When using such rules, the reference to any other rules that are normally triggered in that phase.
‘shoot’ only applies in the Shooting phase, and the reference to ‘fight’
only applies in the Fight phase. For example, you cannot use such Example: In your opponent’s Movement phase, you use the Fire
a rule on a unit in the Shooting phase because that unit hasn’t been Overwatch Stratagem to enable a Whirlwind from your army to shoot
selected to fight that phase. as if it were your Shooting phase. The Whirlwind has the Pinning
Bombardment ability, which is used ‘In your Shooting phase, after
Null Characteristics: If a model has a Strength or Leadership this model has shot’. Because Fire Overwatch is an out-of-phase
characteristic of ‘-’ and that characteristic is required to resolve a rule, it only allows the Whirlwind to perform the specified action (in
rule, use the model’s Toughness characteristic instead. Note that the this case, shooting as if it were your Shooting phase) and does not
substituted characteristic cannot be modified. trigger any other rules that would normally be used in your Shooting
phase. This means the Whirlwind’s Pinning Bombardment ability
Objective Marker (within range of): A model is within range of an has no effect while resolving these attacks, and you could not use
objective marker if it is within 3" horizontally and 5" vertically of that any other Stratagems that are used in your Shooting phase to affect
objective marker. When measuring distances to an objective marker, those attacks.
measure to the closest point of that objective marker.
Persisting Effects: Some rules apply an effect that lasts until a
Objective Secured: Various abilities allow you to retain control certain duration has passed (e.g. until the start of your next turn).
of an objective marker even if you have no models within range Such effects are known as persisting effects. If a persisting effect
of it (for example, the Objective Secured ability of Intercessor applies to a unit when it embarks within a Transport, make a
Squads). Regardless of how these rules are worded, control of note of that effect and its duration; if that unit disembarks for any
objective markers is determined at the end of each phase and turn reason, any persisting effects continue to apply to that unit for
(see Core Rules Errata), so while you retain control of an objective their full duration. If a persisting effect applies to an Attached unit
marker affected by this ability even if you have no models within and that unit ceases to be an Attached unit (because either all of its
range of it, at the end of a phase or turn your opponent can gain Bodyguard models or all of its Leader models are destroyed), any
control of that objective marker if their Level of Control over it is persisting effects continue to apply to the surviving unit for their
greater than yours. full duration.

One Shot: If a model is equipped with more than one of the same Piles In: When an eligible unit is selected to fight, it first Piles In and
weapon with the [ONE SHOT] ability (e.g. 2 hunter-killer missiles), that its models can make a Pile-in move. If no models in that unit are
model can shoot with each of those weapons once per battle. One actually moved because every model is already in base-to-base
Shot weapons cannot be used with the Firing Deck ability. contact with an enemy model, the unit still counts as having Piled In
for the purposes of any rules that are triggered when a unit Piles In or
Or Better: When referring to the value of an invulnerable save, the ends a Pile-in move, but do not count as having moved.
Feel No Pain ability, or a characteristic preceding a plus sign, a better
value is one with a lower number before the plus sign. For example, Pile-in Move: A 3" move that, if made, must result in the unit being in
a WS characteristic of 2+ is better than a WS characteristic of 3+. Unit Coherency and within Engagement Range of one or more enemy
When referring to the value of an AP characteristic, a better value units. Each model that makes a Pile-in move must end closer to the
is one with a higher number after the minus sign (note that an AP closest enemy model, and in base-to-base contact with it if possible.
characteristic of 0 can be considered to be an AP characteristic of Models that are already in base-to-base contact are not moved. If a
-0 for such purposes). When referring to any other characteristic, a rule modifies the distance a unit can Pile-in, it modifies the Pile-in
better value is one with a higher number. For example, a Toughness move that every model in that unit can make.
characteristic of 5 is better than a Toughness characteristic of 4.
Points Total: The combined points values of all units from a
Or Worse: When referring to the value of an invulnerable save, the player’s army.
Feel No Pain ability, or a characteristic preceding a plus sign, a worse
value is one with a higher number before the plus sign. For example, Positive Modifier: A modifier that improves or makes a characteristic,
a WS characteristic of 3+ is worse than a WS characteristic of 2+. dice roll or other rule better (see Modifiers).
When referring to the value of an AP characteristic, a worse value
is one with a lower number after the minus sign (note that an AP
characteristic of 0 can be considered to be an AP characteristic of
-0 for such purposes). When referring to any other characteristic,
a worse value is one with a lower value. For example, a Toughness
characteristic of 4 is worse than a Toughness characteristic of 5.

