Rules

The core rules of Warhammer 40,000 - the stratagems, missions and principles every commander wields on the battlefield.

  1. 01Core ConceptsBefore you learn how to move your warriors across the battlefield and attack the enemy in deadly firefights and bloody close combat, this section introduces some core concepts that underpin every Warhammer 40,000 battle.
  2. 02DatasheetsEach unit has a datasheet that explains how it functions in battle. Here you will learn how to use datasheets when preparing your army and playing games.
  3. 03MovingDuring a battle, you will move your models by picking them up and changing their position on the battlefield. The principles of movement are explained here.
  4. 04Making AttacksDuring the battle, your units will shoot at and fight the enemy, making attacks with their weapons each time they do so. This section explains how to make attacks with your models. Each time a unit shoots or fights, the active player follows these steps: 1. SELECT WEAPONS (04.01) 2. SELECT TARGETS (04.02) 3. RESOLVE ATTACKS (04.03)
  5. 05Attack SequenceWhenever models make attacks, you will follow the sequence detailed in this section to find out if they inflict damage. Each time the active player is instructed to resolve the attack sequence, they follow the steps below. In each step, if there is more than one dice to roll, make all of those rolls simultaneously. 1. HIT ROLLS 2. WOUND ROLLS 3. SAVE ROLLS 4. INFLICT DAMAGE If an attack fails or inflicts damage, this sequence ends for that attack. When all attacks have either failed or inflicted damage, this sequence ends and those attacks have been resolved.
  6. 06Other ConceptsThis section contains some additional rules concepts that are most frequently used while making attacks.
  7. 07The Battle RoundGames of Warhammer 40,000 are played in a series of battle rounds. This section describes the structure of the battle round, defining the order in which players take turns to move their units and make attacks with them. Each battle round is resolved by following these steps: 1. START OF BATTLE ROUND 2. PLAYER TURNS 3. END OF BATTLE ROUND
  8. 08Command PhaseIn the Command phase, both players gain Core CP, then you check the combat readiness of your forces and use any strategic-level abilities you may have. The Command phase is resolved by following these steps: 1. START OF COMMAND PHASE 2. GAIN CORE CP 3. BATTLE-SHOCK 4. COMMAND ABILITIES 5. END OF COMMAND PHASE
  9. 09Movement PhaseIn the Movement phase, you will be able to move each of your units across the battlefield. Reinforcements can also arrive in this phase to bolster your forces. The Movement phase is resolved by following these steps: 1. START OF MOVEMENT PHASE 2. MOVE UNITS 3. END OF MOVEMENT PHASE
  10. 10Shooting PhaseIn the Shooting phase, your units will take aim and use their ranged weapons to fire at their chosen targets. The Shooting phase is resolved by following these steps: 1. START OF SHOOTING PHASE 2. SHOOT 3. END OF SHOOTING PHASE
  11. 11Charge PhaseIn the Charge phase, you will be able to make charge moves with your units. This represents your forces closing the distance with their foes in order to engage them in bloody close combat. The Charge phase is resolved by following these steps: 1. START OF CHARGE PHASE 2. CHARGE 3. END OF CHARGE PHASE
  12. 12Fight PhaseIn the Fight phase, both players get to act. First, units will pile in to maximise the number of models that are engaged, then all the combatants will make melee attacks, before units consolidate their position. The Fight phase is resolved by following these steps: 1. START OF FIGHT PHASE 2. PILE IN 3. FIGHT 4. CONSOLIDATE 5. END OF FIGHT PHASE
  13. 13TerrainThis section provides rules for using terrain to transform your gaming table into an interactive, thematic battlefield. These rules help to bring your battlefield to life and introduce a vital tactical dimension to your games.
  14. 14ObjectivesObjectives represent critical locations that both sides are attempting to secure, and many missions require your forces to take control of them to achieve victory. This section describes how to do so with your models.
  15. 15StratagemsStratagems can be used by spending Command Points, to create epic moments of tactical brilliance or peerless martial might. They are used when a player deems that a critical point in the battle is reached, where extra combat prowess or fleeting but powerful effects are required to tip the balance in their favour.
  16. 16ActionsActions represent vital battlefield tasks your forces must carry out, from searching for missing archeotech to completing a blasphemous ritual.
  17. 17Monsters And VehiclesDue to their imposing bulk and implacable nature, Monsters and Vehicles function differently on the battlefield. This section details the additional rules required to use these units in your games.
  18. 18TransportsTRANSPORT models can carry passengers across the battlefield. This section explains how to use such models in your battles, and how units can embark within and disembark from them.
  19. 19Attached UnitsThe heroes of your army rarely fight alone. Instead, they typically lead bands of warriors, forming an attached unit that acts as a single entity. This section explains how to form attached units and how they function on the battlefield.
  20. 20Strategic ReservesStrategic reserves are units that arrive on the battlefield at different times, either because they were held back during deployment, or because they are using special abilities to reposition themselves.
  21. 21Flying and SurgingThis section supplements the basic rules for moving models, explaining how some units can fly over obstacles or surge closer to the enemy.
  22. 22Other Rules And AbilitiesIn addition to the core abilities presented elsewhere, many units have access to other rules and types of abilities that function as described below.
  23. 23AircraftAIRCRAFT fulfil a unique but limited role on Warhammer 40,000 battlefields. Hurtling through the skies while they duel one another, strafe ground forces or perform bombing runs, they are constantly on the move.
  24. 24Core AbilitiesThis section presents the most common abilities used in Warhammer 40,000. When these appear in other places, they are usually only referenced by name.
  25. 25Muster ArmiesThe following rules tell you how to create an army list out of models and units from your Warhammer 40,000 collection.