Warhammer 40,000 (Fifth Edition)
Warhammer 40,000 (Fifth Edition) Rulebook
Table of Contents
Table of Contents
- Dice
- Models & Units
- Characteristics
- The Turn
- The Movement Phase
- The Shooting Phase
- Weapons
- The Assault Phase
- Assault phase summary
- Declare assaults
- Move assaulting units
- Defenders react
- Fighting a close combat
- Who can fight?
- Who strikes first?
- Assaulting through cover
- Grenades
- Number of attacks
- Rolling to hit
- Rolling to wound
- Allocating wounds & taking saves
- Determine assault results
- Check morale
- Sweeping advances
- Pile-in!
- Consolidation
- Shooting into & out of close combat
- Multiple combats
- Close combat weapons
- Morale
- Characters
- Psykers
- Unit Types
- Vehicles
- Vehicle characteristics
- Type
- Armour value
- Ballistic Skill
- Vehicles & measuring distances
- Vehicles and movement
- Vehicles shooting
- Shooting at vehicles
- Vehicle facing and armour values
- Armour penetration
- Damage rolls
- Wrecks
- Vehicles and cover — obscured targets
- Vehicles and assaults
- Vehicles and morale
- Units of vehicles — squadrons
- Vehicle types
- Transport vehicles
- Tanks
- Open-topped vehicles
- Fast vehicles
- Skimmers
- Walkers
- Vehicle moving & shooting summary chart
- Universal Special Rules
- Buildings and Ruins
- Organising a Battle
- Victory Points
- Quick Reference Sheet
Dice
Dice (D6)
Almost all dice rolls in Warhammer 40,000 use standard six-sided dice ("D6").
Rolling a D3
To generate a D3 result, roll a D6 and halve the score, rounding up: 1 or 2 = 1, 3 or 4 = 2, 5 or 6 = 3.
Modifying dice rolls
A modifier such as D6+1 or D6-2 means roll the die and add or subtract the number from the result. 2D6, 3D6, etc. mean roll that many dice and add the scores together. A multiplier such as D6x5 means roll the die and multiply the score by that amount. Methods may be combined, e.g. 3D6-3.
Re-rolls & roll-offs
A re-roll means picking up the dice you wish to re-roll and rolling them again; the second score counts even if it is worse. No single die may be re-rolled more than once, regardless of how many rules grant a re-roll on it. If you re-roll a 2D6 or 3D6 roll, re-roll all of the dice, not just some, unless the rule granting the re-roll says otherwise.
A roll-off means each player rolls a die and the higher score wins. If the scores are equal, both players roll again until one wins.
Scatter dice
The scatter dice has an arrow on four faces and a "HIT" symbol on two faces, used to determine where some weapons' shots land. Roll it near the target point: an arrow shows the direction the shot deviates; a HIT result means the shot lands on target. Some weapons scatter automatically with no chance of a direct hit; such weapons have a small arrow on the HIT side to give a direction in that case.
Models & Units
Models
The miniatures used to play Warhammer 40,000 are called models. Each model is an individual playing piece with its own characteristics profile.
Bases
Models are normally supplied with a plastic base and must be glued to it before use. If a model is mounted on a different-sized base than normal, check with your opponent before the game that they do not mind.
Units
Models are grouped together into units (squads, teams, sections, etc.). Units fight in loose groups with gaps between each model. A unit may consist of several models, or be a single model such as a battle tank, monstrous creature, or lone hero.
Measuring distances
A model is considered to occupy the area of its base; when measuring distances between two models, use the closest point of their bases as the reference points. For models supplied without a base (e.g. some large vehicles), use the model's hull or body instead.
When measuring distances between two units, use the closest models in each unit as reference points: if any model in a unit is within a given distance of an enemy unit/model, the unit is said to be within that distance of the enemy unit/model.
Players may not measure any distance except when the rules call for it (e.g. after declaring an assault, when firing at an enemy, to work out a rule's area of effect, or when deploying forces).
Unit types
- Infantry — all foot troops, human or alien. Typically five to ten models per unit, though a unit may be a single model in rare cases.
- Beasts and cavalry — hunting animals, or a rider with a living mount. They have a profile like other infantry but can make a special faster move when assaulting. Riders may not dismount; if one of the pair (mount/rider) is killed, the other is assumed incapacitated or fled.
- Monstrous creatures — very large, powerful models (e.g. a Tyranid Carnifex) that use many infantry rules but are far more dangerous. A monstrous creature unit usually consists of a single model.
- Jump infantry — equipped with jump packs, jetpacks, wings, or teleport devices. They can move as normal infantry or activate their jump device for a high-speed move that leaps over intervening terrain and models.
- Bikes and jetbikes — riders mounted on bikes or jetbikes. They move faster than infantry; jetbikes glide over obstructions such as buildings without being slowed. Riders may not dismount, so these models have a single combined characteristics profile factoring in both bike and rider.
- Artillery — large weapons and their crews. The gun models are treated as small vehicles for the purpose of taking hits, while the unit otherwise counts as infantry in most respects.
- Vehicles — battle tanks, grav-tanks, Monoliths, Dreadnoughts, and other war machines. Vehicle crew (drivers, commanders, gunners) are an integral part of the vehicle and are lost with it if it is destroyed. Bikes and jetbikes are their own unit type and are not counted as vehicles.
Characteristics
Each model has a profile of nine characteristics describing its physical and mental capabilities: Weapon Skill (WS), Ballistic Skill (BS), Strength (S), Toughness (T), Wounds (W), Initiative (I), Attacks (A), Leadership (Ld), and Armour Save (Sv). Except for vehicles, characteristics are rated 0–10, higher is better, except Armour Save where lower is better. No modifier may raise a characteristic above 10 or lower it below 0; saves can at best be modified to 2+.
- Weapon Skill (WS) — skill in close combat; higher lands more blows on an opponent.
- Ballistic Skill (BS) — accuracy with ranged attacks; higher hits more often when shooting.
- Strength (S) — physical power; determines how easily a model hurts an enemy in close combat.
- Toughness (T) — resistance to physical damage.
- Wounds (W) — how much damage a model can take before it is removed as a casualty or can no longer fight. Most man-sized creatures have a single Wound.
- Initiative (I) — alertness and reaction speed. In close combat, models with a higher Initiative strike first.
- Attacks (A) — number of dice a model rolls when fighting in close combat. Normally 1, but can be increased by assaulting, fighting with two weapons, or other rules.
- Leadership (Ld) — courage and discipline, used for Morale checks and other Leadership tests. Average is 7 or 8.
- Armour Save (Sv) — chance of avoiding harm when struck or shot, based on the armour worn (or natural protection such as thick hide/chitin).
Multiple modifiers
If a model has both an additive and a multiplicative modifier to the same characteristic, first multiply the base value, then add the extra. Example: Strength 4 with "+1 Strength" and "double Strength" becomes 4×2=8, then 8+1=9.
Vehicle characteristics
Vehicles have their own separate set of characteristics, described in the Vehicles section.
Zero-level characteristics
A characteristic of 0 (sometimes shown as "–") means the model has no ability in that field. A model with BS0 cannot make ranged attacks. A model with WS0 is automatically hit by enemy attacks in close combat. A model with Armour Save "–" has no armour save at all.
Characteristic tests
To take a test on a characteristic (e.g. Strength or Toughness test), roll a D6: a score equal to or lower than the characteristic value is a success. A roll of 6 is always a failure regardless of modifiers; a roll of 1 is always a success. A test on a characteristic of 0 is automatically failed.
Leadership tests
Leadership tests (and Morale checks) use 2D6 instead of a single die: if the total is equal to or less than the model's Leadership, the test is passed. If a unit contains models with different Leadership values, use the highest.
Points values
A model's points value represents its relative battlefield worth, factoring in characteristics, weapons, unit size, rarity, and more. Choosing forces to a specific points total lets players organise an evenly matched battle.
Characteristic profiles example
| WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|
| Ork Boy | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |
| Space Marine | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
The Turn
Players alternate taking turns moving and fighting with their forces: one player moves and fights with all his units, then his opponent does the same, and so on. During his turn, a player moves all the models he wants to move first, then shoots with any that can, and finally resolves all close combats.
Game turns and player turns
A complete game turn consists of both players taking a player turn, each divided into a Movement phase, a Shooting phase, and an Assault phase. Whenever a rule says "turn" without qualification it means "player turn"; "game turn" is stated explicitly when meant.
The turn sequence
- The Movement phase — the player can move any of his units that are capable of doing so.
- The Shooting phase — the player can shoot with any of his units that can see an enemy.
- The Assault phase — the player can move any of his units to assault the enemy if close enough. Only the player whose turn it is can move into an assault, but both forces can fight during an Assault phase.
Who gets the first turn?
Normally both players roll a D6 and the player with the highest score deploys his army first and takes the first player turn. The mission being played specifies exactly how this works.
The end of the game
The standard missions in this book last a random number of game turns (five to seven), determined by a dice roll. A battle may also end with a specified game turn count, or with a "sudden death" victory condition that ends the game immediately (e.g. destroying a specific objective).
Victory
Once the game ends, the players determine who has won as dictated by the mission being played (see Organising a Battle). Standard missions generally revolve around capturing tactical objectives or inflicting the most damage on the enemy.
Turn sequence exceptions
A player is sometimes allowed to perform actions during his opponent's turn (fighting in an assault is the most common example), or a turn may be interrupted by an event (e.g. a booby trap being triggered). After any such interruption, the turn sequence always continues as normal.
The Movement Phase
In his turn, a player may move any of his units, up to their maximum movement distance, in any order he chooses, moving all of one unit's models before starting another. A player is not required to move all (or any) of his units. Once a unit has finished its move, the player may not go back and change it.
Movement distance
Infantry move up to six inches (6") in the Movement phase. A unit may always move 6" even if no enemies are apparent.
Models in the way
A model may not move into or through the space occupied by another model, or through a gap between friendly models smaller than its own base (or hull) size. A model may not move so that it touches an enemy model during the Movement or Shooting phases (only possible when assaulting in the Assault phase); a model may not move within 1" of an enemy model unless assaulting.
Different movement distances in a unit
All models in a unit move at the speed of the slowest model.
Random and compulsory movement
A unit may sometimes be required to move a random distance, or in a specific way (e.g. directly towards the closest enemy), as described by the relevant rule.
Turning and facing
Models may turn to face any direction as they move, without it affecting the distance moved. Infantry may also be turned to face their target in the Shooting phase, so facing does not need to be decided at the end of the Movement phase.
Moving and close combat
Units already locked in close combat with the enemy may not move during the Movement phase.
Moving models correctly
When moving a model, measure the distance and move the model that distance — do not measure and then place the model at the far end of the tape measure, which incorrectly adds the model's base length to the distance moved.
Unit coherency
Once a unit finishes moving, its models must form an unbroken chain in which the distance between one model and the next is no more than 2" — this is "unit coherency." If a unit loses coherency (e.g. from casualties), it must move to restore coherency at its next opportunity to move.
Terrain
There are three general classes of terrain:
- Clear terrain can be moved across without penalty.
- Difficult terrain slows movement and can be dangerous to move through.
- Impassable terrain cannot be moved across or into, unless the model has a special rule granting an exception (e.g. being able to fly above it) or both players agree.
Players should agree before the game which category each terrain feature falls into.
- Clear terrain: open areas such as fields, moorland, grass, deserts, ash wastes, gentle hills.
- Difficult terrain: rubble, jungles, woods, ruins, brush and scrub, rocky outcrops, boggy ground, low walls, hedges, fences, razor wire, barricades, steep hills, streams and other shallow water, and combinations of these (e.g. a ruin surrounded by woods). If it includes hazards such as booby traps, carnivorous plants, toxic vents, or erupting geysers, it may additionally be categorised as dangerous terrain.
- Impassable terrain: deep water, lava flows, steep rocky cliffs, and buildings that models cannot enter (as agreed). Other models — friend and enemy — also count as impassable terrain.
- Buildings that models can enter (bunkers, bastions, other fortifications) are covered in the Buildings & Ruins section.
Area terrain: a terrain feature with a defined boundary (a flat baseboard, an outline, or a different-coloured area) inside of which everything counts as that terrain type. Models may be temporarily moved aside to place models within area terrain, then put back as close as possible to their original position afterward.
Moving through difficult terrain
If any model in a unit starts its move inside difficult terrain, the unit must take a difficult terrain test: roll two D6 and take the highest — this is the maximum distance in inches that all models in the unit may move that phase.
If a unit starts its move outside difficult terrain, the player must declare whether the unit will try to enter difficult terrain. If not, the unit moves normally but may not enter it. If so, the unit must take the difficult terrain test as above, even if the distance rolled is too short to actually reach the terrain — the unit is still considered to have moved (relevant to the Shooting phase) even if it does not move the full distance rolled.
Models may move through walls, closed doors, windows, and similar obstacles as part of a move through difficult terrain, unless players have agreed a specific obstacle is impassable.
Dangerous terrain
Roll a D6 for every model that enters, leaves, or moves through one or more areas of dangerous terrain during its move. On a roll of 1, the model suffers a wound, with no armour or cover saves allowed.
Impassable terrain
Models may not be placed in impassable terrain unless they have a special rule granting an exception, or both players agree to it.
The Shooting Phase
During the Shooting phase, any and all of a player's units may fire. Units may fire in any order, but all firing by one unit must be completed before moving to the next. Normally each model in a firing unit fires a single weapon.
The shooting sequence
- Check line of sight & pick a target. Pick one unit, check its line of sight, and choose a target for it. All models in the unit that can see at least one enemy model in the target unit may open fire.
- Check range. At least one target model must be within range of the firing models' weapons.
- Roll to hit. Roll a D6 for each shot fired; the model's BS determines the score needed.
- Roll to wound. For each hit, roll again to see if it wounds the target, comparing the weapon's Strength to the target's Toughness.
- Take saving throws. Each wound may be cancelled by a saving throw (armour, cover, or another ability). If the target unit includes different types of models, wounds must first be allocated to specific models.
- Remove casualties. The target unit suffers casualties for unsaved wounds.
Once steps 1–6 are complete for one unit, move to the next; once done for every unit, proceed to the Assault phase.
Disallowed shooting
A unit cannot fire if: it is locked in close combat with the enemy; it is running (see below); or it has gone to ground because of enemy fire in the previous turn. Some weapon types can only be fired if the unit did not move that turn — this restricts only models carrying that weapon, not the whole unit.
Run!