11
REPOSITIONED UNITS
PRIORITY OF RULES Some rules enable units to be repositioned by removing them from
While playing Warhammer 40,000, you will occasionally find the battlefield then setting them back up on the battlefield. In such
that two rules are in direct conflict and so cannot both be cases, the following points apply:
applied. In these cases, check below to see if one of those rules
has priority over the other. 1. If used in the Movement phase, such rules can be used on units
that arrived as Reinforcements this phase, and can be used on
Attacker’s Priority units that have already been selected to move this phase.
While making attacks, you will occasionally find that two rules
cannot both apply – for example, when an attacking model 2. Rules that are triggered by or apply to Reserves units or units that
with an ability enabling its attacks to successfully wound on are ‘set up on the battlefield as Reinforcements’ are also triggered
a 2+ targets a unit that has an ability stating it can only be by and apply to a repositioned unit when it is set back up.
wounded on a 4+. In such cases, the attacking model’s rules
take priority. 3. A repositioned unit counts as having made a Normal move in the
phase in which it is set back up.
Reinforcement Priority
While setting up Reinforcement units, you will occasionally 4. If a repositioned unit is Below Half-strength and it was not on
find that two rules cannot both apply – for example, when the battlefield during your Command phase, it must take a
a unit is arriving using the Deep Strike ability (which allows Battle-shock test as if it were your Command phase after it has
it to be set up anywhere on the battlefield that is more than been set back up.
9" away from all enemy units) but an enemy unit has a rule
that prevents enemy Reinforcement units from being set 5. If a unit is below its Starting Strength when it is removed from the
up within 12". In such cases, rules limiting the placement of battlefield to be repositioned, destroyed models are not returned
Reinforcement units take priority over rules that state where to that unit when it is set back up. Likewise, wounded models in
Reinforcement units can be placed. that unit do not regain any lost wounds when they are set back up.

6. W hen a unit is removed from the battlefield to be repositioned,


Psychic Attacks: Any attack made with a weapon that has the any rules affecting it for a specified duration or under specified
[PSYCHIC] ability is a Psychic Attack. Any mortal wounds inflicted by circumstances continue to affect it while that duration/those
an ability that has the ‘Psychic’ tag are also Psychic Attacks. circumstances apply. For example, a unit that was within range of
an Aura ability when it was removed would no longer be affected
Psychic Weapons and Abilities: Weapons with [PSYCHIC] in their by that Aura ability if it is set back up beyond that Aura ability’s
profile are known as Psychic weapons. Abilities tagged with the word range, whereas a unit that was Battle-shocked when it was
‘Psychic’ are known as Psychic abilities. Generally speaking, Psychic removed would still be Battle-shocked until the start of your next
weapons and abilities are used by Psykers, but the absence of the Command phase.
Psyker keyword does not prevent a model from using any Psychic
weapons or abilities it has. REPLACEMENT UNITS
Some rules enable units to be removed from the battlefield and
Redeploy: Some rules enable you to redeploy one or more of your replaced with a new, full-strength unit. In such cases, the following
units. When doing so, you remove these units from the battlefield points apply:
after both players have finished deploying their armies, but before
the first turn begins, and then deploy them again using all the normal 1. If used in the Movement phase, such rules can be used on units
rules (for example, if all the models in one of these units have the that arrived as Reinforcements this phase, and can be used on
Infiltrators ability, that unit’s player can set that unit up using that units that have already been selected to move this phase.
ability). If both players have rules that let them redeploy units, the
players must alternate redeploying their units, one at a time, starting 2. Rules that are triggered by or apply to Reserves units or units
with the Attacker. that are ‘set up on the battlefield as Reinforcements’ are also
triggered by and apply to a replacement unit when it is set up on
the battlefield.

