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Rules Glossary
11th ed.

Rules Glossary

Warhammer 40,000 · 11th edition · Abilities & keywords

Weapon abilities“X” = value printed on the profile

[ABILITY: KEYWORD]

If a weapon ability is followed by keywords, it only applies to attacks that target a unit with one of those keywords. Example: [LETHAL HITS: VEHICLE] only applies against a VEHICLE unit; [SUSTAINED HITS 1: INFANTRY/BEASTS] only against an INFANTRY/BEASTS unit.

Core Rules 24.01

Duplicated abilities

Several copies of the same core or weapon ability are not cumulative, whatever numbers or keywords they carry: the controlling player selects which one applies (for weapons, every time the unit makes attacks, in the Select Weapons step).

Core Rules 24.02

[ANTI-X Y+]

If the target unit has keyword X, an unmodified Wound roll of Y+ is a Critical Wound. Example: [ANTI-VEHICLE 4+] against a VEHICLE unit: an unmodified 4+ is a Critical Wound.

Core Rules 24.03

[ASSAULT]

The unit can use assault shooting: it can shoot after making an Advance move, but only with its [ASSAULT] weapons.

Core Rules 24.04, 10.05

[BLAST X]

Gather 1 extra attack dice (X extra if it is [BLAST X]) for every 5 models in the target unit, counted in the Select Targets step and rounded down. A [BLAST] weapon cannot target a unit that is engaged, not even an engaged MONSTER/VEHICLE. Example: [BLAST 2], A 3, against 12 models: 4 extra dice, 7 in total.

Core Rules 24.05, 10.06, 17.03

[CLEAVE X]

Melee version of Blast. If all of the weapon’s attacks are aimed at one target unit, gather X extra attack dice for every 5 models in that unit (rounded down). Example: [CLEAVE 1], A 3, against 16 models: 3 extra dice, 6 in total.

Core Rules 24.06

[CLOSE-QUARTERS]

The unit can use close-quarters shooting (engaged, did not Advance). While using another shooting type, each model that is not a MONSTER/VEHICLE chooses either its [CLOSE-QUARTERS] weapons or its other ranged weapons, not both.

Core Rules 24.07, 10.06

[DEVASTATING WOUNDS]

A Critical Wound ends that attack’s sequence and the target unit suffers mortal wounds equal to the weapon’s D, inflicted after any normal damage from those attacks. Those mortal wounds damage at most one model per Critical Wound; the rest are lost.

Core Rules 24.10

[EXTRA ATTACKS]

Models fight with this weapon in addition to another melee weapon: you select all their [EXTRA ATTACKS] weapons and one other melee weapon, if possible.

Core Rules 24.11

[HAZARDOUS]

When a unit is selected to shoot or fight, after all its attacks, make one Hazard roll for each [HAZARDOUS] weapon selected (see Hazard roll).

Core Rules 24.15, 06.03

[HEAVY]

In your Shooting phase, +1 to the hit roll if the unit is unengaged, was not set up on the battlefield this turn, and no model in it has moved more than 3" this turn.

Core Rules 24.16

[IGNORES COVER]

The target cannot have the benefit of cover against the attack, including cover granted by rules such as Stealth.

Core Rules 24.18

[INDIRECT FIRE]

The unit can use indirect shooting (unengaged, did not Advance): these weapons can target units that are not visible. Each attack: the target has the benefit of cover, you cannot re-roll hit rolls, and an unmodified hit roll of 1–5 fails. If the unit remained stationary this turn and the target is visible to a friendly unit, only 1–3 fail.

Core Rules 24.19, 10.07

[LANCE]

+1 to the wound roll if the attacking model’s unit made a charge move this turn.

Core Rules 24.21

[LETHAL HITS]

A Critical Hit can automatically wound the target if you choose (no wound roll is made). It is optional: you can roll to wound instead, which keeps the chance of a Critical Wound (for example for [DEVASTATING WOUNDS]).