Instead of firing, a unit may choose to run in its Shooting phase, immediately moving D6". Running movement is not affected by difficult terrain (it is always D6"), but a unit running through dangerous terrain must still test as normal. A unit that runs cannot assault in the following Assault phase.
Check line of sight & pick a target
A firing unit chooses a single enemy unit not locked in combat as its target, and may not split fire among different targets. At least one model in the firing unit must have line of sight to at least one model in the target unit.
Warhammer 40,000 uses "true line of sight": take the position of models and terrain at face value to determine what can be seen, typically by looking from behind the firing model's head ("model's eye view"). Line of sight is traced from the eyes of the firing model to any part of the body (head, torso, legs, or arms) of at least one model in the target unit; a weapon, antenna, banner, or other ornament (including wings and tails) does not count as visible body for this purpose.
Own unit: firing models can always draw line of sight through members of their own unit, as if they were not there.
Which models can fire: all models in the firing unit with line of sight to at least one model in the target unit may fire. A player may choose not to fire certain models (e.g. one-shot weapons); this must be declared before checking range, since all firing models in the unit fire simultaneously.
Check range
Every weapon has a maximum effective range. A target beyond this range cannot be hit — the shot misses automatically. Measure from each firer to the nearest visible model in the target unit. A model out of range of all visible models in the target unit misses automatically. Example ranges: Laspistol 12", Boltgun 24", Autocannon 48".
Moving & shooting
A unit that moved in the Movement phase counts as having moved for shooting purposes even if only some of its models moved. Some weapons can only fire on the move at a penalty, or only fire at all if the firer held still (see Weapons).
Roll to hit
Roll a D6 for each shot in range. The score needed to hit depends on the firer's Ballistic Skill (BS):
| Firer's BS | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Score needed to hit | 6 | 5+ | 4+ | 3+ | 2+ |
A quick way to remember: subtract the firer's BS from 7 to get the score needed. The minimum score needed to hit is always at least 2 — there is no automatic hit, and a roll of 1 always misses.
Ballistic Skill of 6 or better: a model with BS 6+ gains a re-roll whenever it rolls a 1 to hit. The re-roll needed score is given below (in italics after the slash in the source, shown here plainly):
| Firer's BS | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|
| Score needed to hit | 2 (re-roll 6) | 2 (re-roll 5) | 2 (re-roll 4) | 2 (re-roll 3) | 2 (re-roll 2) |
If a model already has a re-roll to hit from another source (e.g. a master-crafted weapon), that re-roll is used instead of the BS6+ re-roll — the chances on the re-roll are the same as the first shot. A single die may never be re-rolled more than once.
Roll to wound
Compare the firing weapon's Strength to the target's Toughness on the To Wound chart to find the minimum D6 score needed to convert a hit into a wound. A roll of 1 never wounds, regardless of Strength.
To Wound chart (Strength down the side, Toughness across the top; "N" = no effect, cannot wound):
| S \ T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4+ | 5+ | 6+ | 6+ | N | N | N | N | N | N |
| 2 | 3+ | 4+ | 5+ | 6+ | 6+ | N | N | N | N | N |
| 3 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N | N | N | N |
| 4 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N | N | N |
| 5 | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N | N |
| 6 | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N |
| 7 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ |
| 8 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ |
| 9 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
| 10 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ |
Multiple Toughness values: if a target unit has models with different Toughness values, roll to wound against whichever Toughness value is in the majority in the unit; if there is no majority, use the highest value present.
Armour saves
If a model has a Sv value of 6 or better, it gets an armour saving throw against each wound suffered: roll a D6 per wound; a result equal to or higher than the Sv value stops the wound (lower is better for Sv). Example Sv values: Ork armour 6+, Imperial Guard flak armour 5+, Space Marine power armour 3+.
Armour Piercing (AP): most weapons have an AP value indicating how strong an armour save it can ignore. If the weapon's AP is equal to or lower (numerically stronger or equal) than the target's Sv, the target gets no armour save at all. If the weapon's AP is higher (numerically weaker) than the target's armour save, the target saves as normal. A weapon with "AP –" never disallows an armour save.
Invulnerable saves: some models have an invulnerable saving throw from force fields, mystic energies, or similar, unaffected by the attacking weapon's AP — it may always be taken.
Cover saves
Units in or behind cover receive a cover saving throw, unaffected by the attacking weapon's AP. A model is in cover if any part of its body (as defined for line of sight) is obscured from the firer's viewpoint.
Cover chart:
| Cover Type | Save |
|---|---|
| Razor wire, wire mesh | 6+ |
| High grass, crops, bushes, hedges, fences | 5+ |
| Units (friends and enemies), trenches, gun pits, tank traps, emplacements, sandbags, barricades, logs, pipes, crates, barrels, hill crests, woods, jungles, wreckage, craters, rubble, rocks, ruins, walls, buildings, wrecked vehicles | 4+ |
| Fortifications | 3+ |
Intervening models: if a target is partially hidden by other models (friend or enemy), it receives a 4+ cover save, as if behind terrain.
Exceptions to the cover rules:
- Own unit: models can always shoot, and be shot at, through their own unit's members without conferring or receiving a cover save.
- Inside area terrain: a target whose base is at least partially inside area terrain is in cover regardless of firing direction.
- Firing through units or area terrain: firing through gaps between elements of area terrain, or gaps between models of an intervening unit, puts the target in cover even if fully visible, unless the shot passes over the terrain/unit rather than through it.
- Firing out of area terrain: a firer inside area terrain may fire through up to 2" of the terrain it occupies without that terrain granting the target a cover save.
- Firing over a barrier: a model in base contact with a linear terrain piece it can see over (low wall, barricade, tank trap, fence) can fire at enemies on the other side without the barrier granting cover.
Units partially in cover: if half or more of the models in the target unit are in cover (or completely out of sight), the whole unit is treated as in cover and all its models may take cover saves. If less than half are in cover, the whole unit is exposed and none may take cover saves. This is judged from the point of view of the majority of firing models that are in range; as a faster, less precise alternative, players may agree to treat a unit as in cover but with a save one worse than normal.
Going to ground: after the enemy rolls to hit and wound but before saves or casualties are resolved, a unit may declare it is going to ground. It immediately gets +1 to its cover saving throws (units not already eligible for a cover save get a 6+ cover save instead by diving for cover). The drawback: the unit can do nothing of its own volition until the end of its next turn (though it still reacts normally to enemy actions, e.g. Morale checks, and returns to normal immediately if forced to fall back). If assaulted while gone to ground, the unit fights as usual but gains no bonus for being "set" to receive the charge.
Models with more than one save: a model with both an armour save and an invulnerable save (and possibly a cover save too) only ever makes one saving throw, using whichever is best. No save (armour, cover, or invulnerable) can ever be improved beyond 2+, and a roll of 1 always fails.
Remove casualties
For every unsaved wound, the unit suffers a casualty. If all models in a unit are identical (same profile, special rules, weapons, and wargear), the owning player chooses which models to remove. Any model in the target unit can be wounded and removed, even one out of sight or out of range of all the firers.
Complex units
When a target unit includes different types of models, wounds must be allocated before saves are taken:
- The player controlling the target unit allocates each wound suffered to specific models, one wound to each model in the unit before allocating a second wound to any model, and so on.
- Once wounds are allocated, all identical models in the unit take their saving throws together as a batch; casualties are chosen from among that identical group.
- Models unique in the unit roll their saves individually, and if such a model suffers an unsaved wound, that specific model is removed. If a model carrying different wargear than the rest of the unit is removed, other models may not pick up its equipment.
Multiple-wound models
Models with more than one Wound on their profile lose one Wound per unsaved wound suffered, and are removed as a casualty only once all Wounds are lost.
Instant death: if a model with multiple Wounds suffers an unsaved wound from an attack with a Strength of double its Toughness or more, it is killed outright and removed as a casualty regardless of remaining Wounds. Bonuses to Toughness from wargear (bikes, marks, etc.) do not count for this purpose — use the model's unmodified Toughness (the lower of any bracketed values shown).
Units of multiple-wound models: if a unit consists entirely of identical multiple-wound models, take all saves for the unit at once. If it includes different models, first allocate wounds, then take saves for identical models together as normal. Once the number of unsaved wounds on a group of identical multiple-wound models is known, whole models must be removed as casualties where possible — wounds may not be spread around to avoid removing a model; track excess wounds with a marker. Unique multiple-wound models in the unit are rolled for, and have their wounds recorded, individually. If any unsaved wounds cause instant death, remove one unwounded model per instant-death wound first (for each group of identical models), before applying remaining wounds normally.
Weapons
Every weapon has a profile: Name, Maximum Range, Strength, Armour Piercing (AP), and Type. Example: Boltgun — 24", S4, AP5, Rapid Fire.
- Maximum Range is given in inches; "Template" means the weapon uses the teardrop-shaped Flamer template instead of a range.
- Strength is used (instead of the firer's) when rolling to wound.
- Armour Piercing (AP) — the lower the number, the better the weapon is at defeating armour saves.
- Type — Rapid Fire, Pistol, Assault, Heavy, or Ordnance, described below. A weapon that fires multiple shots per turn has the count noted after its type (e.g. "Heavy 3").
A model may decline to fire a weapon, but if it does fire, it must do so at full effect (e.g. it cannot choose to fire only 2 of 3 shots from a Heavy 3 weapon). Some weapons have multiple firing modes, shown as separate profile lines.
A weapon may have additional characteristics beyond its type, described below (e.g. Gets Hot!, Blast); a weapon may have any number of these.
Weapon types
- Rapid Fire: models that have not moved may fire two shots at targets up to 12" away, or one shot at targets beyond 12" up to the weapon's maximum range. If some models in the unit are within 12" of the target and others are not, those within 12" fire two shots and those beyond fire one. A unit that moved may fire only one shot, up to 12" range. A model that fires a Rapid Fire weapon cannot assault that turn.
- Assault: fires the number of shots indicated whether the firer moved or not, up to its maximum range. A model firing an Assault weapon can still assault into close combat afterward.
- Heavy: if a unit moves, it cannot fire its Heavy weapons at all that turn. If stationary, it fires the indicated number of times, at any range up to maximum. A unit that fires a Heavy weapon cannot assault that turn.
- Pistol: Assault 1 with a 12" range unless otherwise specified. A pistol also counts as a close combat weapon in the Assault phase.
- Ordnance: too large to be carried by infantry; mounted on vehicles or built into fortifications (see Vehicles).
Additional weapon characteristics
- Template: place the template so its narrow end touches the firing model's base, covering as many models in the target unit as possible without touching any friendly model. Any model fully or partially under the template is hit — no roll to hit is made. Against vehicles, the template must cover as much of the vehicle as possible without touching a friendly model; use the firer's direction to determine which armour facing is hit. Cover saves are ignored against template weapons, even for models in area terrain. Wounds from a template weapon do not have to be allocated to models actually under the template — they may go on any model in the unit. If firing multiple template weapons, resolve each shot one at a time, then add up all hits from the templates plus any other weapons in the unit before rolling to wound.
- Blast: instead of rolling to hit, place the blast marker (hole at centre) over the base of a chosen visible enemy model (or hull, for a vehicle), without touching any of the firer's own models. If the marker's centre hole is beyond the weapon's maximum range, the shot automatically misses. Otherwise, roll the scatter dice and 2D6: a HIT symbol means the shot lands on target; an arrow means the marker is moved in the indicated direction a number of inches equal to the 2D6 total minus the firing model's BS (minimum 0). A scattering shot may land beyond the weapon's range or line of sight and can still hit — including the firer's own troops or models in combat — unless the final position is off the table, in which case it is discarded. All models whose bases are wholly or partly under the final marker position are hit; the controlling player allocates wounds to any model in the unit, not only those under the marker. Blast markers come in two sizes: normal (3" diameter) and large (5" diameter), noted in the weapon's profile. If a unit fires multiple blast weapons, resolve each shot's marker placement and hits individually, then total the hits and roll to wound together. If a model re-rolls a blast weapon's to-hit roll, it must re-roll both the scatter die and the 2D6 together.
- Pinning: if a unit (other than a vehicle) suffers any unsaved wounds from a pinning weapon, it must immediately take a Pinning test (a normal Leadership test). Failure forces the unit to go to ground immediately — this does not retroactively grant it a save against the wounds that caused the test (saves are already resolved), nor against further wounds from the same weapon/unit that phase. A unit may face multiple Pinning tests in a turn as long as it keeps passing; once gone to ground, no further Pinning tests apply that turn. A unit with a rule stating it can never be pinned automatically passes all Pinning tests, but may still choose to go to ground voluntarily.
- Gets Hot!: roll to hit as normal, even against a target found to be out of range. For each roll of 1 on the to-hit roll, the firing model suffers a wound (normal saves apply). Vehicle-mounted Gets Hot! weapons are unaffected by this rule. A Gets Hot! blast weapon does not roll to hit normally, so before firing, roll a D6: on a 1, the weapon overheats, does not fire, and the firer suffers a wound; otherwise resolve the shot as normal. A model that can re-roll to-hit results (including from BS 6+) may re-roll a Gets Hot! result of 1 without suffering the wound, unless the re-roll is also a 1.
- Twin-linked: a pair of twin-linked weapons counts as a single weapon of that type, but you may re-roll the to-hit dice for any shot that misses (including twin-linked blast weapons, which re-roll to wound; against vehicles, twin-linked template and blast weapons may instead re-roll the armour penetration dice).
- Rending: any to-wound roll of 6 automatically causes a wound regardless of the target's Toughness, and the AP counts as 2 for that wound. Against vehicles, an armour penetration roll of 6 allows an additional D3 to be rolled and added to the total.
- Sniper: hits wound on a roll of 4+ regardless of the target's Toughness. All sniper weapons are also rending and pinning. Against vehicles, sniper weapons count as Strength 3, which combined with rending represents a chance of hitting exposed crew, vision ports, or ammo storage.
- Barrage: fires shells high into the air that pass over intervening cover and can strike targets out of sight. Barrage weapons use blast marker rules with these exceptions: the cover save (if any) is determined as if the shot comes from the centre of the marker, not from the firer (models in area terrain still get their cover save regardless of direction); some barrage weapons have a minimum as well as maximum range — if the marker's centre is placed within minimum range before scattering, the shot misses automatically; all barrage weapons are also pinning weapons; a barrage weapon may fire at a target it cannot see, but the firer's BS makes no difference and the blast scatters the full 2D6" if an arrow is rolled. If a unit has more than one barrage weapon, fire them together in a salvo: place the first marker (for the weapon closest to the target) and resolve scatter as normal; for each other barrage weapon, roll a scatter die — an arrow places its marker adjacent to and touching the edge of the first marker in the indicated direction; a HIT lets the firing player place that marker touching any marker already placed in the salvo (markers may overlap). Once all markers are placed, work out hits for each marker as usual and roll to wound together.