12
RE-ROLLS Rules That Are Triggered after Selecting a Target: See Eligible Target
■ A dice can never be re-rolled more than once. (no longer eligible) and Just After.
■ When re-rolling a dice roll that involves several dice (e.g. 2D6), all of
the dice involved in that roll must be re-rolled. Rules Used at the End of the Command Phase: While most rules
■ If a rule allows you to re-roll specific dice results, only those dice can used in the Command phase have to be used in the Command step of
be re-rolled. that phase, if a rule explicitly specifies that it takes effect at the end
■ If a rule allows you to re-roll a specific dice result, but the result is of the Command phase, then that rule takes effect at the end of the
obtained by halving a D6 (such as when rolling a D3), you must use Battle-shock step of the phase, instead of in the Command step.
the value of the halved roll to determine if it can be re-rolled, not the
value of the original D6. For example, if a rule allows you to re-roll Saved: Attacks or damage are said to have been saved if any kind of
results of 1, and you roll a D3, you can re-roll if the D6 roll was a 1 or saving throw made as a result has been successful in preventing a
2 (i.e. a D3 result of 1). model from suffering damage.
■ Modifiers are applied after any applicable re-rolls of a dice roll have
been made. Scores a Wound: An attack is said to have scored a wound if it
■ If a rule allows you to re-roll more than one type of roll (e.g. ‘You can successfully wounds the target and the Allocate Attack step of the
re-roll the Hit roll and you can re-roll the Wound roll’), you can choose attack sequence is reached, even if that attack is subsequently
to re-roll any or all of the specified rolls – you do not have to choose saved by a successful saving throw, or if the damage inflicted by that
between re-rolling either all of them or none of them. attack is subsequently ignored by an ability such as Feel No Pain.

Returning Models to a Unit: Some rules resurrect or return models to Scouts (with different values): If every model in an Attached unit
their unit. Such models are added to their unit (see Adding Models to has the Scouts ability, but the distance listed in that ability varies
a Unit) along with any wargear and Enhancements they started the between models, that unit can still make its ‘Scout move’, but can
battle with. Such rules can never expand a unit beyond its Starting only do so up to the shortest of those distances. For example, a unit
Strength; any additional models that would be returned beyond that containing some models with the Scouts 6" ability and some models
point are ignored (the only exception to this is the Split ability of with the Scouts 9" ability can only make a Scout move of up to 6".
Pink Horrors and Blue Horrors). If such a rule returns models to a unit
in the same phase they were destroyed, then for the purposes of Set Up on the Battlefield: When models, objective markers and
allocating attacks later in the same phase, such models do not count terrain features are placed onto the battlefield from a place other
as having lost any wounds or as already having had any attacks than the battlefield, they are said to be set up on the battlefield.
allocated to them this phase. If a Leader model is destroyed and Models must be set up in Unit Coherency when they are set up
subsequently returned to the battlefield, and the Bodyguard unit on the battlefield. If, for any reason, a model cannot be set up on
they were attached to is on the battlefield, they must be returned the battlefield when instructed to do so, that model is destroyed,
to that unit to form an Attached unit once more (otherwise, they are but does not trigger any rules that are triggered when a model is
returned as a separate unit). destroyed (e.g. Deadly Demise).

Regaining Wounds: When a model regains a number of wounds, it Shoot on Death: Some rules enable a model to shoot after it has
regains up to that number of lost wounds. This cannot cause the been destroyed, before being removed from play. A model under the
model to have more wounds remaining than it started the battle with. effect of more than one ‘shoot-on-death’ rule can only shoot once
after it has been destroyed, regardless of how many such rules
Reinforcements/Reinforcement Units: See Reserves Units. may apply to it. Shoot-on-death rules are always resolved before
any other rules that are triggered when a model is destroyed (e.g.
Reserves Units: Any unit that starts the battle in a location other Deadly Demise). When making attacks due to a shoot-on-death rule,
than the battlefield, and is not embarked within a Transport that the destroyed model’s unit always counts as having made a Normal
starts the battle on the battlefield, is considered to be a Reserves move that turn and, unless otherwise stated, the destroyed model
unit. When a Reserves unit is set up on the battlefield, it counts as counts as having 1 wound remaining. Shoot-on-death rules are also
having made a Normal move that phase (see Count as Having Made out-of-phase rules (see Out-of-phase Rules).
a Normal Move). Any Reserves units that have not been set up on the
battlefield by the end of the battle count as destroyed. Units can still Shoot Again: Some rules allow units (or sometimes models or
use rules and abilities while in Reserves. weapons) to shoot again in your Shooting phase, or shoot ‘as if it were
your Shooting phase’. Such rules cannot be used on a unit unless it
Resolving an Attack: When the attack sequence for a single attack is eligible to shoot when that rule is used. When a unit shoots again,
has ended, that attack has been resolved. any models in that unit that have already shot in that phase with any
of the weapons they are equipped with can shoot those weapons
Resolved Its Attacks: When an attacking unit has finished making all one additional time. When a model shoots again, it can shoot with
of its attacks, it is said to have resolved all of its attacks. any weapons it is equipped with that it has already shot with that
phase one additional time. When a model can shoot with a specific
Remained Stationary: Any units from your army that were on weapon again, that model can shoot with it one additional time, even
the battlefield at the start of your Movement phase and were not if it has already shot with it that phase. If a rule allows a unit, model
selected to move in the Move Units step of that phase (or which you or weapon to shoot again, then it must resolve its original ranged
forgot to select to move) are assumed to have Remained Stationary attacks before shooting again.
that phase.
Example: A Hellblaster model uses its For the Chapter! ability after
Ruins (and Visibility): The diagrams below illustrate how visibility being destroyed, allowing it to shoot one additional time. When it
can be affected when units are within, wholly within or behind Ruins. does, that model follows the normal attack sequence for its ranged
See diagrams 6, 7 and 8 weapons, making attacks and rolling to hit and wound as normal.