Core Rules 24.23

[MELTA X]

If the target was within half range in the Select Targets step, add X to the weapon’s D for those attacks. Example: [MELTA 2] on a D6 weapon becomes D6+2.

Core Rules 24.25

[ONE SHOT]

The weapon can only be selected to make attacks once per battle. If a destroyed model returns to a unit, its already-used [ONE SHOT] weapons stay used; a new unit added to the army gets its [ONE SHOT] weapons afresh.

Core Rules 24.26

[PISTOL]

Identical to [CLOSE-QUARTERS] for all rules purposes. [CLOSE-QUARTERS] is the newer term and will supersede it as the edition goes on.

Core Rules 24.27

[PRECISION]

At the start of the Allocation Order step, if the target has a CHARACTER model visible to an attacker, the active player can select that model’s allocation group: it becomes the current allocation group until the attacks are resolved or it is destroyed. Mortal wounds from [DEVASTATING WOUNDS] on a [PRECISION] attack are applied to that group first.

Core Rules 24.28

[PSYCHIC]

You can ignore any or all modifiers to the attack’s BS/WS and to its hit roll. These attacks are psychic attacks.

Core Rules 24.29

[RAPID FIRE X]

X extra attack dice if the target was within half range in the Select Targets step.

Core Rules 24.30

[SUSTAINED HITS X]

Each Critical Hit scores X additional hits. Example: [SUSTAINED HITS 2]: a Critical Hit hits three times in total.

Core Rules 24.36

[TORRENT]

Every attack automatically hits (it is not a Critical Hit). [TORRENT] weapons cannot have [INDIRECT FIRE] or [PRECISION].

Core Rules 24.37, 01.05.01

[TWIN-LINKED]

You can re-roll the wound roll.

Core Rules 24.38

Core abilitiesListed on the datasheet

Damaged X

While a model’s remaining wounds are X or fewer, it is damaged: its attacks have −1 to hit rolls.

Core Rules 24.39

Deadly Demise X

When a model with this ability is destroyed (after any embarked units make their emergency disembark moves), roll a D6: on a 6, each unit within 6" suffers X mortal wounds (roll separately for each unit if X is random).

Core Rules 24.08

Deep Strike

When the unit makes an ingress move, if every model has this ability, it can be set up anywhere more than 8" horizontally from all enemy units, even in the opponent’s deployment zone.

Core Rules 24.09

Feel No Pain X+

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

Core Rules 24.12

Fights First

While every model in a unit has it, the unit is a Fights First unit and fights in the Resolve Fights First Combats step. Units that made a charge move have it until the end of the turn.

Core Rules 24.13, 11.04, 12.04

Firing Deck X

Each time this TRANSPORT is selected to shoot with units embarked: select up to X embarked models (from units not yet selected to shoot); each adds one of its ranged weapons (not [ONE SHOT]) to the transport until its attacks are resolved. Embarked units cannot shoot this turn.

Core Rules 24.14

Hover

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

Core Rules 24.17, 21.03

Infiltrators

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

Core Rules 24.20

Leader / Support

Before the battle, each leader or support unit can be attached to one friendly bodyguard unit it is allowed to lead, forming a single attached unit. Unless stated otherwise, a bodyguard unit has at most one leader and one support unit.

Core Rules 24.22, 19.01

Lone Operative (X")

Unless part of an attached unit, the unit is not visible to enemy models farther than 12", and [INDIRECT FIRE] weapons cannot target it unless the attacker is within 12". With Lone Operative X", use X" instead of 12" (after modifiers it stays between 9" and 30").

Core Rules 24.24

Scouts X"

In the Resolve Pre-battle Abilities step, if every model has it: a unit in Strategic Reserves can be set up wholly within your deployment zone, or a unit already wholly within it can make a scout move of up to X" (it must end more than 8" horizontally from all enemy units). A DEDICATED TRANSPORT can do so if every passenger has Scouts.