- Melta: rolls an extra D6 when rolling to penetrate a vehicle's Armour Value if firing at half range or less; beyond half range, roll a single D6 as normal.
- Lance: bores through armour regardless of thickness — treats a vehicle Armour Value higher than 12 as 12 for penetration purposes.
The Assault Phase
Assault phase summary
- Move assaulting units: pick a unit, declare which enemy unit it will assault, move the assaulting unit; repeat for each assaulting unit.
- Defenders react: the opponent moves each assaulted unit's models into base contact with the enemy, or into position to be engaged.
- Resolve combats: pick a combat; engaged models roll to hit and to wound in Initiative order and opponents take saves; total wounds inflicted by each side to find the winner; the loser checks Morale and falls back on a failed test; winners may make a sweeping advance, losers a fall-back move, and both may consolidate; any models not yet engaged pile in; repeat for each combat.
Declare assaults
The maximum distance a unit can normally move on an assault is 6". Since the distance to the enemy cannot be measured before declaring the assault, if a unit misjudges the distance and cannot reach its target, it does not move and the assault is ignored. Models may need to spend some of that movement going around impassable terrain or other models.
Disallowed assaults: a unit cannot assault if it: is already locked in close combat; ran in the Shooting phase; has gone to ground; fired a rapid fire or heavy weapon in the Shooting phase; or is falling back. A unit that fired in the Shooting phase can only assault the unit it fired at, though it may additionally engage other units it reaches per the multiple-unit rules below.
Move assaulting units
All models in an assaulting unit must move before another assaulting unit moves. Assault moves follow Movement-phase rules, except models may move within 1" of enemy models. Assaulting models may not move through friendly or enemy models, or through gaps narrower than their base.
Assaulting units must try to engage as many opposing models as possible with as many of their own models as possible. Move a single model from the assaulting unit at a time, starting with the model closest to the enemy (measuring around impassable terrain, friendly models, and enemy models not being assaulted): move it into base contact with the nearest enemy model in the unit being assaulted, by the shortest route, testing for difficult/dangerous terrain as needed. If the closest model cannot reach the enemy, the assault does not happen and no model moves. Otherwise, move the remaining models of the assaulting unit in any order, each:
- ending in coherency with another already-moved model of its own unit;
- moving into base contact with any reachable enemy model not already in base contact with an assaulting model, if possible;
- otherwise moving into base contact with an enemy model already in base contact with an assaulting model;
- otherwise moving within 2" of a friendly model already in base contact with the enemy;
- otherwise simply staying in coherency.
Assaulting multiple enemy units: the closest attacking model must contact the closest model of the declared target unit. Remaining models may then assault models belonging to other nearby enemy units, as long as unit coherency is kept. If the unit shot in the Shooting phase, it must still declare its assault against the unit it shot, but may engage other enemies as described here.
Defenders react
After all assault moves are made, the controlling player of each assaulted unit moves any of its models not yet in base contact with a foe up to 6" toward the enemy, attempting base contact. This move is not slowed by difficult terrain and does not trigger dangerous terrain tests, and cannot be used to contact enemy units not currently involved in the assault.
Fighting a close combat
If several assaults are being fought simultaneously, the player whose turn it is chooses the order in which to resolve them, finishing each before moving to the next.
Who can fight?
A unit with one or more model in base contact with the enemy is "locked in combat." Within it, "engaged" models — which must fight — are: models in base contact with any enemy model, and models within 2" of a friendly model in base contact with the enemy. Engagement is determined at the start of the fight and does not change until it ends, even as casualties occur. Engaged models fight with their full Attacks and any special close combat attacks; unengaged models cannot attack this turn but can still be killed and are affected by the combat result.
Who strikes first?
Models attack in order from highest Initiative to lowest, provided they have not already been killed by a higher-Initiative attacker. Models with equal Initiative attack simultaneously.
Assaulting through cover
If any model in an assaulting unit must move through difficult or dangerous terrain as part of its assault move, the unit must take the relevant terrain test before moving — this can cause the assault to fail if the closest model cannot then reach the enemy (though a model that stopped exactly 1" short of the enemy in the Movement or Shooting phase can still assault even on a double-1 difficult terrain roll). If an assaulting unit had to take a difficult or dangerous terrain test on its assault move, all its models have their Initiative reduced to 1 when attacking that turn, regardless of other Initiative modifiers. This penalty does not apply if all the assaulted enemy units were already locked in combat or had gone to ground (since they are not set to receive the charge).
Grenades
Assault grenades (e.g. frag grenades, plasma grenades) let attackers force defenders in cover to keep their heads down: units without them assaulting a unit in cover suffer no Assault Bonus attack (see below) — models with assault grenades don't suffer the Initiative penalty for assaulting through cover either. Defensive grenades (e.g. photon grenades) deny the attacker's Assault Bonus attack when their bearers are assaulted, unless the defending unit was already locked in combat from a previous turn or had gone to ground, in which case the grenades have no effect and attackers get their Assault Bonus as normal.
Number of attacks
Each engaged model attacks with the Attacks (A) value on its profile, plus bonuses:
- +1 Assault Bonus: engaged models that assaulted this turn get +1 attack.
- +1 Two Weapons: engaged models with two single-handed weapons (typically a close combat weapon and/or pistol in each hand) get +1 attack. More than two weapons gives no further bonus.
- Other special rules or wargear may confer further bonus attacks.
These bonuses are an exception to the rule capping characteristics at 10, and can bring a model's total Attacks above 10.
Rolling to hit
Roll a D6 per attack; the score needed depends on comparing the attacker's Weapon Skill (WS) to the target's:
| Attacker's WS \ Target's WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4+ | 4+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ |
| 2 | 3+ | 4+ | 4+ | 4+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ |
| 3 | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 5+ | 5+ | 5+ | 5+ |
| 4 | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ | 5+ | 5+ |
| 5 | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ | 4+ |
| 6 | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ |
| 7 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ |
| 8 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ |
| 9 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ |
| 10 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ |
Rule of thumb: if the target's WS is lower than the attacker's, hits are scored on 3+; if the target's WS is equal to or up to twice the attacker's, hits are on 4+; if it is more than twice the attacker's, hits are on 5+. A model with WS 0 is hit automatically by all close combat attacks.
Units with different WS: resolve attacks against a mixed unit using the WS of the majority of engaged models (highest, if no majority). Each attacking model still uses its own WS to determine what it needs to hit.
Rolling to wound
Roll to wound using the To Wound chart (same as Shooting) by comparing the attacker's Strength to the target's Toughness — in close combat you normally use the Strength on the attacker's profile regardless of the weapon carried, except where a special close combat weapon grants a Strength bonus.
To Wound chart (Strength down the side, Toughness across the top; "N" = cannot wound; a roll of 1 never wounds):
| S \ T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4+ | 5+ | 6+ | 6+ | N | N | N | N | N | N |
| 2 | 3+ | 4+ | 5+ | 6+ | 6+ | N | N | N | N | N |
| 3 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N | N | N | N |
| 4 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N | N | N |
| 5 | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N | N |
| 6 | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | N |
| 7 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ |
| 8 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ |
| 9 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
| 10 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ |
In a unit with mixed Strength (and often mixed Initiative), roll attacks separately per Strength value. For mixed Toughness, roll to wound against the majority Toughness among the engaged foe (highest, if no majority).
Allocating wounds & taking saves
If all models in the target unit are identical in gaming terms, roll all saves in one batch. Otherwise, wounds are allocated to the target unit exactly as for the Shooting phase. Any model in the target unit can be hit, wounded, and killed, including unengaged ones — allocating wounds onto unengaged models is a good tactic, since it can let engaged models survive to strike back. A model that becomes a casualty before it gets to attack may not strike back.
Taking saves: models struck in close combat may attempt armour saves as normal, regardless of the attacker's Strength unless a specific weapon/rule denies the save. Cover does not protect in close combat — no cover saves, and models cannot go to ground. An invulnerable save may still be taken even when a rule denies the armour save.
Removing casualties: the shooting rules for removing casualties apply in close combat as well.
Determine assault results
Total the unsaved wounds inflicted by each side; whoever inflicted the most wins the combat, and the loser must take a Morale check. A tie means the combat is drawn and continues into the next turn. If one side wipes out the other entirely, that side wins automatically even if it took more casualties. Only wounds actually suffered (not those saved, and not excess beyond a model's Wounds) count toward the total; wounds a model causes to itself or an ally still count toward the opponent's total.
Check morale
A unit that loses a close combat must take a Morale check (see Morale) with a penalty based on the margin of defeat. Passing means the unit holds its ground with no further effect; failing means it must fall back.
Sweeping advances
When a unit falls back from a lost combat, the victorious unit may attempt a Sweeping Advance to catch and destroy it — but only if all the enemy units it was locked with in that fight are falling back or destroyed; if it is still locked with other, non-fleeing units, it does not get a sweeping advance, and some troop types are never allowed to make one regardless.
Both the falling-back unit and the winning unit roll a D6 and add their (unmodified, majority-or-highest) Initiative value. If the winner's total is equal to or greater, the fleeing unit is destroyed outright and removed immediately, with no save or rescue possible. If the falling-back unit's total is higher, it breaks off successfully and makes a normal fall-back move; the winner may then consolidate.
Pile-in!
After the combat is resolved, any surviving models not in base contact with an enemy (from units that did not fall back) must make a pile-in move: up to 6" toward an enemy, ending in base contact if possible, or as close as possible if not; not slowed by difficult terrain and no dangerous terrain test; cannot be used to contact enemy units not involved in the assault. The player whose turn it is moves his pile-in models first. If neither side's pile-in (even combined, more than 12" total) can bring the combatants together, the assault ends and both sides may consolidate instead. While locked in combat, a unit may only pile in — no other move or shooting.
Consolidation
At the end of a combat, if a victorious unit's opponents are all destroyed or falling back, so it is no longer locked in combat, it may consolidate: move up to D6" in any direction. This move is not slowed by difficult terrain and triggers no dangerous terrain test, and cannot be used to move into base contact with any enemy model (only an assault move can do that) — consolidating models must stop 1" from all enemy models, including any that just fell back from the same fight.
Shooting into & out of close combat
Units locked in combat cannot fire in the Shooting phase, and cannot be deliberately targeted by shooting either — the melee moves too fast and warriors won't fire into their own comrades. Blast markers and templates may not be deliberately placed to cover models locked in combat, but if they end up there after scattering, they hit any models they touch, friend or foe. Units locked in close combat do not take Morale or Pinning tests caused by shooting.
Multiple combats
A combat involving more than two units is a "multiple combat," with extra rules:
- Defenders react: a unit already locked in combat that is assaulted by a new enemy unit reacts as normal, moving models into base contact with any of the units it is fighting, not just the newly-assaulting one.
- Attacking: a model engaged with only one enemy unit at the start of the combat must attack that unit. A model engaged with more than one enemy unit at the start of the combat may split its attacks freely between them; declare the split before rolling to hit.
- Assault results: total wounds per side as usual to find the winner. Every losing unit checks Morale (all using the same penalty). After losing units check Morale, a winning unit free of enemies (all fell back or destroyed) may make a sweeping advance against each falling-back enemy unit it was engaged with, rolling and comparing separately against each. After resolution, every unit in the multiple combat makes a pile-in move toward an enemy it fought; if it cannot reach one, it moves as close as possible; if this is impossible for both sides, both consolidate.
Close combat weapons
Close combat weapons fall into two categories:
Normal close combat weapons — chainswords, rifle butts, combat blades, bayonets, etc. — confer no bonus. Pistols used in combat count as normal close combat weapons (their Strength and AP are ignored).
Special close combat weapons:
- Power weapons: models wounded by a power weapon in close combat get no armour save.
- Lightning claws: a power weapon that also lets the wielder re-roll any failed to-wound roll.
- Force weapons: psychic weapons (see Psykers).
- Poisoned weapons: always wound on a fixed number regardless of Strength/Toughness comparison (commonly 4+, sometimes 3+ or 2+ for especially potent venoms, as given for the specific weapon). If the wielder's Strength is equal to or higher than the target's Toughness, failed to-wound rolls must be re-rolled. Poisoned weapons confer no advantage against vehicles.
- Power fists: a power fist is a power weapon that also doubles the user's Strength (to a maximum of 10). Attacks with a power fist are always made at Initiative 1, ignoring any Initiative bonuses.
- Thunder hammers: use power fist rules, plus any model that suffers an unsaved wound from a thunder hammer and is not killed has its Initiative reduced to 1 until the end of the next player turn. Against vehicles with no Initiative value, any damage result from a thunder hammer also inflicts a Crew Shaken result.
- Rending weapons (close combat): a roll of 6 to wound automatically wounds regardless of Toughness, and counts as a wound from a power weapon (no armour save). Against vehicles, an armour penetration roll of 6 allows an extra D3 to be rolled and added to the total.
- Witchblades: all close combat hits from a witchblade wound on a 2+ regardless of Toughness; armour saves are taken as normal. Against vehicles, the wielder's Strength counts as 9.
Fighting with two single-handed weapons:
- Two normal close combat weapons: +1 bonus attack.
- Two of the same special weapon: +1 bonus attack; all attacks (including the bonus) use that special weapon's bonuses/penalties.
- A normal weapon plus a special weapon: +1 bonus attack; all attacks benefit from the special weapon's bonuses.
- Power fists, thunder hammers, and lightning claws are exceptions: only a second power fist, thunder hammer, or lightning claw grants the bonus attack when paired with one of these.
- Two different special weapons: the model chooses which one to use that turn, but never gets the two-weapon bonus attack.
Morale
A Morale check is a specific kind of Leadership test: roll 2D6 and compare to the unit's Leadership. A score equal to or under Leadership passes with no ill effect; a higher score fails and the unit immediately falls back. Some units have special rules about Morale (e.g. immune to it, always pass Morale checks, or always pass all Leadership tests) — a subtle distinction: units that always pass Morale checks still have to test for Pinning.
Morale check modifiers: some circumstances apply a Leadership penalty of -1, -2, or more to a Morale check.
Insane Heroism!: a roll of double 1 on the 2D6 always passes the Morale check, regardless of modifiers.
Taking morale checks
Units normally take a Morale check in these situations:
A) Casualties — a unit losing 25% or more of its models during a single phase must pass a Morale check at the end of that phase or fall back. Casualties from close combat attacks do not count here (see "Losing an Assault" below). A unit locked in close combat does not take Morale checks for 25% casualties.