13
6 MODEL NOT WITHIN RUINS The Vehicle cannot see
A this Infantry unit, and
A this Infantry unit cannot see
the Vehicle.

This Infantry
B
unit is wholly
within the ruins, so
can be seen normally
B and can see out of
it normally.

The Vehicle can see this


C Infantry unit, and this unit
can see the Vehicle.

7 MODEL PARTIALLY WITHIN RUINS The Vehicle cannot see this Infantry unit because
A the Vehicle is not Towering and it is not wholly within
A the ruins, but as models can see into ruins normally, this
Infantry unit can see the Vehicle.

The Vehicle can see


B this Infantry unit
because this Infantry unit B
is wholly within the ruins
and visible. This Infantry
unit is wholly within the
ruins, so can see
out normally.

The Vehicle can still


C see this Infantry
unit, and this Infantry unit C
can see the Vehicle. The
Vehicle cannot see targets
on the other side of the
ruins, but all other normal
visibility rules apply.

14
8 MODEL WHOLLY WITHIN RUINS
The Vehicle can see this Infantry unit as
A the Vehicle is wholly within the ruins, and
A this Infantry unit can see the Vehicle, following
the normal rules for visibility.

This unit and the Vehicle


B are both wholly within the
ruins, so can see and be
seen normally.

The Vehicle can see this Infantry unit,


C and this Infantry unit can see the
Vehicle, following the normal rules
for visibility.

Shot: When all of the attacks made with a ranged weapon have Starting Strength: A unit’s Starting Strength is the number of models
been resolved, that weapon has shot. When all of a model’s ranged in it at the point that it is added to your army.
weapons have shot, that model has shot. When all models in a unit
that are making ranged attacks have resolved all of those attacks, Stratagem Label: A Stratagem’s labels are written beneath its title
that unit has shot (see Resolved Its Attacks). and can include: Battle Tactic; Epic Deed, Strategic Ploy; Wargear. A
Stratagem can have more than one label; for example, a Stratagem
Single Target (model): When a model attacks with one or more with ‘Rad-Cohort – Wargear Stratagem’ has both the Rad-Cohort and
ranged weapons, if all of the attacks made with those ranged Wargear labels.
weapons target the same unit, that model is said to be shooting at a
single target. Suffers Damage: If an attack reaches the Inflict Damage step of the
attack sequence, the model that attack was allocated to is said to
Single Target (unit): When a unit is selected to shoot, if all of the have suffered damage, even if that model subsequently uses a rule
models in that unit that are making attacks target the same unit to ignore the wounds inflicted or it uses a rule that means those
with all of those attacks, the attacking unit is said to be shooting at a wounds are not lost.
single target.
Table Quarter: One even quarter of the battlefield. If a rule instructs
Splitting Units: Some abilities allow you to split units into two smaller you to divide the battlefield into four even quarters, it should be
units before the battle (e.g. the Transport ability of Drukhari Venoms). divided up using two lines that both pass through the centre of the
When using such abilities, the same models can only be subdivided battlefield, one of which runs parallel to one battlefield edge and the
in this way once (i.e. those smaller units cannot themselves be split other running perpendicular to the same battlefield edge.
further). If a rule is used to split a unit into multiple units before the
battle, the Starting Strength of each individual unit is changed to be Target (as part of an ability): Whenever an ability triggers as a result
equal to the number of models in that unit. of a condition being met (e.g. [BLAST]), the condition triggering that
ability is checked at the time the target of that attack is selected,
Start of the battle round/turn/phase: If a rule is triggered at the start before any models in that unit make any attacks. If the condition
of the battle round/turn/phase, it is triggered at the start of every triggering that ability is not met, that ability will not take effect for
battle round/turn/phase. any attacks in that shooting or fight sequence.