Core Rules 24.31, 24.32

Stealth

If every model has it, each ranged attack against the unit has the benefit of cover (see Benefit of Cover).

Core Rules 24.33

Super-Heavy Walker

On a Normal, Advance or Fall Back move: models can move through models (including MONSTER/VEHICLE, not TITANIC) and horizontally through terrain 4" or lower. You can also give the unit the MOBILE keyword for that move; if you do, roll a D6 when it ends: on a 1 the unit is battle-shocked.

Core Rules 24.35

Core conceptsRolls, statuses and basic terms

Battle-shock roll

A leadership roll for the unit. If it succeeds the unit does not become battle-shocked; if it fails the unit and each model in it is battle-shocked. In your Command phase you make one for each of your units that is battle-shocked or at or below half-strength (even units in reserves or embarked). No unit makes more than one there.

Core Rules 01.07, 08.03

Battle-shocked

While battle-shocked: the OC of its models is “–”; its controlling player cannot target it with stratagems; it cannot start actions (and cannot complete one already started). It persists: it only recovers by passing a battle-shock roll in a later Command phase. It can only Fall Back using Desperate Escape.

Core Rules 01.07, 09.07

Leadership roll

Roll 2D6: if the result is equal to or greater than one or more of the Ld characteristics in the unit, the roll succeeds. The rule that asked for it says what success or failure does.

Core Rules 01.06

Engaged / Unengaged

A model’s engagement range is within 2" horizontally and 5" vertically. Enemy models within each other’s engagement range, and their units, are engaged. A unit with no engaged models is unengaged.

Core Rules 03.04

Coherency

A unit of more than one model must set up and end every move in coherency: each model within 2" horizontally and 5" vertically of at least one other model in the unit, and within 9" horizontally and 5" vertically of every other model. At the end of each turn, models are removed one at a time from units that are not in coherency (they count as destroyed, without triggering “when destroyed” rules).

Core Rules 03.03

Starting strength / Half-strength

Starting strength = number of models at the start of the first battle round (for an attached unit, in the whole unit). A unit is at half-strength when its remaining models equal half its starting strength (or a single model’s wounds equal half its W), and below half-strength when fewer. A unit that cannot be split in half exactly can never be “at” half-strength, only below it.

Core Rules 01.02.01

Destroyed

A model is destroyed when its wounds reach 0; a unit when all its models are. First resolve rules triggered by the model being destroyed, then remove it (after the attacking unit’s attacks if it died to an attack). Destroyed models and units cannot use abilities or be targeted.

Core Rules 05.04.04

Mortal wounds

For each mortal wound the controlling player selects a model (a wounded non-CHARACTER model first, then any non-CHARACTER, then wounded CHARACTERs, then a CHARACTER); it loses 1 wound. Mortal wounds continue to the next model until all are inflicted or the unit is destroyed. Normal damage from the same attacks is resolved before mortal wounds.

Core Rules 06.02

Hazard roll

Roll one D6 for each hazard roll required: on a 1–2 the roll fails and the unit suffers 1 mortal wound (3 if every model in it is a MONSTER/VEHICLE). Several hazard rolls for a unit are made together. The mortal wounds are resolved on the unit, not on one chosen model.

Core Rules 06.03

Desperate Escape

A Fall Back mode: make a hazard roll for each model in the unit; models can be moved through enemy models. If the unit is not battle-shocked it then makes a battle-shock roll. It is mandatory for a battle-shocked unit and optional otherwise (the other mode is Ordered Retreat).

Core Rules 09.07

Critical Hit / Critical Wound

An unmodified 6 on a hit roll is a Critical Hit; on a wound roll a Critical Wound (some abilities change the number, e.g. [ANTI-X Y+]). Both still hit/wound and can trigger rules. An automatically successful roll is not critical.