B) Tank Shock — a unit overrun by an enemy tank reaching its position must take a Morale check or fall back (see Vehicles for tank shock details).
C) Losing an Assault — a unit that loses a close combat (suffers more wounds than it inflicts) must pass a Morale check to hold its ground, taking a -1 Leadership modifier for each wound its side lost the combat by. Failure means it falls back.
No retreat!
Units that are immune to Morale checks for losing an assault, or that automatically pass them (e.g. Fearless units), do not take a Morale check when they lose a close combat and never fall back from one. Instead, they immediately suffer a number of wounds equal to the amount by which their side lost the combat, allocated as normal. All save types except cover saves may be attempted against these wounds. If none of the enemies in that combat can actually harm the unit, it suffers no wounds when defeated and simply continues fighting.
Fall back!
A unit makes a fall-back move immediately on failing a Morale check, and in each subsequent Movement phase makes further fall-back moves instead of moving normally, until it regroups, is destroyed, or leaves the table. Units normally fall back 2D6". Fall-back moves are not slowed by difficult terrain, but dangerous terrain tests are taken as normal. Each model falls back directly toward its own table edge by the shortest route (or the closest table edge, in a mission without a defined "own" edge). If any model from a falling-back unit contacts a table edge, the whole unit is removed from the game as destroyed.
Falling back from close combat: models falling back move through the enemy models involved in that combat (those enemies have already missed their chance to catch it). If this would leave any model less than 1" from one of those enemies, extend the fall-back move until clear.
Trapped!: if a unit's fall-back move is blocked by impassable terrain, or friendly or enemy models (it must stay 1" from enemies), it moves around such obstructions by the shortest route toward its table edge, keeping unit coherency. If it cannot complete a full fall-back move in any direction without doubling back, it is destroyed.
Firing while falling back: a falling-back unit cannot go to ground, and automatically passes Pinning tests. It may still shoot, but counts as moving; it may instead choose to run, but only toward its own table edge.
Assaults while falling back: a unit that is falling back cannot launch an assault. If an enemy declares an assault against a unit that is falling back and finds it in range, the falling-back unit must immediately attempt to regroup. If it succeeds, it regroups without moving and the fight proceeds normally, with the enemy moving its assaulting models. If it fails, the falling-back unit is destroyed and the assaulting unit does not move. If, as part of a multiple assault move, an assaulting model reaches a nearby falling-back enemy unit, that unit must attempt to regroup as soon as contact is possible: success means it regroups (without moving) and the assault proceeds as normal; failure means it is destroyed and the assaulting model continues its move as if the falling-back unit had never been there.
Morale while falling back: a falling-back unit automatically fails all Morale checks except Regroup tests.
Regrouping
A falling-back unit may attempt to regroup by taking a Regroup test (a special Leadership test) in the Movement phase just before it would move. A unit cannot attempt this test if it is below half strength, has enemies within 6", or is out of coherency — except a unit assaulted while falling back, which must always attempt the test regardless of these restrictions as soon as the enemy is found to be in assault range.
If the test succeeds, the unit stops falling back and regroups; it may then immediately move up to 3" (unaffected by difficult terrain, though dangerous terrain tests still apply). A regrouped unit cannot otherwise move that Movement phase, but behaves normally afterward — it can shoot (though it always counts as having moved on the turn it regroups) or run, and can even assault if it gets the chance. If the Leadership test fails, or the unit cannot attempt to regroup due to the restrictions above, it must immediately continue to fall back.
Characters
Character types
- Independent characters are single models that fight as units in their own right, and can join other units. Their Codex entry states they are an independent character.
- Upgrade characters (e.g. a squad leader or unit champion) are fielded as part of a unit from the start of the game, with no separate entry — effectively a trooper with enhanced characteristics or extra wargear options.
Characters as leaders
A unit's Leadership tests use the highest Ld value among its models — characters, having better Ld, make good leaders for the unit they join.
Independent characters — joining & leaving units
An independent character may join a unit by moving within 2" coherency distance of it at the end of its Movement phase (declaring which unit, if more than one is within 2"), or by starting the game deployed in coherency with it. It cannot join vehicle squadrons or single-model units (most vehicles, monstrous creatures), though it can join other independent characters to form a multi-character unit. While part of a unit, it must obey coherency, and the combined unit moves/assaults at the speed of its slowest model.
An independent character can leave a unit during the Movement phase by moving out of coherency with it. A character (or unit) that did not move itself but is joined/left by a moving character still counts as moved for the Shooting phase, though the unmoved side does not. A character may not join or leave a unit during the Shooting or Assault phases, or while it or the unit is locked in combat or falling back. If it joins a unit that has gone to ground, it goes to ground too, and vice versa, and cannot leave while the unit remains gone to ground.
Special rules: joining does not normally transfer special rules between the character and the unit, unless the specific rule says otherwise (e.g. "stubborn"). In some cases the character or unit can lose a special rule as a result — e.g. an infiltrating unit joined by a non-infiltrating independent character during deployment loses infiltrate.
Retinues: some army lists let a character be fielded permanently with a special escort unit (a "retinue" or "bodyguard") that it cannot leave. The character counts as an upgrade character until every other model in that unit is dead, at which point it becomes an independent character for the rest of the game.
Independent characters & shooting
An independent character that has joined a unit is considered part of it and cannot be singled out as a shooting target; if the unit is hit, the controlling player may allocate hits to the character like any other member. A character that has not joined a unit is targeted separately as its own unit. A character that is a monstrous creature can always be targeted separately, unless it has joined a unit of monstrous creatures or a unit with a special rule offering it protection.
Independent characters shoot like ordinary troops, using their own profile; if joined to a unit, roll their shooting separately (use different-coloured dice), but they must fire at the same target as the unit they joined.
Independent characters & assaults
An unjoined independent character assaults on its own as normal. If the unit it joined assaults, the character assaults too as part of the unit, but in resolving attacks the character is always treated as a separate single-model unit (as in Multiple Combats), so it must be in base contact with the enemy to attack, and can be targeted separately by models engaged with it. After attacks are resolved, it again counts as a normal member of the unit for combat resolution onward. When the unit reacts to being assaulted or piles in, a joined independent character must move before other unit models, to try to get into base contact with an enemy.
Special characters
Unique, named individuals (as opposed to characters with just a title) are "special characters" — highly skilled heroes or villains with distinctive traits. They can be independent or upgrade characters, but each is unique: an army may not field more than one copy of the same special character.
Psykers
Psykers are warriors gifted with mental powers channelling the energy of the Warp. Their specific powers vary by race and are detailed in the relevant Codex; the rules below describe how psychic powers are generally used, subject to exceptions given in a Codex.
A psyker may use one psychic power per player turn. To succeed, the psyker must pass a Psychic test — a normal Leadership test always taken on the psyker's own Leadership, even if the unit's tests would normally use a different model's Ld.
Perils of the warp
If a Psychic test result is double 1 or double 6, the psyker suffers 1 wound with no armour or cover save allowed (an invulnerable save may be attempted, but successful invulnerable saves against this wound must be re-rolled). The psyker still uses the power successfully despite rolling double 1, even if wounded or killed by the Perils of the Warp as a result.
Psychic shooting attacks
A psychic shooting attack counts as firing a ranged weapon — normally an Assault weapon unless stated otherwise. The psyker must be able to see the target, must not be locked in combat, and must not have run in the Shooting phase to use it. If a psyker uses a psychic shooting attack against a unit, he may only assault that same unit in the ensuing Assault phase. A psyker may only ever use one psychic power per turn, even if he could otherwise fire more than one weapon — though if allowed multiple shots, he may replace one of them with the shooting attack (never using the same power twice in a turn).
Force weapons
Force weapons are psychic close combat weapons used only by trained psykers. They function as power weapons, and additionally grant the wielder a psychic power, usable in close combat, that can instantly end an opponent's life. Roll to hit and wound as normal (the victim may use any invulnerable save). The psyker may then take a Psychic test to unleash the weapon's power against one opponent that suffered an unsaved wound from it that turn (subject to the normal one-power-per-turn limit). Success inflicts instant death on that model, regardless of its Toughness. This power has no effect on vehicles, models immune to instant death, or any model without a Wounds value.
Unit Types
The armies of the setting include many specialist troop types beyond ordinary infantry — monstrous creatures, jump infantry, bikes & jetbikes, beasts & cavalry, and artillery. Vehicles are their own unit type with a full dedicated section. Except for the exceptions given below, all these unit types follow the same rules as infantry.
Monstrous creatures
Movement: monstrous creatures have the "move through cover" special rule and simply bash through trees and ruins.
Shooting: instead of firing a single weapon, a monstrous creature can fire two of its weapons once per Shooting phase, both at the same target. Monstrous creatures also have the "relentless" special rule. Unless a special rule says otherwise, monstrous creatures cannot go to ground, voluntarily or otherwise. For cover purposes, at least 50% of a monstrous creature's body must be obscured from the majority of firing models to count as in cover; standing in area terrain does not automatically grant a cover save the way it does for infantry — the 50% rule takes precedence, exactly as for vehicles. If it is unclear whether 50% is covered, modify its cover save by -1.
Assault: wounds a monstrous creature inflicts in close combat ignore armour saves, just like a power weapon. When attacking a vehicle in close combat, a monstrous creature rolls an extra D6 for armour penetration (2D6 + Strength).
Jump infantry
Movement: jump infantry may use their jump packs to move up to 12" in the Movement phase (optional — they may move as normal infantry instead), passing freely over all other models and terrain. A jump infantry model that begins or ends its move in difficult terrain when using its jump pack must take a dangerous terrain test. Jump infantry may not end their move on top of other models or impassable terrain, except they may end on top of impassable terrain if it is physically possible to place the model there, in which case that terrain counts as dangerous terrain. All jump infantry may enter the battle by deep strike.
Fall back moves: jump infantry fall back 3D6", always using their jump packs, moving freely over terrain and models — but if the fall-back move ends in difficult terrain (or atop flat impassable terrain), a dangerous terrain test is still required. They cannot end on top of other models, must alter their fall-back direction as little as possible to avoid them (as an infantry unit would), and are trapped and destroyed if they cannot do this.
Shooting: jump infantry follow the same rules as infantry.
Assault: jump infantry assault 6" like normal infantry (slowed by difficult terrain the same way, since the last few yards of an assault are always covered on foot).
Jet packs: a jet pack is a jump-pack variant built for stable firing rather than close combat mobility. It differs from a jump pack: in the Movement phase it only moves 6" when used, but the model may always move 6" in the Assault phase even without assaulting (treating difficult terrain there the way jump infantry treat it in the Movement phase). Models with jet packs have the "relentless" special rule.
Bikes
Movement: bikes move up to 12" in the Movement phase and are not slowed by difficult terrain — instead they treat all difficult terrain as dangerous terrain. Bikes have the "turbo boosters" special rule. Fall-back moves are 3D6" (rather than 2D6") because of their speed, and they still treat all difficult terrain as dangerous.
Additional protection: a bike increases its rider's Toughness by 1 (this bonus does not count toward instant death).
Shooting: bikes cannot run in the Shooting phase. Bikes have the "relentless" special rule. Each bike in a unit fires with one weapon per rider on the bike — e.g. an attack bike with a driver and sidecar passenger fires two weapons.
Assault: bike assault moves are not slowed by difficult terrain, but each model entering or moving through difficult terrain, or assaulting an enemy in difficult terrain or behind an obstacle, must take a dangerous terrain test.
Jetbikes: as bikes, except: in the Movement phase, jetbikes move over all other models and terrain freely, but must take a dangerous terrain test if a moving jetbike begins or ends its move in difficult terrain; jetbikes may not end their move on top of other models or impassable terrain except where it is physically possible to place them there, in which case that terrain becomes dangerous terrain for them. In the Assault phase, jetbikes are treated as normal bikes when assaulting, since they must come close to the ground to fight. When falling back, jetbikes move over any terrain and models, but must still take a dangerous terrain test if they end their move in difficult terrain (or atop flat impassable terrain); they cannot end on top of other models and must alter their fall-back direction as little as possible to avoid them, being trapped and destroyed if they cannot. Eldar jetbikes (including Dark Eldar) may always move 6" in the Assault phase even without assaulting, treating difficult terrain there the way other jetbikes treat it in the Movement phase.
Beasts & cavalry
A rider-less mount is a "beast"; a mounted rider is "cavalry" — both follow the rules in this section.
Movement: beasts and cavalry move like infantry.
Fall back moves: beasts and cavalry fall back 3D6" due to their speed.
Shooting: beasts generally do not shoot, but cavalry that do follow the same rules as infantry.
Assault: beasts and cavalry have the "fleet" special rule and assault up to 12". If assaulting through cover, they are slowed by difficult terrain the same way infantry roll for distance, except they double the highest-scoring die's result.
Artillery
Artillery units consist of crewman models and gun models. The guns are treated as vehicles with an Armour Value of 10; any glancing or penetrating hit destroys a gun outright (it is simply removed, with no roll on the Vehicle Damage table). If all crewmen are killed, the guns are immediately removed as well. A player may sometimes add leaders or additional crew models; these are part of the crew in all respects and may operate the guns even if slightly different from the rest of the crew. Independent characters that join the unit do not count as crew and cannot operate the guns.
Movement: artillery units are slowed by difficult terrain like infantry, and gun models must also take dangerous terrain tests when passing through it. The unit needs at least one crewman per gun to move at all; with fewer, it cannot move.
Shooting: unlike other vehicles, artillery gun models cannot fire if they moved at all in that turn's Movement phase. Any crewman within 2" of a gun in the Shooting phase can fire it; a crewman firing a gun cannot also fire a carried weapon, but other crew members (and any joined independent character) are free to fire their own side arms, even at a different target than the guns'. The guns cannot split fire. Firing a gun requires line of sight from both the gun model and the firing crewman (barrage weapons excepted); ranges are measured from the gun model. When a shot hits an artillery unit, roll for each hit: 1-4 hits a gun, 5-6 hits a crewman; roll to wound the crewman and to penetrate the gun's armour separately. Going to ground gives an artillery unit's guns no additional protection. Artillery units cannot run in the Shooting phase.
Assault: artillery units cannot launch assaults while they include any gun models. If assaulted, assaulting models move into base contact with crew and guns as normal, but from then on the guns are ignored — engaged enemies roll to hit and wound only against the crew (even if only engaged with a gun), and engaged crew fight back, but the guns do not.