Example: If a rule is triggered ‘At the start of the Command phase’, it Example: A unit of Flayed Ones selects a unit of 10 Flesh Hounds as
means ‘At the start of each player’s Command phase’. the target of its melee attacks. As the Flesh Hounds are not Below
Half-strength when selected as the target of those attacks, none of
the Flayed Ones’ attacks will have the Flesh Hunger ability.

15
Target (of an attack): When resolving an attack, the target unit of Unit’s Toughness Characteristic: If an Attached unit contains
that attack is also known as the target. models with different Toughness characteristics, for the purpose of
determining that unit’s Toughness characteristic, use the highest
Target (of a charge): When a player declares a charge with a unit, the Toughness characteristic amongst that unit’s Bodyguard models.
targets of that charge are each said to have been declared as a target If a non-Attached unit contains models with different Toughness
of a charge. characteristics, for the purpose of determining that unit’s Toughness
characteristic, use the highest Toughness characteristic amongst all
The Turn/the Phase: If a rule triggers during ‘the turn’ or ‘the of that unit’s models. In either case, When resolving attacks against
phase’ instead of during ‘your turn’, ‘your phase’, ‘your opponent’s such a unit, determine that unit’s Toughness characteristic when it is
turn’ or ‘your opponent’s phase’, that rule triggers in both selected as a target.
players’ turn/phase.
Vehicles with Bases: When measuring to and from Vehicles with
Example: If a rule states ‘At the end of the Movement phase, bases (excluding Aircraft and Walkers) always measure to
this model regains 1 lost wound’, that rule triggers at the end and from the closest part of the model for all rules purposes (i.e.
of your Movement phase and at the end of your opponent’s measure to or from its base or its hull, whichever is closest), with the
Movement phase. following exceptions:

Token: Tokens are gaming aids that some rules instruct you to place ■W  hen a model ends a move within Engagement Range of one or
next to model/unit to remind you and your opponent that a model/ more Vehicles with bases (excluding Aircraft and Walkers), it is
unit either has a limited-use ability or is under the effects of a considered to be in base-to-base contact with that Vehicle or those
particular rule. Tokens are not counted as models for any purposes Vehicles while it is within 0" horizontally and 5" vertically of any
(even if they are being represented by a model). If another model part of those Vehicle models.
needs to move into the space occupied by a token, reposition the ■ A unit can embark within a friendly Transport with a base after
token to allow that move to be made. that unit ends a Normal, Advance or Fall Back move wholly within 3"
horizontally and 5" vertically of any part of that Transport.
Treated As (dice roll): When a dice result is ‘treated as’ another ■ When a unit disembarks from a Transport with a base, set it up so
value, any rules that would take effect if that value had been rolled that it is wholly within 3" horizontally and 5" vertically of any part of
take effect. that Transport model and not within Engagement Range of one or
more enemy units.
Triple: When making a dice roll, a triple is a roll that includes any
three dice of the same result. VISIBILITY
■M  odel/Unit Visible: If any part of another model can be seen from
Unit Champion: Some rules refer to Unit Champions. This term refers any part of the observing model, that other model is visible to it. If
to the differently named model in some units that represents their one model in a unit is visible, then the unit is said to be visible to the
thematic leader. For example, an Intercessor Sergeant is the Unit observing model.
Champion in an Intercessor Squad. Note that not all units have a ■ Model Fully Visible: If every part of another model that is facing the
Unit Champion, while other units may have multiple such models observing model can be seen from any part of the observing model
(e.g. Runtherds in a Gretchin unit). In the case of multiples, the then that other model is said to be fully visible to the observing
controlling player must nominate one of those models to be the Unit model i.e. the observing model has a line of sight to all parts of the
Champion before the battle. Unit Champions have no relevance to the other model that are facing it, without any other models or terrain
Leader ability. features blocking any part of it. If a model is fully visible to every
model in an observing unit, then that model is fully visible to the
Unit’s Engagement Range: A unit’s Engagement Range is the area observing unit.
covered by the Engagement Range of all models in that unit. ■ Unit Fully Visible: If every model in a unit is fully visible to an
observing model, then that unit is fully visible to the observing
Unit’s Equipment: When a rule refers to a unit’s equipment, it refers model. If every model in a unit is fully visible to every model in an
to all of the wargear equipped by models in that unit. observing unit, then that unit is fully visible to the observing unit. For
the purposes of determining if an enemy unit is fully visible, a model
Unit’s Leadership Characteristic: This is the value of the best can also see through other models in its own unit and through other
Leadership characteristic amongst all models in a unit. models in the unit it is looking at.