Core Rules 05.01, 05.02

Hit roll

Roll a D6 per attack dice: an unmodified 1 always fails, an unmodified 6 is a Critical Hit, otherwise it hits if the result is equal to or greater than the attack’s BS/WS.

Core Rules 05.01

Wound roll

Roll a D6 per hit: unmodified 1 fails, unmodified 6 is a Critical Wound, otherwise compare S to T: S at least twice T = 2+; S greater than T = 3+; S equal to T = 4+; S less than T = 5+; S half T or less = 6+.

Core Rules 05.02

Save roll

The opponent rolls a D6 for each wounding attack; an unmodified 1 always fails. It succeeds if the result is at least the model’s InSv, or at least its Sv after applying the weapon’s AP (an AP of −1 turns a 3 into a 2). A failed save inflicts damage equal to the weapon’s D.

Core Rules 05.03, 05.04

Charge roll / Advance roll

A charge roll is 2D6 and gives the maximum distance of the charge move (it can never be modified above 12). An advance roll is a D6 added to the unit’s M for an Advance move.

Core Rules 11.02, 09.06

Modifiers

Modifiers are cumulative and applied in order: replace values, multiply, add, divide, subtract, then round fractions up. Hit and wound rolls can never be modified by more than −1 or +1 in total; a result below 1 counts as 1. An unmodified roll is the result after re-rolls but before modifiers.

Core Rules 02.02.01, 01.05.03

Improve / worsen

For WS, BS, Sv and Ld subtract/add from the number before the “+” (improving a 3+ by 1 gives 2+; worsening it gives 4+). AP is improved by subtracting (−1 becomes −2) and worsened by adding, to a maximum of 0. Other characteristics are simply added to or subtracted from.

Core Rules 02.02.01

Re-rolls

You re-roll some or all of the dice again. A roll made by adding dice (2D6, 3D6…) must be re-rolled in full. A dice can never be re-rolled more than once, and re-rolls happen before modifiers.

Core Rules 01.05.02

Automatic success

When a roll is automatically successful, do not roll: go to the next step as if the required result had been rolled. Rules that need a particular dice result do not trigger (so an automatic hit is not a Critical Hit).

Core Rules 01.05.01

Doubles / triples

A double is a roll in which any two dice show the same result; a triple, any three dice.

Core Rules 01.05.06

Within / Wholly within

“Within X"” means any distance not more than X". A model is within a distance if any part of its base is; wholly within if every part is. A unit is within if one or more models are, wholly within if all of its models are.

Core Rules 01.04.01

Base contact

Two models whose bases touch are in base contact (base-to-base), which is as close as possible. If an overhang makes touching impossible, models can count as in base contact when they are as close as possible and within 1".

Core Rules 01.04.04

Bearer

The model equipped with a weapon, enhancement or item of wargear.

Core Rules 02.06.01

Not on the battlefield

A unit in Strategic Reserves or embarked in a TRANSPORT is not on the battlefield: it is not visible to other units, cannot be measured to or from, and cannot be selected or targeted by rules needing visibility or distance. It still makes battle-shock rolls in your Command phase if it must.

Core Rules 01.02.04

Persisting effects

An effect lasting until a stated time. If a unit is placed in reserves or embarks, its persisting effects continue for their full duration once it is set up again. An effect with no stated duration lasts only for the phase in which it was given.

Core Rules 01.02.02

Aura ability

An ability tagged “Aura” that affects models or units within a stated range. The model is always within range of its own aura. A unit within range of the same aura more than once is affected only once.

Core Rules 22.01

Psychic ability

An ability tagged “Psychic”. Each wound it causes a model to lose is inflicted by a psychic attack.

Core Rules 22.03

Faction / wargear abilities

Faction abilities (army rules) belong to every unit of a faction and normally only apply if your army faction matches. Wargear abilities come from an item of wargear: its bearer has the ability until that model is destroyed.

