24.00 Core Abilities

This section presents the most common abilities used in Warhammer 40,000. When these appear in other places, they are usually only referenced by name.

24.01 Abilities

Many units have core abilities listed on their datasheets, and weapon abilities listed in their weapon profiles.

Weapon abilities are presented in square brackets with bold formatting, e.g. [BLAST]. Weapons are often described using a particular ability they have, e.g. [BLAST] weapons are those with the [BLAST] ability.

If a weapon ability is followed by one or more keywords, when making attacks with that weapon, that ability only applies if the target unit has one or more of those keywords.

Example: The [LETHAL HITS: VEHICLE] ability only applies to attacks that target a VEHICLE unit. The [SUSTAINED HITS 1: INFANTRY/BEASTS] ability only applies to attacks that target an INFANTRY/BEASTS unit.

24.01.01With The 'X' Ability

Some rules affect or require you to select a model or unit with a particular ability. When resolving such rules, any numbers following the ability are irrelevant when determining if such rules apply.

Example: If a rule instructs you to select a model from your army with the Deadly Demise ability, you could select a model with the Deadly Demise 1, Deadly Demise D3 or Deadly Demise D6 ability.

24.02 Duplicated Abilities

Multiple instances of the same core ability or weapon ability are not cumulative, regardless of any numbers or keywords included in them. In such cases, the controlling player must select which instance will apply at any one time. In the case of duplicated weapon abilities, this selection must be made each time that unit makes attacks, in the Select Weapons step.

  • Multiple instances of core abilities that include a number are duplicated even if that number varies. However, in the case of Scouts, you must select the lowest number not shared by every model in that unit (e.g. if every model in a unit has both Scouts 6" and Scouts 8", you could select Scouts 8" as it is shared by every model, but if a unit contains one model with Scouts 6" and five with Scouts 8", you must select Scouts 6").
  • Multiple instances of weapon abilities that include a number (e.g. [SUSTAINED HITS 1]) are duplicated even if that number varies (e.g. the controlling player would have to select between [SUSTAINED HITS 1] and [SUSTAINED HITS 2]).
  • Multiple instances of weapon abilities that include a keyword are duplicated even if that keyword varies (e.g. the controlling player would have to select between [ANTI‑VEHICLE 4+] and [ANTI‑INFANTRY 2+]).

24.03 [ANTI]

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

24.04 [ASSAULT]

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

24.05 [BLAST]

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

24.06 [CLEAVE]

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

24.07 [CLOSE-QUARTERS]

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

24.08 Deadly Demise

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").

Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

24.09 Deep Strike

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

24.10 [DEVASTATING WOUNDS]

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

24.11 [EXTRA ATTACKS]

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
24.11.01Only [EXTRA ATTACKS] weapons

If a unit has [Extra Attacks] weapons, it does not need to select weapons without the [Extra Attacks] ability in order to make attacks with those [Extra Attacks] weapons.

24.12 Feel No Pain

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.

24.13 Fights First

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).

24.14 Firing Deck

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:

  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).

  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).

  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.

  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.

24.15 [HAZARDOUS]

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

24.16 [HEAVY]

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

24.17 Hover

Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.

24.18 [IGNORES COVER]

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

24.19 [INDIRECT FIRE]

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

24.20 Infiltrators

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.

24.21 [LANCE]

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

24.22 Leader

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.

See Attached Units (19)

24.23 [LETHAL HITS]

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

24.24 Lone Operative

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.

24.24.01Attached units and Lone Operative

If all models in an attached unit have Lone Operative, that unit will benefit from Lone Operative.

If a unit has Lone Operative, but models in that unit have different range values for Lone Operative, the highest value amongst that unit's models on the battlefield is applied to the whole unit.

If an attached unit below starting strength only contains models with Lone Operative, Lone Operative becomes active again.

Example: A Character with Lone Operative is attached to a bodyguard unit that has Lone Operative 15". Lone Operative 15" is therefore used for the whole unit.

Example: A Character with Lone Operative is attached to a bodyguard unit that does not have Lone Operative. Once all of the bodyguard models have been destroyed and only the Character remains, the Character's Lone Operative becomes active again.

24.25 [MELTA]

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

24.26 [ONE SHOT]

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

24.26.01Multiple [ONE SHOT] Weapons

If a model is equipped with more than one of the same weapon with the [ONE SHOT] ability (e.g. 2 hunter-killer missiles), that model can shoot with each of those weapons once per battle.

24.27 [PISTOL]

[PISTOL] and [CLOSE‑QUARTERS] are identical for all rules purposes. See [CLOSE‑QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.

24.28 [PRECISION]

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

24.29 [PSYCHIC]

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

24.30 [RAPID FIRE]

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

24.31 Scouts

This ability always takes the form Scouts X". In the Resolve Pre‑battle Abilities step, if every model in a unit has this ability, you can do one of the following:

  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (24.32).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

24.32 Scout Move

When eligible: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone. Maximum distance: The X" in Scouts X" Effect: Your unit moves as described in Moving (03). After moving: Your unit must be more than 8" horizontally from all enemy units.

24.33 Stealth

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).

24.34 Support

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.

See Attached Units (19).

24.35 Super-Heavy Walker

Each time a unit with this ability makes a normal, advance or fall-back move:

  • Models in that unit can move through models (including MONSTER/VEHICLE models, but excluding TITANIC models) and can move horizontally through sections of terrain features that are 4" or less in height.
  • Before moving that unit, you can select for all models in that unit to have the MOBILE keyword until that move ends. If you do, when that move ends, roll one D6: on a 1, that unit is battle-shocked. Designer’s Note: Gaining the MOBILE keyword for the duration of a move will enable models in that unit to move horizontally through dense terrain features (13.06).

24.36 [SUSTAINED HITS]

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

24.37 [TORRENT]

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

24.38 [TWIN-LINKED]

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

24.39 Damaged

This ability always takes the form Damaged X. While a model’s remaining wounds are equal to or less than X, that model is damaged:

  • While a model is damaged, that model's attacks have -1 to hit rolls.