Unit’s Phase: A unit’s phase is the same as the controlling player’s


phase. For example, a unit’s Movement phase is the controlling
player’s Movement phase.

Unit’s Save Characteristic: If a rule refers to a unit’s Save


characteristic, it refers to the most common Save characteristic
amongst models in that unit. If two different Save characteristics
are equally common amongst models in a unit, that unit’s controlling
player decides which of those characteristics is considered that
unit’s Save characteristic for the purposes of such a rule. When
a rule modifies a unit’s Save characteristic, it modifies the Save
characteristic of every model in that unit.

16
WITHIN AND WHOLLY WITHIN
■ Within: If a rule says it applies ‘within’ a specified distance, it
applies at any distance that is not more than that distance. For
example, within 1" means any distance that is not more than
1" away.

■M
 odel/Unit Within: A model is within a specified distance if any
part of its base (or hull) is within that distance. A unit is within
a specified distance if one or more of its models are within
that distance.

■M
 odel/Unit Wholly Within: A model is wholly within a specified
distance if every part of its base (or hull) is within that distance.
For example, a model is wholly within a terrain feature such as
Woods or Ruins if no part of its base (or hull) extends beyond the
footprint of that terrain feature. A unit is wholly within a specified
distance if every model in that unit is wholly within that distance.

9 WITHIN AND WHOLLY WITHIN

One model in this unit is within the


A ruin. The unit is therefore within
the ruin, but not wholly within it.

Every model in this unit is


Four models in this unit are wholly
B wholly within the ruin. The unit
C within the ruin, and one model is only is therefore wholly within the ruin.
within the ruin. The unit is therefore within
the ruin, but not wholly within it.

17
Warlord (must be/cannot be): When selecting your Warlord, if MODIFIERS
more than one model from your army has a rule that states it must Modifiers are rules that change a numerical value from one value to
be your Warlord, you must select which of those models will be another. This can include the result of a dice roll, the characteristics
your Warlord. If one rule states that a model must be your Warlord of a model, and more. This section details how to apply modifiers in
and another rule states that that model cannot be your Warlord, your games. In all cases:
the rule that prohibits that model from being your Warlord
takes precedence. 1. All modifiers are cumulative.
2. If a rule instructs you to change or replace one characteristic with
When: If a rule states that it takes place when a certain trigger a specified value, change the relevant characteristic to the new
occurs, unless otherwise stated, that rule takes effect before value before applying any modifiers that apply from other rules (if
any others. any) to the new value.
3. Y ou must then apply division modifiers before applying
While This Model is Leading a Unit: These rules only apply while the multiplication modifiers, before applying addition and then
model with that rule is part of an Attached unit, and otherwise have subtraction modifiers.
no effect. While a model with such a rule is part of an Attached unit, 4. Round any fractions up after applying all modifiers.
it will also benefit from its own rule. If an Attached unit contains
more than one model with such a rule, both models are considered Example 1: A model is under the effects of two abilities,
to be leading that Attached unit, and so all such rules apply. Such one instructing the controlling player to ‘double the Attacks
rules cease to apply if that unit ceases to be an Attached unit (such characteristic of its melee weapons’ and the other saying ‘add 1 to
as when the last Bodyguard model in that unit is destroyed) – if the Attacks characteristic of its melee weapons.’ These two modifiers
this is as the result of an enemy unit’s attacks, all ‘while this model (x2 and +1) are cumulative and applied concurrently. If that model
is leading a unit…’ rules cease to apply after the attacking unit’s had a melee weapon with an unmodified Attacks characteristic of 3,
attacks have been resolved. then after the modifiers are applied, this would become 7 (3x2=6,
then 6+1=7).
With the ‘X’ Ability: Some rules affect or require you to select a
model or unit with a particular ability. When resolving such rules, any Example 2a: An Ancient is leading a unit of Intercessors (Objective
numbers following the ability are irrelevant when determining if the Control = 2). The unit is within Engagement Range of a unit of
rule affects that model or unit. Rippers whose Chitinous Horrors ability states ‘While an enemy unit
is within Engagement Range of this unit, halve the Objective Control
Example: If a rule instructs you to select a model from your army characteristic of models in that enemy unit’. The Ancient has the
with the Deadly Demise ability, you could select a model with the Astartes Banner ability, which states ‘While this model is leading
Deadly Demise 1, Deadly Demise D3 or Deadly Demise D6 ability. a unit, add 1 to the Objective Control characteristic of models in
that unit’. Division modifiers are applied before addition modifiers,
Wholly on Top Of (Craters): A model is wholly on top of a Crater meaning the final modified OC of each Intercessor model in that unit
terrain feature if no part of its base (or hull) extends beyond the edge is 2 (2/2=1, then 1+1=2).
of that terrain feature.
Example 2b: The same Intercessor unit from Example 2a becomes
Worst: When referring to the worst characteristic in a unit, Battle-shocked, changing the OC characteristic of its models
compare the values of all the specified characteristics of all the to 0. This happens before the Chitinous Horrors and Astartes
models/weapons in that unit. The worst value is the value all Banner modifiers are applied, meaning the final, modified OC
other instances in that unit are either better than or equal to (see of each Intercessor model in that unit is 1 (2 --> 0, then 0/2 = 0,
Or Worse). then 0+1=1).