Core Rules 22.02, 22.04

CharacteristicsModel and weapon profiles

Move (M)

The speed at which a model traverses the battlefield. An M of “–” means it can be set up but cannot otherwise be moved. After modifiers M is never less than 1".

Core Rules 02.02

Toughness (T)

The model’s resilience against harm. For an attached unit, attacks use the highest T among the bodyguard models (or among leaders/support if there are none left).

Core Rules 02.02

Save (Sv)

The protection a model’s armour gives it, as a dice result (e.g. 4+). It can never be improved to 1+ or better.

Core Rules 02.02

Invulnerable Save (InSv)

A dice result (e.g. 4+) from force fields or preternatural reflexes, not all models have one. The save roll is compared with it directly, so the weapon’s AP does not apply to it.

Core Rules 02.02, 05.04

Wounds (W)

How much damage a model can take. When its wounds are reduced to 0 or fewer, the model is destroyed.

Core Rules 02.02

Leadership (Ld)

A dice result (e.g. 7+) showing how courageous and self-controlled a model is; used for leadership and battle-shock rolls. After modifiers it cannot be 4+ or better, or 9+ or worse.

Core Rules 02.02

Objective Control (OC)

How effectively a model controls an objective. “–” means it cannot control objectives at all (a battle-shocked unit’s models have “–”).

Core Rules 02.02, 14.02

Range (R)

How far a ranged weapon can shoot. A weapon with R “Melee” is a melee weapon.

Core Rules 02.04

Attacks (A)

How many attack dice are used each time the weapon is used. In melee a weapon can target as many units as its A.

Core Rules 02.04

Ballistic Skill (BS) / Weapon Skill (WS)

A dice result (e.g. 4+): how accurate the bearer is with a ranged weapon (BS) or how skilled with a melee weapon (WS). It is what a hit roll must equal or beat.

Core Rules 02.04

Strength (S)

The higher a weapon’s S, the more likely it is to wound a foe (compared with the target’s T).

Core Rules 02.04

Armour Penetration (AP)

A modifier to the save roll (e.g. −1): the larger it is, the better the weapon cuts through the target’s armour. It cannot be worse than 0.

Core Rules 02.04

Damage (D)

The amount of damage inflicted by an attack that is not saved.

Core Rules 02.04

Terrain & visibility

Terrain area / feature

A terrain area is the ground occupied by a base or mat that holds terrain, by one terrain feature, or by features that together mark out an area. Each terrain feature belongs to a category.

Core Rules 13.01

Exposed, Light and Dense

Exposed (craters, razorwire): no hindrance. Light (barricades, low walls): gives cover, does not slow movement. Dense (buildings, ruins, armoured containers, woods): obstacle to large models and hides whole squads. Dense features have the Solid rule.

Core Rules 13.02–13.05

Terrain and movement

All models move through exposed/light terrain freely. Dense: INFANTRY/BEASTS/SWARM/MOBILE move horizontally through it, and INFANTRY/BEASTS/SWARM also vertically; other models move horizontally through sections 2" or lower, otherwise they go up and down and cannot end on non-ground surfaces. Vertical distance counts towards the move.

Core Rules 13.06

Benefit of Cover

A unit has the benefit of cover against a ranged attack if every model is an INFANTRY/BEASTS/SWARM model within a terrain area, or is not fully visible to the attacker because of terrain. The attack’s BS is worsened by 1.

Core Rules 13.08

Hidden / detection range

An INFANTRY/BEASTS/SWARM model in a terrain area with light/dense features is hidden if its unit made no ranged attacks this turn or the previous one. Hidden models can only be seen by enemies within their detection range (15" unless stated; after modifiers it stays between 9" and 30").

Core Rules 13.09, 02.02.01

Gone to ground

A hidden model that is not fully visible because of dense terrain, and whose unit made no ranged attacks this or the previous turn, has gone to ground: subtract 3" from its detection range.