Morale & fall back moves: for Morale, other Leadership tests, and combat resolution, always ignore the guns as if they were not part of the unit. Because the unit needs at least one crewman per gun to move, if it is forced to fall back without enough crew per gun, the surplus guns are abandoned and immediately removed, and the rest of the unit falls back as normal. If an artillery unit is forced to fall back from close combat and the enemy is free to make a sweeping advance, the artillery unit automatically loses the Initiative roll-off and is caught and destroyed.
Vehicles
Vehicle characteristics
Vehicles have their own profile: Name, Type, Front Armour, Side Armour, Rear Armour, and BS. Example: Leman Russ — Tank, Front Armour 14, Side Armour 12, Rear Armour 10, BS 3.
Type
Vehicle types are: transport, tank, open-topped, fast, skimmer, and walker. These can combine (e.g. a fast skimmer, or an open-topped walker), in which case the vehicle has all rules for each of its types.
Armour value
A vehicle's Armour Value shows how hard it is to damage. Vehicles have separate Armour Values for front, side, and rear, typically 10–14, usually with the lightest armour on the rear (fuel tanks, engine compartments, etc.).
Ballistic Skill
Vehicles have a BS value representing crew accuracy, just like troops.
Vehicles & measuring distances
Since vehicle models usually lack a base, measure distances to or from their hull (ignoring gun barrels, dozer blades, antennas, banners, and other decorative elements). Exception: when firing a vehicle's weapons, measure range from the muzzle of the firing weapon, and trace line of sight from the weapon's mounting point along its barrel.
Vehicles and movement
- Stationary (0"): the vehicle can fire all its weapons.
- Combat speed (up to 6"): the vehicle fires with reduced firepower.
- Cruising speed (more than 6" up to 12"): the vehicle concentrates on moving and cannot fire its main weapons.
Vehicles can turn any number of times while moving, pivoting on their centre-point rather than wheeling, without this reducing their move; a vehicle may combine forward and reverse movement in the same turn provided it does not exceed its maximum move. Pivoting on the spot alone does not count as moving — a vehicle that only pivots counts as stationary (though an immobilised vehicle cannot even pivot). Vehicles cannot move over friendly models.
Terrain effects: vehicles are not slowed by difficult terrain, but treat all of it as dangerous terrain. Roll a D6 for every vehicle that enters, leaves, or moves through one or more areas of dangerous terrain in its move. A 2–6 means it carries on; a 1 means it halts immediately and suffers an Immobilised result (stopping just outside if it was entering the terrain).
Roads: a vehicle (other than a walker or skimmer) moving at cruising speed that follows a road for its entire Movement phase may move up to an extra 6".
Vehicles shooting
A vehicle fires like other units, using its own BS, with all its weapons firing at a single target unit.
Moving and shooting vehicle weaponry: how many weapons a vehicle can fire depends on how far it moved. Rapid Fire and Heavy weapon movement penalties do not apply to vehicles — those weapon types always fire from a vehicle as though the firer had not moved. Vehicles cannot run.
- Stationary: fires all weapons.
- Combat speed: fires a single weapon plus its defensive weapons.
- Cruising speed: cannot fire (except for the exceptions below).
Defensive weapons: any vehicle weapon of Strength 4 or less (or with no Strength value) is a defensive weapon. A vehicle at combat speed may fire all its defensive weapons in addition to its one normal weapon.
Optional weapons: firing an optional/additional weapon (e.g. a one-shot missile, pintle-mounted gun) counts as firing one of the vehicle's normal weapons, unless it is itself a defensive weapon.
Ordnance weapons: firing an ordnance weapon takes the full attention of the crew, so no other weapon (not even defensive ones) may be fired that turn. In exchange, ordnance weapons are better at penetrating armour.
Ordnance Barrage weapons: the crew may choose, before firing, to fire an ordnance barrage weapon directly (as a normal ordnance weapon, ignoring its minimum range) or as a barrage — only if the vehicle remained stationary and fires no other weapon that turn. Ordnance barrages follow normal barrage rules: they have a minimum range, cause Pinning tests (at a further -1 Ld modifier for ordnance barrages specifically), and their targets take cover saves as if the shot came from the centre of the blast marker. If fired at a target out of sight, the firer's BS is irrelevant and the marker always scatters the full 2D6" on an arrow result.
Vehicle weapons & line of sight: point each firing weapon at its target and trace line of sight from its mounting point along its barrel to see if terrain or models block the shot. If a target is in cover from only some of a vehicle's weapons, resolve cover exactly as if each weapon were a separate firing model in a normal unit. Where a model cannot literally be pointed at a target because of its build, assume its guns can rotate or swivel as far as its mounting type allows: turret-mounted weapons usually rotate 360° with the turret; hull-mounted weapons fire in a 45° arc from their mounting point; sponson-mounted weapons vary, from up to 180°+ of a flank to more limited arcs, per the vehicle's specific mounting; pintle-mounted (bolt-on) weapons fire 360° if turret-mounted, or in a 45° hull arc if hull-mounted. Guns may also swivel roughly 45° vertically if needed (e.g. targeting something high up), even if the model can't physically do so.
Shooting at vehicles
A firing unit must be able to see the target vehicle's hull or turret (ignoring gun barrels, antennas, decorative banner poles, etc.). Since the whole firing unit must target the same vehicle, some of its weapons may be unable to actually see/damage it — the rest of the unit is assumed to be providing covering fire. If the target is in range, roll to hit as normal; for each hit, roll to see if it penetrates the vehicle's Armour Value.
Vehicle facing and armour values
Different facings (front, side, rear) of a vehicle can have different Armour Values. If a firing unit has models in two different facings of the target, resolve shots against each facing separately.
Armour penetration
Roll a D6 and add the firing weapon's Strength; compare the total to the Armour Value of the facing hit:
- Total less than the Armour Value: no effect.
- Total equal to the Armour Value: glancing hit.
- Total greater than the Armour Value: penetrating hit.
Ordnance weapons and armour penetration: roll two dice instead of one and take the higher result.
Template and Blast weapons against vehicles: a vehicle even partially under a template weapon is hit on the Armour Value the firer is facing. For a blast weapon, place the marker's centre hole over any part of the vehicle's hull (for multiple blasts, centre subsequent markers on the first marker's position on the hull) and roll for scatter as normal. If the centre of the marker ends over the vehicle's hull, the shot is resolved against the Armour Value facing the firer (regardless of where exactly the marker sits), at the weapon's full Strength — except barrage weapons, whose hits always strike the vehicle's side armour (its top). If the centre ends outside the vehicle but part of the marker still covers its hull, the shot is resolved against the Armour Value facing the centre of the marker (regardless of the firer's position), with the weapon's Strength halved (round down).
Damage rolls
For each shot that glanced or penetrated, roll a D6, apply modifiers (cumulative), and consult the Vehicle Damage table.
Modifiers:
| Modifier | Value |
|---|---|
| Glancing hit | -2 |
| Hit by AP– weapon | -1 |
| Hit by AP1 weapon | +1 |
| Target is open-topped | +1 |
Vehicle Damage table:
| D6 | Result |
|---|---|
| 1 or less | Crew – Shaken |
| 2 | Crew – Stunned |
| 3 | Damaged – Weapon Destroyed |
| 4 | Damaged – Immobilised |
| 5 | Destroyed – Wrecked |
| 6 or more | Destroyed – Explodes! |
Damage results:
- Crew – Shaken: the vehicle may not shoot until the end of its next player turn.
- Crew – Stunned: the vehicle may not move or shoot until the end of its next player turn. Repeated Shaken/Stunned results are not cumulative — a vehicle hit by three Shaken results is still just unable to fire in its next Shooting phase, not its next three.
- Damaged – Weapon Destroyed: one of the vehicle's weapons (attacker's choice) is destroyed. If it has no weapons left, treat this as Immobilised instead. Weapon upgrades such as pintle-mounted storm bolters or hunter-killer missiles count as weapons for this purpose.
- Damaged – Immobilised: the vehicle cannot move for the rest of the game. It may not turn in place, but its turret (if any) may still rotate to select targets and its other weapons retain their normal firing arcs. Further Immobilised results count as Weapon Destroyed instead. Note: a vehicle that suffers a Damaged result while it has no weapons left and is already immobilised instead treats the result as Destroyed – Wrecked.
- Destroyed – Wrecked: the vehicle is destroyed and left in place as a wreck.
- Destroyed – Explodes!: the vehicle is destroyed; flaming debris scatters D6" from the vehicle, and models within range suffer a Strength 3, AP– hit. The vehicle model is then removed and replaced with an area of difficult ground representing wreckage or a crater.
Note: vehicle drivers, gunners, and other crew are killed if their vehicle suffers either Destroyed result.
Wrecks
A wrecked vehicle stays on the table as a piece of terrain, counting as both difficult and dangerous terrain, and providing cover. Players must clearly mark that a vehicle is wrecked (e.g. turning it or its turret upside down, or adding a smoke/flame marker).
Vehicles and cover — obscured targets
Vehicles do not benefit from cover the way infantry do. Instead:
- At least 50% of the targeted facing (front, side, or rear) must be hidden by intervening terrain or models, from the firer's viewpoint, for the vehicle to be "obscured" (hull down). If a squad is firing, the vehicle is obscured only if 50% hidden from the majority of the firing models capable of hurting it. If it's unclear whether 50% is covered, modify the save by -1.
- Vehicles are not obscured merely for standing inside area terrain — the 50% rule takes precedence.
- Vehicles cannot go to ground, voluntarily or otherwise.
If an obscured target suffers a glancing or penetrating hit, it may take a cover save against it exactly like a non-vehicle model's wound save (e.g. 5+ for a hedge, 4+ for a building, 3+ for a fortification). A passed save discards the hit entirely with no roll on the Vehicle Damage table. A special rule or wargear that grants "obscured" status even in the open confers a 4+ cover save unless stated otherwise. If the firing unit cannot see any part of the facing it is shooting at but can see another facing, it may still take the shot against the facing it can see, receiving a 3+ cover save to represent the extremely angled shot.
Smoke launchers: once per game, after completing its move, a vehicle with smoke launchers can trigger them (regardless of how far it moved) — mark it as obscured. It may not fire any weapons that same turn, but counts as obscured in the next enemy Shooting phase, giving a 4+ cover save. The smoke disperses with no further effect after that Shooting phase. A vehicle may use smoke launchers even while shaken or stunned.
Vehicles and assaults
Launching an assault: a unit assaults a vehicle exactly as it would another unit, moving as normal, with all engaged models attacking.
Rolling to hit against vehicles: since a vehicle has no WS, the score needed depends on how far it moved:
| Target | D6 roll needed |
|---|---|
| Vehicle immobilised or stationary in its previous turn | Automatic hit |
| Vehicle that moved at combat speed in its previous turn | 4+ |
| Vehicle that moved at cruising speed in its previous turn | 6 |
Only the vehicle's actual net distance from its starting position counts — reversing, circling, or otherwise not making net progress does not help it evade.
Armour penetration in close combat: worked out the same way as shooting (D6 + attacker's Strength), but in close combat all hits are resolved against the vehicle's rear armour, representing an attack on a vulnerable spot.
Combat results: at the end of a round of close combat against a vehicle there is no combat result as such — no sweeping advance, pile-in, or consolidation. Both sides simply remain in place and are free to move away in a later turn. In a multiple fight mixing vehicles and other unit types, work out the result as normal, ignoring the vehicles. If an assaulted vehicle survives and does not move in its next Movement phase, enemy models remain in base contact with it into its Shooting and Assault phases; models in base contact with a vehicle are not locked in combat and so can still be shot. If the vehicle pivots on the spot, temporarily move such models out of the way and then return them to base contact. Units with models still in base contact with a vehicle at its Assault phase may attack it again, as an ongoing combat, including all models that would count as engaged in a normal assault.
Grenades: a well-placed grenade can damage a vehicle. Each model using a grenade this way may only make one attack, regardless of its normal Attacks or bonus attacks. Grenade armour penetration values against vehicles: defensive and assault grenades 4+D6; krak grenades 6+D6; melta bombs 8+2D6.
Vehicles and morale
Vehicles never take Morale checks for any reason — their crews are assumed to have unshakeable faith in their vehicle and orders. Any lapses are represented by Crew Shaken and Stunned results on the Damage table instead.
Units of vehicles — squadrons
Some small vehicles (e.g. Ork Warbuggies, Eldar Vypers) operate in units of more than one vehicle, called squadrons, following normal unit rules with these exceptions:
Movement phase: all vehicles in a squadron move at the same speed and must maintain coherency, but need only stay within 4" of each other (rather than 2").
Shooting phase: a squadron fires all its available weaponry at a single enemy unit, and can see/shoot through its own members as if they were not there. When fired at, roll to hit and for armour penetration against the squadron's common Armour Value (usually 10 for all facings; if facings differ, use the value of the facing of the closest visible vehicle). After penetration rolls, the squadron's controller allocates glancing and penetrating hits to squadron members (as wound allocation for a normal unit), then takes cover saves per vehicle (ignoring other squadron members when checking each one's own cover, but using normal-unit rules to decide if the squadron overall is in cover). Damage rolls are then made for remaining hits.
Damage results against squadrons: to represent their mutual support and orders not to abandon crippled vehicles, treat all Immobilised results as Destroyed (Wrecked) and all Stunned results as Shaken. If a squadron is down to a single vehicle when fired at, it reverts to normal vehicle damage rules.
Assault phase: in close combat, enemy models roll to hit and for armour penetration against the squadron as a whole; damage results are as above and allocated at each Initiative step as in a normal combat. As with any vehicle combat, there is no defenders' reaction, combat resolution, pile-in, or consolidation.
Vehicle types
- Transport vehicles carry infantry squads, offering armour protection, extra speed, or both.
- Tanks are common heavily armed/armoured vehicles, often multi-role (troop transport, tank-hunting, infantry support).
- Open-topped vehicles are not fully enclosed, giving clearer fields of vision and easier embarking/disembarking at the cost of crew protection.
- Fast vehicles are significantly quicker than most, and can fire weapons even while moving at higher speeds.
- Skimmers use jets or anti-gravity drives to hover and glide over terrain rather than travelling on wheels, tracks, or legs.
- Walkers move on mechanical legs, letting them cross terrain other vehicles cannot, combining a tank's resilience with an infantryman's manoeuvrability.
Transport vehicles
Transports have extra characteristics: Transport Capacity, Fire Points, and Access Points.