Example: If a unit contains one model with a Ld of 6+, one with a Ld


of 7+ and nine with a Ld of 8+, the worst Ld characteristic in that unit
is 8+.

Wounds: If a Wound roll is successful, the attack is said to wound


the target.

You: If a rule refers to ‘you’, it is referring to the controlling player.

Your Opponent’s Stratagems: Stratagems that your opponent uses


are sometimes referred to as your opponent’s Stratagems.

Your Stratagems: Stratagems that you use are sometimes referred to


as your Stratagems.

Your Unit (in Stratagems): The term ‘your unit(s)’ in the Effect
section of Stratagems always relates to the unit(s) selected in the
Target section of that Stratagem, and never refers to any other units
from your army.

18
Modifying Characteristics Modifying a Unit’s Characteristic
Some rules modify the characteristics of models, weapons and Some rules modify the characteristic of not a single model, weapon
attacks. In such cases, the following points apply: or attack, but the characteristics of a unit.

■ I f a rule instructs you to modify a model’s Weapon Skill (WS) ■W


 hen a rule modifies a unit’s characteristic, it modifies that
characteristic, modify the WS characteristic of every melee weapon characteristic for every model/weapon in that unit.
equipped by that model.
■ If a rule instructs you to modify a model’s Ballistic Skill (BS) Modifying Dice Rolls
characteristic, modify the BS characteristic of every ranged weapon Some rules modify the results of dice rolls. In such cases, the
equipped by that model. following points apply:
■ Strength, Toughness, Attacks and Damage characteristics can never
be modified below 1. The exception to this is where a rule specifies ■ Modifiers are applied after any re-rolls of that dice roll.
that you can change the Damage characteristic to 0, where this is ■ A dice roll can be modified above its maximum possible value (for
applied before any other modifiers. example, a D6 roll can be modified above 6).
■ Leadership characteristics can never be modified to 4+ (or better), ■ A dice roll can never be modified below 1. If, after all modifiers have
or to 9+ (or worse). been applied, a dice roll would be less than 1, count that result as
■ Armour Penetration and Objective Control characteristics can never a 1.
be modified to worse than 0. ■ Some dice rolls can never be modified by more than -1 or +1 (e.g.
■ Move and Range characteristics can never be modified to less Hit rolls). In such cases, after all the cumulative modifiers to a roll
than 1". have been calculated, if the total modifier would be -2 or worse, it is
■ Characteristics of ‘20+"’, ‘-’, ‘*’ and ‘N/A’ can never be modified. changed to -1. Similarly, after all the cumulative modifiers to a roll
■ If an ability modifies the Damage characteristic of a weapon, and have been calculated, if the total modifier would be +2 or better, it is
that weapon can inflict mortal wounds in addition to the normal changed to +1.
damage, the modifier does not apply to any mortal wounds that
are inflicted. Modifying a Stratagem’s CP Cost
Some rules modify the cost of using certain Stratagems. In such
Modifying Characteristics by Improving, Reducing cases, the following points apply:
or Worsening Them
When these terms are used in rules, the following points apply: ■ The CP cost of a Stratagem can never be modified below 0CP.
■ If a rule modifies the CP cost of a Stratagem when you use it, but
■ I mproving WS, BS, Sv and Ld: When improving a WS, BS, Sv or Ld does not specify a duration for that modifier, that modifier only
characteristic, subtract the appropriate amount from the number applies to that usage of that Stratagem.
before the plus sign, e.g. improving a WS of 3+ by 1 would result in a
WS of 2+. WS, BS and Sv characteristics can never be modified to 1+ Ignoring Modifiers
or better. Some rules enable a weapon, model or unit to ignore modifiers to
■ Worsening WS, BS, Sv and Ld: When worsening a WS, BS, Sv or Ld characteristics or rolls.
characteristic, add the appropriate amount to the number before the
