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, 08.03Battle-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, 09.07Leadership 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 01.06Engaged / 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 03.04Coherency
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 03.03Starting 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 01.02.01Destroyed
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 05.04.04Mortal 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 06.02Hazard 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 06.03Desperate 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 09.07Critical 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, 05.02Hit 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 05.01Wound 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 05.02Save 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, 05.04Charge 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, 09.06Modifiers
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, 01.05.03Improve / 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 02.02.01Re-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 01.05.02Automatic 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 01.05.01Doubles / triples
A double is a roll in which any two dice show the same result; a triple, any three dice.
Core Rules 01.05.06Within / 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 01.04.01Base 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 01.04.04Bearer
The model equipped with a weapon, enhancement or item of wargear.
Core Rules 02.06.01Not 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 01.02.04Persisting 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 01.02.02Aura 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 22.01Psychic ability
An ability tagged “Psychic”. Each wound it causes a model to lose is inflicted by a psychic attack.
Core Rules 22.03Faction / 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