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Reference Sheet
11th ed.

Reference Sheet

Warhammer 40,000 · 11th edition · Turn sequence

Command

  1. 1. Command

    Both players gain 1CP.

  2. 2. Battle-shock

    Each of your units that is battle-shocked or at (or below) half-strength makes a battle-shock roll:

    • Roll 2D6: pass if 2D6 ≥ Ld.
    • If it fails, the unit (and each model in it) is battle-shocked.
    • A battle-shocked unit that passes is no longer battle-shocked.

    While battle-shocked: OC of its models is “–”, it cannot be targeted by stratagems and it cannot start actions.

Movement

  1. 1. Move units

    Each unit is selected once and makes one move (it can also Remain Stationary).

    • Move: up to M. Must end unengaged.
    • Advance: roll a D6 and move up to M + D6. Must end unengaged. Until the end of the turn it cannot charge or start an action, and it can only shoot with [ASSAULT] weapons.
    • Fall Back (only if engaged): up to M. Must end unengaged. Until the end of the turn it cannot shoot, charge or start an action. Choose a mode:
      • Ordered Retreat (if not battle-shocked): models cannot move through enemy models.
      • Desperate Escape (mandatory if battle-shocked): make a hazard roll for each model (D6: on 1–2, 1 mortal wound, or 3 if all its models are MONSTER/VEHICLE). Models can move through enemy models. If the unit is not battle-shocked, it then makes a battle-shock roll.
  2. 2. Reinforcements

    Units in Strategic Reserves arrive with an Ingress move, from the 2nd battle round (unless stated otherwise).

    • Set up wholly within 6" of a battlefield edge and more than 8" horizontally from all enemy units. Measure horizontal distance.
    • Before the 3rd battle round, no model can be set up in the opponent’s deployment zone.
    • Afterwards, until the next Charge phase, the unit cannot make any other type of move.

Shooting

  1. 1. Select unit

    Select a friendly unit that has not shot this phase, then a shooting type:

    • Normal: unengaged and did not Advance.
    • Assault: unengaged and Advanced; only [ASSAULT] weapons.
    • Close-quarters: engaged, did not Advance; has [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE.
    • Indirect: unengaged, did not Advance; has [INDIRECT FIRE] weapons.
  2. 2. Select weapons & targets

    Each model selects the ranged weapon(s) it fires. For each weapon, select one enemy unit that is visible, within range and unengaged.

  3. 3. Make attacks
    1. Hit Roll: hit if D6 ≥ BS. Unmodified 6 always succeeds (critical hit), 1 always fails.
    2. Wound Roll: roll D6, see Wound Roll table. Unmodified 6 always succeeds (critical wound), 1 always fails.
    3. Save Roll: Opponent groups their models and rolls a D6 for each wound (wounded models first, CHARACTER groups last).
    4. Inflict Damage: Opponent selects the model for each save, lowest results first. Save if D6 − |AP| ≥ Sv (or D6 ≥ InSv); an unmodified 1 always fails. On a failed save the model loses wounds equal to the weapon’s D.
  4. 4. Repeat

    Repeat for the next weapon and target until all attacks are resolved, then select the next unit.

Charge

  1. 1. Select unit

    Declare a charge with a unit that is on the battlefield, within 12" of an enemy unit, unengaged, and did not Advance or Fall Back this turn.

  2. 2. Make charge roll

    Roll 2D6: the result is the maximum distance of the charge move.

  3. 3. Select target(s)

    Select one or more enemy units within 12" of your unit and within the maximum distance: they are the charge targets. If the unit cannot end its move engaged with all of them, the charge fails and the unit does not move.

  4. 4. Make charge move
    • Each model must end its move closer to a charge target. A model that can end within 1" of a charge target, or engaged with one, must do so.
    • The unit must end engaged with all charge targets and with no other enemy unit.
    • Until the end of the turn each model has Fights First.
  5. 5. Repeat

    Repeat with the next unit that will charge.

Fight

  1. 1. Pile in

    All eligible units pile in before any fighting: the active player first, then the opponent. Eligible if engaged, or made a charge move this turn (or is selected for an Overrun fight).

    • Move each model up to 3". Models in base contact with an enemy cannot move.
    • Targets: every enemy unit it is engaged with, or otherwise enemy units within 5".
    • Each model moved must end closer to the closest target and engaged with it if possible. The unit must end engaged, and models that started engaged must still be.
  2. Fight step · see “Fight order” below
  3. 2. Select unit

    Eligible if it is engaged (or was at the start of the step) or made a charge move. Choose a fight type:

    • Normal fight: the unit is engaged.
    • Overrun fight: the unit is unengaged, or became engaged during the phase. It makes one extra pile-in move first.
  4. 3. Select weapon

    Each model selects one melee weapon.

  5. 4. Select targets

    Enemy units engaged with the model, up to as many targets as the weapon’s A.

  6. 5. Make attacks
    1. Hit Roll: hit if D6 ≥ WS. Unmodified 6 always succeeds (critical hit), 1 always fails.
    2. Wound Roll: roll D6, see Wound Roll table. Unmodified 6 always succeeds (critical wound), 1 always fails.
    3. Save Roll: Opponent groups their models and rolls a D6 for each wound.
    4. Inflict Damage: Opponent selects the model for each save. Save if D6 − |AP| ≥ Sv (or D6 ≥ InSv); an unmodified 1 always fails. On a failed save the model loses wounds equal to the weapon’s D.
  7. 6. Repeat

    Repeat steps 2–5 until every eligible unit has fought.

  8. After all fights
  9. 7. Consolidate

    Every unit that was eligible to fight can consolidate: the active player first, then the opponent. Move up to 3" using the mode that applies:

    • Ongoing (engaged): models in base contact cannot move; each model moved ends closer to the closest selected enemy, engaged if possible; models that started engaged must still be.
    • Engaging (enemy within 3"): the unit must end engaged with all selected enemy units. Enemy units engaged that have not fought yet become eligible and fight.
    • Objective (objective within 3"): the unit must end unengaged and within range of the objective.

Fight order (in two steps)

  1. Units with the Fights First ability only.
  2. Remaining units.

Both players fight in turns, with the player whose turn it is starting the Fights First step. When the Fights First units run out, the remaining step starts with the player who was next to select. If a fight makes new Fights First units eligible, go back to step 1.

Wound roll

Attacker S vs. Target TPass if D6 ≥
S ≥ 2×T2+
S > T3+
S = T4+
T > S5+
T ≥ 2×S6+

Unofficial quick reference, checked against the 11th-edition Core Rules (Wahapedia); Fight-phase and Fall Back changes also cross-checked with Warhammer Community. Text in red is done by the opponent. When in doubt, the Core Rules win. Checked against the Core Rules on 2026-09-21.