plus sign, e.g. reducing a WS of 3+ by 1 would result in a WS of 4+. ■ W  hen an ability allows you to ignore modifiers to a unit’s or model’s
■ Improving AP: When improving an AP characteristic, subtract the characteristics, unless specifically stated otherwise, this allows
appropriate amount from the characteristic, e.g. improving an AP of you to ignore modifiers to the following characteristics: Move,
-1 by 1 would result in an AP of -2; improving an AP of 0 by 1 would Toughness, Save, Wounds, Leadership and Objective Control for the
result in an AP of -1. model(s), and Range, Attacks, Ballistic Skill, Weapon Skill, Strength,
■ Reducing or Worsening AP: When reducing or worsening an AP Armour Penetration and Damage for their weapons and attacks.
characteristic, add the appropriate amount to the characteristic, to a ■ When an ability allows you to ignore modifiers to a unit’s or model’s
maximum of 0, e.g. reducing/worsening an AP of -1 by 1 would result rolls or tests, unless specifically stated otherwise, this allows you
in an AP of 0; reducing /worsening an AP of 0 by 1 would result in an to ignore modifiers to all rolls and tests for those models and their
AP of 0. attacks (so, for example, an Advance roll, Hit roll, Wound roll, Damage
■ Improving or Worsening Other Characteristics: When instructed roll, Charge roll, Desperate Escape test, or Hazardous test).
to improve/worsen a characteristic that does not include a ‘+’ ■ When a rule states ‘you can ignore any or all modifiers’ to a
or ‘-’ symbol, add/subtract the specified amount to/from that stated characteristic or roll, you can choose to ignore all of the
characteristic (e.g. to improve a Strength characteristic by 1, add 1 modifiers to the stated characteristic or roll, or only some of them.
to it). For example, you can still choose to apply positive/beneficial
modifiers to that characteristic, roll or test while ignoring
* Modifying a Damage Characteristic and negative/detrimental modifiers.
Devastating Wounds
Some rules modify the Damage characteristic of an attack that has
the [DEVASTATING WOUNDS] ability.

■W
 hen a rule modifies an attack’s Damage characteristic, if that
attacks scores a Critical Wound, the Damage characteristic is
modified before the damage is applied as mortal wounds.

19
CORE RULES ERRATA
VERSION 1.0

This document collects amendments to the Warhammer


40,000 Core Rules designed to improve the player experience
and/or to align the Core Rules with rules developments
communicated elsewhere.

UPDATES & ERRATA


Page 41 – Command Re-roll Stratagem
Change to:
COMMAND RE-ROLL
CORE – BATTLE TACTIC STRATAGEM

A great commander can bend even the vagaries


of fate and fortune to their will, the better to
1CP ensure victory.
WHEN: Any phase, just after you make an
Advance roll, a Charge roll, a Desperate Escape
test or a Hazardous test for a unit from your
army, or a Hit roll, a Wound roll, a Damage roll or
a saving throw for a model in that unit, or a roll
to determine the number of attacks made with a
weapon equipped by a model in that unit.
TARGET: That unit from your army.
EFFECT: You re-roll that roll, test or saving throw.

Page 42 – Rapid Ingress Stratagem


Change to:
RAPID INGRESS
CORE – STRATEGIC PLOY STRATAGEM

Be it cunning strategy, potent technology or


supernatural ritual, there are many means
1CP by which a commander may hasten their
warriors’ onset.
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is
in Reserves.
EFFECT: Your unit can arrive on the battlefield
as if it were the Reinforcements step of your
Movement phase, and if every model in that unit
has the Deep Strike ability, you can set that unit
up as described in the Deep Strike ability (even
though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to
enable a unit to arrive on the battlefield during
a battle round it would not normally be able to
do so in.

Page 58 – Objective Markers, 4th paragraph, 3rd sentence


Change to:
‘A player will control an objective marker at the end of any
phase or turn if their Level of Control over it is greater than
their opponent’s.’

20

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