Transport capacity: the maximum number of passenger models a transport can carry, never exceeded. A transport may carry a single infantry unit and/or any number of independent characters (counting as infantry), up to its capacity. The whole unit must embark together — never partially embarked or split across transports. Only infantry may embark (not jump infantry, unless a Codex says otherwise). Some large infantry models count as more than one model of transport capacity (e.g. a Space Marine Terminator counts as two). Specific vehicles may restrict which model types may embark (e.g. Terminators cannot embark a Rhino or Razorback, but can ride a Land Raider).
Fire points: a hatch or gun slit through which one or more passengers may fire (or use a psychic power). Unless stated otherwise, only a single passenger may fire from a fire point, and other transported models may not fire at all. Range and line of sight for a fire point are measured from the fire point itself. Models firing from a vehicle count as having moved if the vehicle moved, and cannot fire at all if the vehicle moved at cruising speed.
Access points: the doors, ramps, and hatches passengers use to embark or disembark, within 2" of which models may embark/disembark.
Embarking and disembarking: models may only voluntarily embark or disembark in the Movement phase, and not both in the same player turn — though they may embark and later be forced to disembark if their transport is destroyed.
- Embarking: a unit embarks by moving each model within 2" of an access point; the whole unit must be able to do so or it stays outside. On embarking, the unit is removed from the table (mark that it is aboard). If needed, ranges involving an embarked unit (except its shooting) are measured to/from the vehicle's hull. If the vehicle moved before boarding, it cannot move any further that phase (including pivoting); if it had not yet moved, it can move normally afterward.
- Disembarking: a unit aboard at the start of the Movement phase may disembark before or after the vehicle moves. Each disembarking model is placed within 2" of an access point and in unit coherency; none may end within 1" of an enemy, or in impassable terrain. If disembarking is blocked this way, the unit may instead perform an "emergency disembarkation," deploying anywhere within 2" of the vehicle's hull, but then can do nothing else that turn; if even that is impossible, it cannot disembark at all. If the vehicle already moved (including pivoting) before disembarking, passengers disembark but cannot move further that Movement phase, though they may shoot afterward (counting as moved) but not assault. If the vehicle had not yet moved, passengers may disembark and move normally, then may shoot (counting as moved) and may assault as normal — the vehicle may also then move normally.
- Independent characters embarking and disembarking: a character and a unit embarked together in the same vehicle automatically count as joined. If either is already aboard, the other may join by embarking, if there's room. They may later disembark together as one unit, or separately (one staying aboard, or both leaving via different access points more than 2" apart). If the vehicle hasn't moved yet, both can disembark together in coherency, and the character can then move away from the unit as normal.
Effects of damage results on passengers:
- Crew Shaken/Stunned: passengers cannot shoot from the vehicle in the next Shooting phase, otherwise unaffected.
- Weapon Destroyed/Immobilised: no effect on passengers.
- Destroyed – Wrecked: passengers must immediately disembark and take a Pinning test; any that cannot disembark are destroyed; the vehicle then becomes a wreck.
- Destroyed – Explodes!: the unit suffers a number of Strength 4, AP– hits equal to the embarked model count (as shooting hits); survivors are placed where the vehicle stood and take a Pinning test.
Since all models in one unit fire simultaneously, a squad cannot destroy a transport with one weapon and then mow down the disembarked occupants with another. However, if a ranged attack destroys a transport (either result), the firing unit may still assault the newly disembarked passengers if the assault rules otherwise allow it.
Dedicated transports: a unit entry that includes a transport option does not use a Force Organisation Chart slot for that vehicle. Other vehicles with transport capacity are chosen separately and occupy their own slot (e.g. a Land Raider). A dedicated transport can, when deployed, only carry the unit it was bought with (plus joined independent characters); after the game begins it may carry any eligible friendly infantry unit, subject to capacity and any exclusions in its entry.
Tanks
Tanks follow normal vehicle rules, with these additions.
Tank shock!: instead of moving normally, a tank may declare a tank shock — driving through enemy units (an exception to the rule against moving through enemy models), though friendly models still block it, and a tank shock cannot target a unit locked in combat. To attempt one: pivot the tank to face the intended direction, declare the distance it will travel (at least combat speed — pivoting alone does not count as movement), then move it straight forward until it contacts an enemy unit or reaches the declared distance, with no course changes allowed. If it reaches no enemy, it simply moves that distance with no special effect. If it reaches an enemy unit other than a vehicle (including any model in an artillery unit), that unit must take a Morale check, falling back immediately on a failure (holding in place if it passes, letting the tank drive through). Either way, the tank continues moving straight on, potentially tank-shocking further units, until it reaches its final position — unless it would touch a friendly model or come within 1" of an enemy vehicle, at which point it stops immediately. Enemy models that would end up underneath the tank at its final position (fleeing or not) must be shifted the shortest distance clear, keeping at least 1" from the tank and preserving unit coherency. If the tank moved slowly enough, it may still fire normally in the Shooting phase.
Death or Glory!: a unit that passes its Morale check against a tank shock may nominate one model in the tank's path to make a suicidal single attack against it instead of moving aside — even if the weapon or model normally fires/attacks multiple times, only one attack is resolved. It may be a shot from a carried weapon or a single close combat attack (including grenades). The attack automatically hits the tank's front armour (even a close combat attack), and damage is applied immediately. If it stuns, destroys, or immobilises the tank, the tank halts directly in front of the model (or explodes there). If it fails to stop the tank, the tank shock continues as normal and the model is removed outright, regardless of Wounds or any save. Artillery units may attempt Death or Glory! too, with either a crewman or a gun model; if a gun model does this and fails, both the gun and its crewman are removed.
Ramming: a special form of tank shock where the tank must move at its highest possible speed, aimed at a single enemy vehicle — this means it cannot fire that Shooting phase. Non-vehicle units in its path are tank-shocked normally. If the ramming tank contacts an enemy vehicle, resolve a collision: each vehicle immediately suffers a hit against the armour facing where the other impacted (so the rammer always hits with its front armour). Each hit's Strength is calculated per vehicle as: +1 for each point of Armour above 10 on the point of impact, +1 for each full 3" the rammer moved before impact, and +1 if the vehicle is a tank. Both sides roll for armour penetration and apply results immediately. If the rammed vehicle is not removed, the rammer halts; if the rammed vehicle explodes and is removed, the rammer continues moving until it reaches its maximum distance or hits another enemy (tank-shocking or ramming it too).
Ramming a skimmer: a skimmer (as long as the rammer is not also a skimmer) may attempt to dodge a ram. The ramming tank stops in contact as normal, but the skimmer's controller rolls a D6: on a 1–2 the collision proceeds normally; on a 3+ the skimmer dodges clear, neither side takes damage, and the ramming tank halts in its tracks.
Open-topped vehicles
Open-topped vehicles are lighter and more vulnerable but let passengers fire and disembark more freely; examples include Ork Trukks and Dark Eldar Raiders. They follow normal vehicle rules, with these exceptions:
Open-topped transport vehicles: they have no specific fire points — any/all passengers may fire, measuring range and line of sight from the vehicle's hull. They have no specific access points either; models may embark/disembark within 2" of any point of the vehicle. Passengers may assault even if the vehicle moved before they disembarked. Because it's easier to bail out, a Destroyed – Explodes! result on an open-topped transport hits its passengers at Strength 3 rather than the usual Strength 4.
Damaging open-topped vehicles: add +1 to any damage roll made against an open-topped vehicle.
Fast vehicles
Fast vehicles follow normal vehicle rules, with these additions.
Moving fast vehicles: fast vehicles have a third speed level, "flat out" — more than 12" and up to 18". This is treated exactly like cruising speed for a non-fast vehicle (no firing) except where noted. A fast vehicle moving flat out on a road may move up to 24".
Fast vehicles firing: at combat speed, a fast vehicle fires all its weapons (as if stationary), including ordnance barrage weapons (which normally cannot fire while moving at all). At cruising speed, it fires a single weapon plus defensive weapons. Moving flat out, it fires no weapons.
Assaulting fast vehicles: a fast vehicle that moved flat out in its previous turn and is not immobilised is hit on a 6 in assaults (as if it had moved at cruising speed).
Fast transport vehicles: passengers may not embark or disembark from a fast vehicle that moved (or will move) flat out that Movement phase.
Skimmers
Skimmers follow normal vehicle rules, with these additions.
Measuring distances: a skimmer has a transparent "flying base" under its hull; measure distances to/from the hull as for any vehicle, except when assaulting a skimmer, where models may move into contact with its hull, its base, or both.
Moving skimmers: skimmers can move over friendly and enemy models (but not end their move on top of either), ignoring difficult terrain penalties and dangerous terrain tests — except that a skimmer starting or ending its move in difficult or dangerous terrain must still take a dangerous terrain test. It can even end its move over impassable terrain if the model can physically be placed there, but must take a dangerous terrain test if it does. A skimmer that is also fast and moving flat out can move up to 24". A skimmer must be set down on the table at the end of its move — it cannot be left "hovering" in mid-air off the table's rules.
Shooting at skimmers: a skimmer not immobilised that moved flat out in its last Movement phase counts as obscured (4+ cover save) when fired at. If a skimmer is immobilised while it moved flat out in its last turn, it immediately crashes and is destroyed (wrecked); if it moved slower, it merely suffers a normal Immobilised result. If a skimmer is immobilised or wrecked, remove its base if possible; if not (e.g. it's glued in place), the skimmer's field keeps it hovering in place, immobile (including no pivoting) — a wrecked one becomes a floating, burning wreck. The flying stand may not otherwise be removed, since skimmers cannot normally land in battle conditions.
Ramming a skimmer: see Tanks above.
Walkers
Walkers use some infantry rules in addition to vehicle rules.
Additional characteristics: walkers have WS, Strength, Initiative, and Attacks values on top of their vehicle profile. Example: Dreadnought — Walker, WS4, BS4, S6, Front Armour 12, Side Armour 12, Rear Armour 10, I4, A2.
Measuring ranges: if a walker has a base, measure ranges/distances to and from its base like an infantry model; if it has no base (e.g. a Chaos Defiler), measure to/from its hull (including legs and limbs) as for other vehicles. Firing the walker's own weapons is an exception, per below.
Moving walkers: unlike other vehicles, walkers can also run in the Shooting phase and assault in the Assault phase, just like infantry. They move like infantry — up to 6" in the Movement phase, and assault up to 6". Difficult terrain affects them as it does infantry, and only counts as dangerous terrain for a walker if it would for infantry; failing a dangerous terrain test immobilises the walker.
Walkers shooting: walkers can move and fire all weapons, like a stationary vehicle. Alternatively they may run like infantry, forgoing shooting and assaulting that turn (though smoke launchers can still trigger) — they cannot run if stunned or immobilised. To fire a walker's weapons, pivot it on the spot so its guns aim at the target (all walker-mounted weapons can swivel 45°, like hull-mounted weapons), then measure range from the weapon itself and line of sight from its mounting point along the barrel — this pivoting does not count as moving. The walker will likely remain facing this new direction until its next Movement phase, so its facing then determines which armour value faces incoming return fire.
Shooting at walkers: use whichever Armour Value (front/side/rear) matches the position of its body being fired at, as for any vehicle. Walkers locked in combat cannot be shot at.
Walkers and assaults: walkers assault and can be locked in combat like infantry, and can assault even after firing heavy or rapid fire weapons — though, like infantry, they can only assault the unit they fired at. In close combat, walkers fight like infantry models, but hits scored against them roll for armour penetration and damage as for a vehicle, always against its front armour (since a walker moves and turns to face threats, unlike a static vehicle). Grenades and melta bombs can be used against a walker, hitting only on a roll of 6, unless the walker is already stunned or immobilised at the start of the Assault phase, in which case attackers instead compare WS as normal to hit (and a grenade attack is still limited to one attack per model). Immobilised and/or stunned walkers fight in close combat with one less attack than usual (minimum 1), but otherwise fight normally regardless of how many such results they've suffered; Shaken results do not affect how a walker fights in combat. Each roll on the Vehicle Damage table against a walker counts as a single wound for determining who won the combat. Defeated walkers do not take Morale checks and are unaffected by No Retreat!. Walkers make sweeping advances, pile-in moves, and consolidations unless stunned or immobilised.
Ramming a walker: if rammed by a tank, a walker may choose to brace for impact (resolved as a normal vehicle collision) or attempt a Death or Glory! attack as infantry would (unavailable if rammed in its rear arc). If it chooses Death or Glory! and the attack fails to stop the rammer, the walker is unready for the impact and is hit on its rear armour in the collision.
Squadrons of walkers: walker squadrons follow all normal vehicle-squadron rules, except in assaults — they assault, and react to being assaulted, like infantry units, moving to engage before attacks are rolled. Damage results are resolved as for vehicle squadrons, but they fight back and can perform sweeping advances, pile-in moves, and consolidations like other walkers.
Dreadnought close combat weapons: a Dreadnought-type close combat weapon (hammers, wrecking balls, claws, etc.) counts as a power weapon and doubles the walker's Strength in close combat (to a maximum of 10). If the walker suffers a Weapon Destroyed result and the controlling player picks the close combat weapon, it loses the bonuses of that weapon (and any other weapon built into the same arm). A walker with two or more close combat weapons gains one bonus attack per additional such weapon beyond the first; destroying one of these weapons removes the associated bonus attack.
Vehicle moving & shooting summary chart
| Stationary | Combat Speed | Cruising Speed | Flat Out | |
|---|---|---|---|---|
| All (except Fast & Walkers) | All Weapons | 1 Weapon* | No Weapons | N/A |
| Fast | All Weapons | All Weapons | 1 Weapon* | No Weapons |
| Walker | All Weapons | All Weapons | N/A | N/A |
*plus all defensive weapons.
Universal Special Rules
Many units share special rules across different armies — these are the "universal special rules," summarised here for reference. If a Codex gives a different version of one of these rules for a specific unit, the Codex version takes precedence. Rules marked with an asterisk (*) are automatically lost by an independent character joining a unit that lacks the same rule, and are likewise lost by a unit joined by a character lacking it.
- Counter-attack: when a unit with this rule is assaulted, it takes a Leadership test; if successful, all its models get the +1 Assault Bonus attack, as if they too had assaulted. Cannot be used if the unit was already locked in combat from a previous turn when assaulted.
- Eternal Warrior: the model is immune to the Instant Death rule.
- Fearless: automatically passes all Morale and Pinning tests it is required to take, and never falls back (though it may still go to ground voluntarily). An independent character joining a fearless unit gains this rule; a fearless character joining a non-fearless unit loses it for as long as it stays there. A unit that is falling back and gains Fearless immediately regroups automatically at the start of its next Movement phase, ignoring the normal regroup restrictions.