Core Rules 13.11.01

Obscuring

Terrain areas with light or dense features are obscuring. If every line of sight between two models crosses an obscuring area (other than one either model is inside), they are not visible to each other.

Core Rules 13.10

Solid

Dense terrain has Solid: line of sight cannot be drawn across an enclosed gap that is 3" or less from ground level (doors, windows, holes). Some missions change the 3".

Core Rules 13.11

Plunging Fire

Improve the BS by 1 for a ranged attack against a visible unit with models on ground level if the attacker is on terrain 3" or higher, or is TOWERING and the target is within 12". It has no effect on or against AIRCRAFT.

Core Rules 22.05, 23.03

Visible / fully visible

Line of sight is an imaginary 1 mm-wide line from any part of the observer to any part of the target (models of the two units are ignored). A model is visible if any part is; fully visible if every part facing the observer is. A unit is visible if one or more models are; fully visible if every model is.

Core Rules 06.01

Frame

Models without a base (many MONSTER/VEHICLE) have the FRAME keyword: measure to and from the closest point on the model, and rotate it around its central axis.

Core Rules 17.02

Moves & set-up

Set up

Place the models so the unit is in coherency and unengaged and meets all other requirements. If it cannot all be set up, the unit returns to where it was (e.g. reserves or its transport).

Core Rules 03.02

Remain stationary

No models are moved or rotated. It does not trigger rules that trigger when a unit starts or ends a move.

Core Rules 09.04

Normal move

Up to M. The unit must be on the battlefield and unengaged, and end unengaged. A unit makes at most one Normal move per phase.

Core Rules 09.05

Advance move

Roll a D6: move up to M + the roll. Unengaged before and after. Until the end of the turn the unit cannot declare a charge or start an action, and can only shoot with [ASSAULT] weapons.

Core Rules 09.06

Fall-back move

Up to M, only if engaged; must end unengaged. Until the end of the turn the unit cannot shoot, declare a charge or start an action. Mode: Ordered Retreat (only if not battle-shocked) or Desperate Escape.

Core Rules 09.07

Ingress move

How Strategic Reserves units arrive, normally from the 2nd battle round: set up wholly within 6" of a battlefield edge and more than 8" horizontally from all enemy units (not in the opponent’s deployment zone before round 3). Afterwards no other move until the next Charge phase.

Core Rules 20.03, 20.04

Strategic reserves

Units placed aside before the battle (excluding FORTIFICATIONs); their total points cannot exceed 50% of your points limit. At the end of the third battle round reserves units that have not arrived are destroyed (except embarked units whose transport has arrived, and repositioned units).

Core Rules 20.01, 20.04

Repositioned unit

A unit removed from the battlefield and put in Strategic Reserves by a rule. It can be repositioned even after moving; if it is set up in the same turn it still counts as having Advanced, Fallen Back or Disembarked, and lasting effects on it continue.

Core Rules 20.02

Surge move

Granted by a rule. The unit must be not battle-shocked, unengaged and not moved this phase. It selects the closest enemy unit as the surge target and ends engaged with it if possible (otherwise as close as possible), and cannot end engaged with any other enemy unit or move again this phase.

Core Rules 21.02

Take to the skies (FLY)

A FLY unit making a Normal, Advance, Fall Back or Charge move can declare it takes to the skies: subtract 2" from the maximum distance, ignore vertical distance, and move through all models and all terrain categories.

Core Rules 21.03

Embark

After a Normal, Advance or Fall Back move a unit can embark in a friendly TRANSPORT if every model is within 3", it was not set up this turn, it is eligible and there is room. It is removed from the battlefield.

Core Rules 18.02

Disembark moves

In your Movement phase an embarked unit that did not embark this phase disembarks. Rapid (3", if the transport made a Normal or ingress move): cannot declare a charge. Tactical (3", if the transport stayed stationary or has not moved yet): then makes a Normal or Advance move. Combat (6"): hazard roll per model, may be set up engaged, unit is battle-shocked and cannot charge. Assault and Shock disembarks are set up within 3".