- Feel No Pain: if a model with this rule suffers an unsaved wound, roll a D6: on 1–3 the wound is taken normally (removing the model if it loses its last Wound); on 4–6 the injury is ignored and the model fights on. Cannot be used against wounds that cause instant death (high Strength or a specific rule to that effect, even against an Eternal Warrior), nor against wounds from AP1 or AP2 weapons, power weapons, or any other wound type that allows no armour save at all (power fists, Dreadnought close combat weapons, rending weapons that rolled a 6, Perils of the Warp, failed dangerous terrain tests, etc.).
- Fleet*: models with this rule (sometimes named Fleet of Foot/Claw/Hoof) may assault in the same turn in which they ran.
- Furious Charge: in a turn where models with this rule assault into combat, they add +1 to both Initiative and Strength when attacking in close combat (this bonus does not apply to the Initiative test for sweeping advances).
- Hit & Run*: a unit with this rule that is locked in combat may choose, at the end of the Assault phase, to leave combat: take an Initiative test — on a failure nothing happens and the unit stays locked in the fight; on a success, the unit immediately breaks off and moves up to 3D6" in a straight line in any direction, ignoring the units it was fighting (no sweeping advance is made by either side). This move is not slowed by difficult terrain but dangerous terrain tests still apply. Enemy units no longer in combat may consolidate. If units with Hit & Run exist on both sides of the same fight, roll off to see who disengages first, then alternate. If the last such unit ends up no longer in combat, it consolidates instead.
- Infiltrate*: units with this rule deploy last, after all other units (friend and foe) are placed. If both sides have infiltrators, roll off, and alternate deploying them thereafter. Infiltrators may deploy anywhere more than 12" from any enemy unit, provided no already-deployed enemy unit can draw line of sight to them (including from inside a building, as long as the building itself is more than 12" from any enemy unit); alternatively, they may deploy anywhere more than 18" from any enemy unit, even in plain sight. A unit with this rule cannot infiltrate if deployed inside a transport. This rule also grants a special outflank move to infiltrators kept in reserve.
- Move Through Cover*: when rolling to move through difficult terrain, roll an extra D6 and keep the three highest-scoring dice.
- Night Vision/Acute Senses: when the Night Fighting mission special rule is in effect, models with this rule may re-roll the test to determine how far they can see, but must abide by the new result. A character with this rule confers it onto any unit it joins (for as long as it's with them); a unit with this rule confers it onto any character that joins it (for as long as it's with them).
- Preferred Enemy: in close combat, models with this rule may always re-roll their to-hit rolls against their preferred enemy. This does not work when attacking a vehicle that has no Weapon Skill characteristic.
- Rage: in the Movement phase, units with this rule must always move as fast as possible toward the closest visible enemy. In the Shooting phase, they may choose to run, but if so must run toward the closest visible enemy. In the Assault phase, they must always consolidate toward the closest visible enemy. This rule is ignored while falling back, while embarked on a transport, or when no enemy is visible.
- Relentless: unlike ordinary infantry, relentless models (e.g. monstrous creatures, jet packers, bikers) may fire Rapid Fire and Heavy weapons as though stationary even if they moved in the preceding Movement phase, and may also assault in the same turn they fire such weapons. A relentless independent character must still obey the assault restrictions of a non-relentless unit it has joined.
- Scouts*: after both sides have deployed (including infiltrators) but before the first player's first turn, scout units may make a normal move as in the Movement phase, except they must end more than 12" from any enemy. If both sides have scouts, roll off and alternate moving them. A scout-equipped unit deployed inside a dedicated transport confers the scout ability to the transport as well. This rule also confers a special outflank move onto scouts kept in reserve.
- Skilled Rider: may re-roll failed dangerous terrain tests, as long as its unit type is bike or cavalry.
- Slow and Purposeful: models with this rule are relentless (see above), but always count as moving through difficult terrain (including in assaults). A slow and purposeful independent character forces the unit he joins to move at his speed, and vice versa, since units move at the speed of their slowest model.
- Stealth: all of the unit's cover saves are improved by +1.
- Stubborn: when taking Morale tests, stubborn units always ignore negative Leadership modifiers. A stubborn independent character confers this onto any unit it joins.
- Swarms: represent creatures too small individually to matter, but dangerous en masse. All swarms have the Stealth and Vulnerable to Blasts/Templates rules. In addition, intervening swarms never grant a cover save to monstrous creatures or vehicles firing/being fired over/through them.
- Tank Hunters: add +1 to armour penetration rolls against vehicles, both at range and in close combat, and automatically pass Morale checks caused by tank shock.
- Turbo-boosters*: bikes and jetbikes with this rule may move up to 24" in the Movement phase when using it, but cannot move through difficult terrain, shoot, launch assaults, or take any other voluntary action that turn. In the following enemy Shooting phase, the unit gets a 3+ cover save (representing how hard it is to hit), but loses the ability to go to ground and automatically passes Pinning tests that phase. The unit must end its move at least 18" from its starting point to claim this cover save, since it relies on flat-out speed.
- Vulnerable to Blasts/Templates: if the unit is a vehicle, each blast/template hit counts as two hits; if not a vehicle, each unsaved wound from a blast/template is doubled to two wounds.
Buildings and Ruins
Defining buildings and ruins
Players should agree before the game how each terrain structure behaves — there is no single right way, and structures can behave differently from game to game.
Buildings
A "building" is any intact structure into which models cannot physically be placed (bunkers, barracks, hardened control centres, etc.); it is used both as cover to hide behind and as a firing position, using aspects of the transport vehicle rules to let squads occupy and fire from it.
Impassable buildings: a building that looks impossible or nonsensical for models to enter (fortifications with barred doors, solid metal cubes, gas storage silos, thermonuclear reactors, etc.) can be deemed impassable terrain. Impassable buildings and movement follow the normal rules for impassable terrain, and models cannot enter for any reason; the building still blocks line of sight and provides cover as usual. If it's possible to physically place models on top of an impassable building, jump infantry, jetbikes, and skimmers may end their move there, treating it as dangerous terrain.
Occupying buildings: models enter or exit a building through an agreed access point, following the same procedure as embarking/disembarking a vehicle (including emergency disembarkation). Only one infantry unit (plus joined independent characters) may occupy a building at a time. The building's transport-style capacity is agreed beforehand — a small bunker might hold ten models, a large bastion any number from a single unit. Where a Codex says certain large infantry models count as more than one model for transport capacity (e.g. Space Marine Terminators count as two), the same applies to buildings. Models entering a building are removed from the table, with their position noted. Jump infantry, jetbikes, and skimmers cannot land on a building occupied by enemy units.
Firing from buildings: buildings have fire points, agreed beforehand, from which unit models may fire out (typically two models per fire point unless agreed otherwise). All models firing from a building via its fire points must target a single enemy unit, as normal.
Attacking buildings: units may shoot at or assault an occupied building just as if it were a vehicle. Units inside a building cannot be attacked directly, but are affected the same way as occupants of a damaged transport vehicle, and may be forced to disembark. Bunkers and bastions have an Armour Value of 14 all around; other buildings' Armour Values may range from 9–13 (see the Buildings Armour Chart), agreed beforehand.
Buildings Armour Chart:
| Building | Armour Value |
|---|---|
| Bastion or bunker | 14 |
| Stone-walled palace | 13 |
| Concrete city building | 12 |
| Brick house | 11 |
| Log cabin | 10 |
| Corrugated iron or wooden shed | 9 |
When shooting at a building, roll to hit and for armour penetration normally (in close combat, buildings are hit automatically, just like stationary vehicles). Stunned, Immobilised, and Weapon Destroyed results are treated as Shaken instead (Weapon Destroyed still works normally if the players have agreed to use the building's mounted weapons). Wrecked buildings become difficult and dangerous terrain, like a wrecked vehicle — players may replace one with a ruin, and a building that explodes can be replaced with rubble or a crater. Bunker- or bastion-mounted weapons cannot be fired unless the players agreed beforehand, or a specific mission/terrain rule allows it; by default such weapons are assumed abandoned and non-functional.
Template weapons against buildings: if one or more of a building's fire points fall under a template weapon, the occupying unit suffers D6 hits from that weapon in addition to the building itself suffering its normal single hit.
Parapets and battlements: models placed on a rooftop parapet may fire in addition to those using fire points, but still count as being in the building (they cannot be shot or assaulted directly). If a Damage roll is made against the building while some occupants are on the roof, add +1 to the result.
Ruins
Ruins are the easiest structures to use, since players can place models inside them directly and move them around.
Ruins: the basics: all ruins are area terrain (giving a 4+ cover save) and difficult terrain. Players may also agree to treat some ruins as dangerous terrain as well, representing unstable or burning structures.
Ruins with bases: a ruin mounted on a base treats the base itself the same as the upper floors — area terrain (4+ cover) and difficult terrain.
Ruins without bases: the ground floor of an unmounted ruin is not counted as either difficult or area terrain, though units still take difficult terrain tests moving through walls or climbing to upper floors.
Coping with different heights: measure weapon ranges between models on different levels base to base, at an angle as needed, estimating where a wall or stanchion makes exact measurement impossible.
Unit coherency in ruins: models spread across two or more levels stay in coherency as long as a lower-level model's body is within 2" of the base of a model on the level above (measuring 2" up from the head of the lower model to the base of the higher one).
Moving within ruins: only infantry, jump infantry, jetbikes, monstrous creatures, and walkers may move onto the upper levels of a ruin (only where a model can physically be placed there); other unit types are restricted to ground level.
- Infantry, monstrous creatures, and walkers: each level of a ruin is assumed to be 3" tall. Moving up or down a level costs 3" of movement. Since ruins are difficult terrain, roll the difficult terrain test (2D6, take the highest) to see what a model can do that phase: on a 1 or 2, no vertical movement is possible (horizontal movement on the current level is still allowed); on a 3, the model may move up to 3" horizontally, or go up/down one level with no horizontal movement; on a 4 or 5, the model may move horizontally up to the rolled distance and go up/down a level, or move horizontally for the remaining 1"–2"; on a 6, the model may go up/down two levels with no horizontal movement, or move one level up/down and 3" horizontally.
- Jump infantry and jetbikes: using their jump packs or grav engines, these are not hindered by difficult terrain and may move over any terrain freely. However, if such a model starts or ends its move in difficult terrain (such as a ruin), it must take a dangerous terrain test. Surviving models are simply placed anywhere within 12" of their starting point, including on a different level of a ruin.
- Walls, doors, ladders and lateral thinking: whether troops can move through walls without doors, or must find an opening, is left to player agreement — the normal difficult terrain rules already permit moving straight through, or players may require using doors, windows, or grates instead. The same applies to climbing between levels without visible stairs or ladders.
Template and blast weapons in ruins: to judge which models in a multi-level ruin are hit, hold the template or blast marker above the whole ruin and look down through it. Casualties may still be removed from anywhere in the unit, including models out of the firer's sight.
- Blast weapons: declare which floor is being targeted before firing; a blast weapon that scatters can still only hit models on the declared target level, even if the marker visually covers models on other levels.
- Barrage weapons: strike the highest level under the hole in the centre of the marker; only models on that level and under the template are hit.
- Template weapons: may only affect models on a single level — the firer's own level, or one level higher or lower — declared before the template is placed. A skimmer, jump infantry, or jetbike model firing a template weapon may target any single level of the ruin.
Ruins and assaults: engagement in an assault within a ruin uses the same coherency principle — distances between models on different levels are measured base-to-head, floor to floor. If the ruin's layout genuinely prevents moving assaulting models into base contact (unstable structure, limited space, etc.), place them as close as safely possible — commonly directly above or below the target, representing troops charging up or down a stairway — making clear to the opponent exactly which models are engaged.
Organising a Battle
Setting up a game follows five steps: agree points limit & choose forces; prepare the battlefield; select a mission; deploy forces; start the game.
Agree points limit & choose forces
Players agree a points limit for the battle, then pick forces totalling no more than that limit (it will often be a few points short, but this still counts as, e.g., a "1,000 points game"). A limit of 1,500–2,000 points per side gives a well-balanced game playable in a few hours; 500 points feels like a skirmish and plays in under an hour; 3,000+ points can take a full day.
Force organisation
Each Codex army list categorises its units by battlefield role — normally HQ (powerful commanders/monsters; every army needs at least one), Troops (the most common soldiers, forming the bulk of the army, with every army fielding at least two units), Elites (powerful, expensive specialists), Fast Attack (faster units for reconnaissance or rapid assault), and Heavy Support (the army's biggest guns, expensive but powerful). A Codex may use different category names, explained in its own army list.
Force Organisation Chart: the minimum and maximum number of units of each category are set out on a Codex's chart. A typical chart used by the three standard missions in this section is: compulsory 1 HQ and 2 Troops; optional 1 further HQ, 4 further Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support. One box on the chart allows one selection from that category; a dark/compulsory box must be filled. Some single choices let a player field more than one unit — this is always explained in the Codex.
Dedicated transports: a dedicated transport vehicle sits outside the Force Organisation Chart, attached to the unit it was bought for. When the distinction matters (e.g. for some missions or deployment types), it counts as being from the same category as the unit it was bought for — e.g. a Rhino bought for a Troops unit counts as Troops, but bought for an Elites unit it counts as Elites.
Other exceptions: some Codexes include units (often "supernumerary" or "insignificant") that are not part of the Force Organisation Chart at all and do not use up any of its selections; their own entry explains how many may be included.
Multiple detachment games: above roughly 2,500 points, the Force Organisation Chart deliberately becomes limiting. For an especially large game, players may agree a maximum number of detachments, each a separate army with its own Force Organisation Chart.
Non-standard missions: players may invent their own missions — varying deployment, victory conditions, terrain, or adding special rules of their own (barrages, volcanic eruptions, teleportation devices, etc.), and may also vary the Force Organisation Chart to suit.
Prepare the battlefield
The gaming surface: standard missions use a 6'×4' table, with each player sitting behind one of the long table edges — his "own" table edge (the direction units fall back toward). The two short edges belong to neither player.
How much terrain: roughly a quarter of the table should have terrain on it — about six or seven 12"×12" pieces on a standard 6'×4' table — for a balanced game where assault troops have a fair chance of reaching the enemy without being shot to pieces first. Aim for a mix of terrain that blocks line of sight and gives cover (woods, ruins), terrain that gives cover without blocking sight (barricades, craters, low rubble), and terrain that blocks sight completely (hills, rocky outcrops, buildings) — too little of the last kind favours shooting armies excessively, too much favours assault armies excessively.
Define the terrain: before the game, agree which pieces are area/difficult/dangerous terrain (or a combination), which are impassable, which are ruins, what cover saves different pieces confer, which buildings are impassable, and the Armour Values/fire points/access points/capacity for any buildings.
Select a mission
The three standard missions are Seize Ground, Capture and Control, and Annihilation — agree which to play, or roll D6:
| D6 | Mission |
|---|---|
| 1–2 | Seize Ground |
| 3–4 | Capture and Control |
| 5–6 | Annihilation |
Ending the game: standard missions last five to seven game turns. At the end of turn 5, roll a die: on a 1–2 the game ends immediately; on a 3+ turn 6 is played. At the end of turn 6 (if reached), roll again: on a 4+ the game continues to turn 7; otherwise it ends. At the end of turn 7 (if reached), the game ends automatically. In standard missions, before working out victory conditions, remove all units that are currently falling back — they count as destroyed.
Wipeout!: regardless of victory conditions, if at the end of any standard mission your enemy has no units left on the table, you automatically win the game.
Scoring units: for Seize Ground and Capture and Control, only "scoring units" can control an objective — these are all the units taken from an army's Troops allowance, except: vehicles, units with the Swarm special rule, and units with a special rule specifying they never count as scoring. A unit of Troops embarked in a transport can still control objectives (measured to the transport's hull).
Seize Ground
Before deciding deployment zones, the players determine the position of D3+2 objectives. Winner of a roll-off places one first (a counter, a terrain detail, or any equally clear marker), then the opponent places one, alternating until all are placed. Objectives may not be in impassable terrain, within 12" of a table edge, or within 12" of another objective.
Victory conditions: at game end, you control an objective if at least one of your scoring units, and no enemy unit (scoring or not), is within 3" of it (players agree beforehand exactly where on the objective this distance is measured from). Whoever controls the most objectives wins; equal control is a tactical draw.
Capture and Control
After deciding deployment zones but before deploying any unit, starting with whichever player will deploy first, each player chooses a point in his own deployment zone to be an objective (marked as above). Objectives may not be in impassable terrain or within 24" of the other objective.
Victory conditions: identical to Seize Ground — control (a scoring unit present, no enemy within 3") the most objectives to win; equal control is a tactical draw.
Annihilation
Victory conditions: each player scores 1 "kill point" for every enemy unit completely destroyed by the end of the game (a character with a retinue counts the character and his unit together as a single kill point). Highest total of kill points wins; equal totals are a tactical draw.
Deploy forces
Agree a deployment type, or roll D6:
| D6 | Deployment type |
|---|---|
| 1–2 | Pitched Battle |
| 3–4 | Spearhead |
| 5–6 | Dawn of War |
A note on secrecy: always let your opponent read your force roster after the game, and make clear which squads are embarked in which vehicle before deployment. Whether roster access is allowed during the game itself is up to the players (tournaments typically require full disclosure).
Infiltrators and scouts: in all three deployment types, the sequence is: players deploy their forces (except reserved units, and units using infiltrate), then infiltrators deploy, then units with the scouts special rule make their moves.
Multiple unit choices: a single Codex selection sometimes buys several separate units at once (dedicated transports, etc.); apart from being bought together, they act as fully separate units.
Seize the initiative!: in any standard mission, just before the player who is due to go first begins his first turn, his opponent may attempt to steal the initiative: he rolls a D6, and on a 6 he goes first instead, immediately beginning his own first turn (this cannot then be stolen back).
Pitched Battle — Long Table Edges
The table is divided lengthways into two halves through the middle of the short edges. Players roll off; the winner chooses to go first or second. The player going first chooses one long table edge as his own, and deploys his force in his half, with every model more than 12" from the table's centre line (his "deployment zone"). His opponent deploys in the other half. Deploy infiltrators and make scout moves. The player who chose his deployment zone first begins game turn 1 with the first player turn.
Spearhead — Table Quarters
The table is divided into four quarters by two perpendicular lines through the centre point. Players roll off; the winner chooses to go first or second. The player going first chooses a long table edge as his own, and deploys his force in one of the two quarters on his side, more than 12" from the table's centre (his deployment zone). His opponent deploys in the diagonally opposite quarter. Deploy infiltrators and make scout moves. The player who chose his deployment zone first begins game turn 1 with the first player turn.
Dawn of War — Table Halves
The table is divided lengthways into two halves. Players roll off; the winner chooses to go first or second. The player going first chooses a long table edge as his own, then deploys up to two units from his Troops selections and one unit from his HQ selections in his half (his deployment zone). His opponent does the same in the other half, positioning his three units more than 18" from any enemy unit. Troops and HQ units able to infiltrate may do so, provided at most one HQ and two Troops units remain deployed on the table at the end of deployment. Make scout moves. The player who chose his deployment zone first begins game turn 1 with the first player turn. Every undeployed unit not held in reserve must enter play in the Movement phase of its first player turn, moving on from its own table edge exactly as a unit arriving from reserve. During game turn 1, the Night Fighting mission special rule is in effect.
Mission special rules
All standard missions use the Reserves and Deep Strike special rules below; Night Fighting is used with the Dawn of War deployment type.
Reserves
Preparing reserves: during deployment, a player may leave one or more units undeployed, in reserve, to arrive in later turns. He must explain the organisation of his reserves to his opponent: whether any independent characters held in reserve are joining a unit (in which case they arrive together, otherwise they count as a separate unit for reserve rolls), and whether any reserved transport vehicle is carrying any reserved infantry/characters (in which case they roll for arrival and arrive together — a dedicated transport can only be kept in reserve empty or carrying the unit it was bought for, plus any joined characters). If reserved units have Deep Strike, Scouts, or Infiltrate, the player must declare during deployment whether they will use that special rule to deep strike/outflank, or simply enter from his own table edge when they arrive — this choice cannot be changed later.
Rolling for reserves: at the start of each Movement phase after the first, before moving any unit, roll a D6 per reserved unit:
| Turn | Unit arrives on a roll of |
|---|---|
| 1 | N/A |
| 2 | 4+ |
| 3 | 3+ |
| 4 | 2+ |
| 5+ | Automatic |
Once all reserve rolls are made, the player deploys the arriving units one at a time (choosing the order), then moves the rest of his units as normal. Reserve rolls must be made as soon as possible and units brought on as soon as available — they cannot be delayed or held back once eligible.
Arriving from reserve: a reserve unit moves onto the table from its controller's own table edge (unless deep striking or outflanking), each model's move measured from the table edge as if it had been just off the board and moved normally that phase — models cannot simply be placed touching the edge and then moved further, since that would exceed their move. A special rule forcing a specific direction of movement (e.g. Rage) is ignored on the turn a unit arrives from reserve. A permanently immobile unit that cannot be deployed (e.g. under Dawn of War) or that the player keeps in reserve instead enters via deep strike.
Outflank: during deployment, units with the Scouts or Infiltrate special rule may be declared as attempting to outflank. When such a unit arrives from reserve, roll a D6: on 1–2 it enters from the left short table edge (from the owning player's perspective), on 3–4 the right, on 5–6 the player's choice. It moves on as other reserves do. If bought together with a dedicated transport, the unit may outflank with the transport, but must then enter embarked in it.
Deep Strike
Units using this option must begin the game in reserve (even in a mission not using the reserves special rule generally). Roll for arrival as for reserves, then deploy as follows: place one model from the unit anywhere on the table at the intended arrival point and roll the scatter dice — a HIT means it stays there; an arrow means it scatters 2D6" in that direction. The unit's remaining models are then arranged in coherency around the first model, forming expanding rings each touching the model(s) inside it.
Models arriving by deep strike treat all difficult terrain as dangerous terrain. In the Movement phase they arrive, they cannot move any further except to disembark from a deep-striking transport. Deep striking into a ruin places the models on the ground floor. Units may not deep strike directly inside a transport vehicle or a building — both count as impassable terrain for this purpose. In that turn's Shooting phase they may fire (or run) as normal, counting as having moved in the preceding Movement phase (vehicles count as having moved at cruising speed). In that turn's Assault phase, they may not launch an assault, even with the Fleet special rule, unless a specific rule states otherwise.
Deep strike mishaps: if any model in a deep-striking unit would be placed off the table, in impassable terrain, on top of a friendly model, or within 1" of an enemy model, roll on the Deep Strike Mishap table instead:
| D6 | Effect |
|---|---|
| 1–2 | Terrible accident! The entire unit is destroyed. |
| 3–4 | Misplaced. The opponent may deploy the unit anywhere on the table (excluding impassable terrain, but difficult terrain — counting as dangerous for deep strikers — is allowed), in a valid deep strike formation, without rolling for scatter. |
| 5–6 | Delayed. The unit returns to reserve. If this happens in turn 5 or later and the game ends while the unit is still in reserve, it counts as destroyed. |
Night Fighting
After a unit is selected as a target but before it fires, check whether the firers can spot it: roll 2D6 and multiply by 3, then measure the distance between the two units (vehicles measured to/from their hull, not their guns). If the distance exceeds the total rolled, the firing unit cannot fire at all that Shooting phase — it cannot find its target in the dark. Barrage and ordnance barrage weapons can still fire at targets in the dark, but if they do and fail to score a hit, add an extra D6" to the distance scattered.
Victory Points
Victory points (VPs) give a tiebreaker when a mission ends in a draw on its normal victory conditions (objectives, kill points, etc.), or a finer measure of how thoroughly one side beat the other. VPs are gained by inflicting damage on enemy units, as follows.
Units destroyed: at the end of the game, every destroyed unit is worth VPs equal to its full points cost (including all wargear and upgrades) to the opponent. A unit that ends the game falling back, or that has fled off the battlefield, counts as destroyed for this purpose.
Units at half strength: every surviving enemy unit that has lost half or more of its starting models is worth VPs equal to half its points cost (including wargear/upgrades), rounded down. A unit that started the game as a single model (an independent character, a monstrous creature) is worth half its points cost in VPs if it has lost half or more of its starting Wounds. A vehicle is worth half its points cost in VPs if it is suffering the effect of any Damaged result at game end.
Moral victory: each player totals the VPs he scored by damaging the enemy, then the two totals are compared. A difference of less than 10% of the game's points limit (e.g. 150 VPs in a 1,500-point battle) means the battle was closely fought; a bigger difference shows one side seriously damaged the other's force, even if it did not win outright on the mission's own victory conditions.
Quick Reference Sheet
A condensed summary of the core procedures and charts, for reference during play.
Turn sequence: 1. The Movement Phase. 2. The Shooting Phase. 3. The Assault Phase.
Shooting sequence: 1. Pick one of your units, check its line of sight and choose a target for it. 2. Check range. 3. Roll to hit. 4. Roll to wound. 5. Take saving throws. 6. Remove casualties.
Assault phase: 1. Move assaulting units. 2. Defenders react. 3. Resolve combats.
Roll to hit (shooting) — firer's BS 1/2/3/4/5 needs 6/5+/4+/3+/2+ to hit.
Morale checks: a unit takes a Morale check if — it takes 25% or more casualties in a single phase (close combat casualties do not count; test at the end of the phase); an enemy tank performs a tank shock on it (test once the tank has moved into contact); or it is defeated in close combat in the Assault phase (test once assault results are established, with Leadership modified by -1 for every point its side lost the combat by).
Difficult terrain — effects on movement:
| Unit Type | Slowed by difficult terrain? | Dangerous terrain test required? |
|---|---|---|
| Infantry | Yes | No* |
| Bikes | No | Yes |
| Jetbikes | No | Only if move starts/ends in the terrain |
| Monstrous creatures | Yes | No* |
| Jump Infantry | No | Only if move starts/ends in the terrain |
| Artillery | Yes | No for crew*. Yes for gun models. |
| Beasts & Cavalry | Yes | No* |
| Vehicles – Walkers | Yes | No* |
| Vehicles – Skimmers | No | Only if move starts/ends in the terrain |
| Vehicles – Other | No | Yes |
*unless the terrain is also categorised as dangerous.
Reserves table:
| Turn | Unit arrives on |
|---|---|
| 1 | N/A |
| 2 | 4+ |
| 3 | 3+ |
| 4 | 2+ |
| 5+ | Automatic |
Cover chart:
| Cover Type | Save |
|---|---|
| Razor wire, wire mesh | 6+ |
| High grass, crops, bushes, hedges, fences | 5+ |
| Units (friends and enemies), trenches, gun pits, tank traps, emplacements, sandbags, barricades, logs, pipes, crates, barrels, hill crests, woods, jungles, wreckage, craters, rubble, rocks, ruins, walls, buildings, wrecked vehicles | 4+ |
| Fortification | 3+ |
Resolving combats: 1. Pick a combat. 2. Fight Close Combat — engaged models roll to hit and to wound in Initiative order; opponents take saving throws as required. 3. Determine Assault Results — total wounds inflicted; the side that inflicted the most wounds overall wins. 4. Loser Checks Morale — a failed check means it falls back; on a pass, go directly to Pile In. 5. Sweeping Advances, Fall Backs and Consolidations — units falling back from close combat test to see if they successfully break off; failure means they are destroyed; winners may then consolidate. 6. Pile In — if units are still locked in close combat, any models not engaged move 6" toward the enemy to continue the fight next turn. 7. Pick another combat and repeat until all combats have been resolved.
To Hit chart (Assault) — see the Assault Phase's Rolling to hit table above (attacker's WS across the top vs. opponent's WS).
To Wound chart — see the Shooting Phase's Roll to wound table above (Strength vs. Toughness).
Weapon type summary (not for vehicles):
| Weapon Type | Moving and Firing | Firing and Assaulting |
|---|---|---|
| Pistol | Can move and fire once | May fire once in the Shooting phase and then assault the same enemy unit in the Assault phase. Counts as an additional weapon in close combat. |
| Rapid Fire | Fire twice at up to 12", or remain stationary and fire once up to maximum weapon range | Unit may not assault if the weapon was fired in the Shooting phase (unless allowed to by a special rule). |
| Assault | Can move and fire normally | May fire in the Shooting phase and then assault the same enemy unit in the assault phase. |
| Heavy | Cannot move and fire | Unit may not assault if the weapon was fired in the Shooting phase (unless allowed to by a special rule). |
Vehicle Damage table — see the Vehicles section's Damage rolls table above (result and modifiers: Glancing Hit -2, Hit by AP– weapon -1, Hit by AP1 weapon +1, Target is open-topped +1).
Deep Strike Mishap table — see the Organising a Battle section's table above.
Vehicles' moving & shooting summary chart — see the Vehicles section's summary chart above.