Core Rules 18.03, 18.04

Emergency disembark

When a TRANSPORT is destroyed, each embarked unit sets up within 6" (engaged if it cannot otherwise be placed), making a hazard roll per model; unplaceable models are destroyed. The unit is then battle-shocked and cannot declare a charge that turn.

Core Rules 18.05

Charge move

Up to the charge roll. Models must end closer to a charge target; each model that can end within 1" or engaged with one must do so. The unit must end engaged with all charge targets and no other enemy, and gains Fights First until the end of the turn.

Core Rules 11.04

Pile-in move

Up to 3" in the Fight phase for units that are engaged, made a charge move or are making an overrun fight. Models in base contact cannot move; each moved model ends closer to the closest target and engaged if possible; the unit must end engaged.

Core Rules 12.03

Consolidation move

Up to 3" after the fights, for units that were eligible to fight. Ongoing (engaged), Engaging (enemy within 3": must end engaged, new foes then fight) or Objective (objective within 3": end unengaged within range).

Core Rules 12.08

Overrun fight

A fight type for a unit that is unengaged (or became engaged during the phase): it makes one extra pile-in move first, then fights.

Core Rules 12.06

Attached unitsLeaders, support and bodyguards

Attached unit

A leader or support unit that leads a bodyguard unit forms one attached unit, which counts as a single unit for all rules purposes.

Core Rules 19.01

Attacking attached units

Attacks use the highest T among the bodyguard models, or among the leader/support models if no bodyguard is left. “When destroyed” rules trigger only when the last model that started the battle in the attached unit is destroyed.

Core Rules 19.02

Keywords of attached units

An attached unit has all the keywords of its component units, so any rule for those keywords affects it, but individual models do not gain each other’s keywords. Example: a leader with PSYKER makes the unit PSYKER, so [ANTI-PSYKER 4+] works against it even if the attack is not allocated to the leader.

Core Rules 19.03

Abilities in attached units

Abilities affecting a single model stay with that model. Abilities that affect a unit apply to every model of the attached unit until their source is destroyed: the last model of that leader/support or bodyguard unit, or the specific model.

Core Rules 19.04

Keywords

How keywords work

A unit has the keywords of all its models. A rule for units with a keyword applies if one or more models have it. Keywords separated by commas, “/” or “or” mean any one of them; adjacent keywords (e.g. AELDARI GUARDIANS) mean all of them; “non-KEYWORD” means without it. Singular and plural are the same. Faction keywords select the models in your army; otherwise they work like any other keyword.

Core Rules 02.05, 02.05.01

MONSTER / VEHICLE

Normal and Advance moves can go through friendly and enemy models (not other MONSTER/VEHICLE). Engaged ones can be shot at (−1 to hit, not by [BLAST]). They can use close-quarters shooting. A failed hazard roll is 3 mortal wounds if every model is one.

Core Rules 17.01, 17.03, 10.06, 06.03

INFANTRY / BEASTS / SWARM

In terrain: get the benefit of cover inside a terrain area, can be hidden, and move through dense terrain horizontally and vertically.

Core Rules 13.06, 13.08, 13.09

MOBILE

Can move horizontally through dense terrain features. A Super-Heavy Walker can gain it for one move.

Core Rules 13.06, 24.35

TITANIC

Cannot be targeted by Fire Overwatch; can start an action while engaged and still shoot afterwards; cannot be moved through by a Super-Heavy Walker.

Core Rules 15.08, 16.01, 24.35

TOWERING

Enables Plunging Fire from ground level against targets within 12".

Core Rules 22.05

CHARACTER

Has its own allocation group (last in the allocation order unless wounded), is picked last for mortal wounds, can be the target of [PRECISION], and can use the Epic Challenge stratagem.

Core Rules 05.03, 06.02, 24.28, 15.03

AIRCRAFT

Starts in Strategic Reserves; only makes ingress moves and returns to reserves at the end of the opponent’s turn; other units can move through it; cannot declare a charge, and only FLY units can charge it or make melee attacks against it; cannot start actions; cannot be chosen for Rapid Ingress.

Core Rules 23.01–23.04, 16.01

FORTIFICATION

Cannot be placed in Strategic Reserves and is not eligible to start actions.

Core Rules 20.01, 16.01

TRANSPORT / DEDICATED TRANSPORT

Has a transport capacity on its datasheet for models that can embark. Each friendly DEDICATED TRANSPORT must have a unit embarked at the end of the Declare Battle Formations step, or it is destroyed.

Core Rules 18.01

SMOKE

A friendly SMOKE unit can be the target of the Smokescreen stratagem.

Core Rules 15.10

EXPLOSIVES / GRENADES

Required to use the Explosives (Grenade) stratagem.

Core Rules 15.05

WALKER

A VEHICLE can only use Heroic Intervention if it is a CHARACTER/WALKER unit.

Core Rules 15.11

Objectives & actions

Objective / terrain objective

A mission places objectives on the battlefield; each coincides with a terrain area, which is the objective. Measure to and from the closest part of it. A model is within range while it is inside that terrain area.

Core Rules 14.01

Level of control

At the end of each phase and turn, add the OC of each player’s models within range: the highest total controls the objective. A tie means nobody controls it (unless it is secured). A unit is controlling an objective while it is within range of one you control and has a model with OC 1+.

Core Rules 14.02

Secured objective

A secured objective stays under your control even with no units in range, until your opponent’s level of control over it is greater than yours at the end of a phase.

Core Rules 14.03

Action

A task a unit performs. Each states when it starts, which units can perform it, its use limit, when it completes and its effect. All players can use core actions; others may be restricted (for example to a faction).

Core Rules 16.01

Starting an action

A unit cannot start one if it is not on the battlefield, is an AIRCRAFT/FORTIFICATION, is battle-shocked, has OC 0 or “–”, is engaged (unless TITANIC), Advanced or Fell Back this turn, or already started another action. Starting one means it cannot shoot (except TITANIC) or declare a charge this turn.

Core Rules 16.01

Completing an action

If the unit makes a move (other than a pile-in or consolidation move) or leaves the battlefield, it does not complete the action. Otherwise, when it completes, its effect is triggered.

Core Rules 16.01

Command points & stratagems

Command Points (CP)

A resource spent on stratagems. In the Gain Core CP step of each Command phase both players gain 1CP.

Core Rules 08.02, 08.02.01

Stratagem

Each states a CP cost, WHEN, TARGET, EFFECT and RESTRICTIONS. A player cannot use the same stratagem more than once per phase, and (unless stated) cannot target the same unit with more than one stratagem in a phase. If you cannot pay, you cannot use it. A battle-shocked unit cannot be targeted. See the Core Stratagems guide.

Core Rules 15.01

Modifying CP cost

A stratagem’s cost can never be reduced below 0CP or increased by more than 1CP in total. A modifier with no stated duration only applies to that use. An optional “+1CP” section is part of the stratagem’s original cost when used.

Core Rules 15.01.01, 02.02.01

“Your unit” in a stratagem

In an Effect it always means the unit(s) selected in the Target section, never another unit of your army. A unit selected as a target is affected by the stratagem.

Core Rules 15.01.03

Unofficial player reference, summarised from the 11th-edition Core Rules and Rules Appendix (Wahapedia, Rules Appendix); the numbers on the core abilities were also cross-checked with ThriftHammer. The number under each entry is its Core Rules paragraph. Text in bold is the part that matters most. When in doubt, the Core Rules win. Data fetched 2026-09-21.