BASIC RULES

The rules on this page contain everything you need to know in order to use your Citadel miniatures collection to wage glorious battle across the war-torn galaxy.

The following rules explain how to play a game of Warhammer 40,000. First, select either the Only War mission or a mission pack. You will find mission packs for open play, matched play and narrative play in the Warhammer 40,000 Core Book. You will then need to muster an army of Citadel miniatures, create a battlefield and prepare for war. The battle is fought in a series of battle rounds, in which each player takes a turn until one player is declared the victor.

CORE RULES DEFINITIONS AND CONCEPTS

This page contains various rules terms that are referred to elsewhere in this rulebook, and gives an overview of some key concepts that form the basis of the rules in general.

MISSIONS

To play a game of Warhammer 40,000, you must first select a mission. The mission will tell you how to muster your armies, create your battlefield and deploy your armies. It will also tell you any special rules that apply to the battle, and (most importantly!) what you need to do to win. You can find out more about missions here.

ARMY

Each player in a game of Warhammer 40,000 commands an army of Citadel miniatures, hereafter referred to as ‘models’. The mission you have selected will guide you as to how big your army should be.

Warhammer 40,000 is designed to be played with armies of a certain size.

  • Army: Collection of models under your command.

DATASHEETS

The rules that you will need to use the models in your army in a game are presented on datasheets. Each unit has a datasheet; you will need the datasheets for all the units in your army.

KEYWORDS

All datasheets have a list of keywords, otherwise known as UNIVERSAL SPECIAL RULES, separated into Faction keywords and other keywords. The former can be used as a guide to help decide which models to include in your army, but otherwise both sets of keywords are functionally the same. In either case, keywords appear in KEYWORD BOLD in the rules. Keywords are sometimes linked to (or ‘tagged’ by) a rule. For example, a rule might say that it applies to ‘INFANTRY units’. This means it only applies to units that have the INFANTRY keyword on their datasheet. The pluralisation (or not) of keywords does not affect which units the rule in question applies to.

Some datasheets have keywords that are presented in angular brackets, such as <CHAPTER>, <LEGION> and <MARK OF CHAOS>. This is shorthand for keywords that you can select yourself (with certain restrictions, as described in the publication that contains that datasheet). You must decide what these keywords will be at the moment such a unit is added to your army (whether before the battle or during). If another rule uses keywords in angular brackets, then that keyword matches the keyword that you selected of the unit using that rule.

For example: Nick adds a Space Marine Librarian to his army. This unit has the <CHAPTER> keyword on its datasheet, which Nick selects to be ULTRAMARINES. If the Librarian attempts to manifest a psychic power that also uses the <CHAPTER> keyword, then when reading that rule, Nick would replace that keyword in every instance with ULTRAMARINES.

Some units can include models that have different keywords. While a unit has models with different keywords, it is considered to have all the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.

  • Keywords: Appear in rules in KEYWORD BOLD font.
  • Keyworded rules apply to units and models with that keyword.
  • <KEYWORDS> are chosen by you when a unit is added to your army.

CHARACTERS

Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

UNITS

Models move and fight in units. A unit can have one or more models chosen from a single datasheet. All units in the same army are friendly units, and all models in the same army are friendly models. All units in your opponent’s army are enemy units, and all models in your opponent’s army are enemy models. If a rule affects ‘units’ or ‘models’ without specifying that they are friendly or enemy, then it affects either ‘all units’ or ‘all models’, regardless of whose army they are in.

  • Unit: A group of models from the same datasheet.
  • Friendly models = all models in the same army.
  • Enemy models = all models in your opponent’s army.
  • Friendly units = all units in the same army.
  • Enemy units = all units in opponent’s army.

THE MOST IMPORTANT RULE

In a game as detailed and wide-ranging as Warhammer 40,000, there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!). If no single solution presents itself, you and your opponent should roll off, and whoever rolls highest gets to choose what happens. Then you can get on with the fighting!

UNIT COHERENCY

A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

ENGAGEMENT RANGE

Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

BATTLEFIELD

All battles of Warhammer 40,000 are fought upon rectangular battlefields. This can be any surface upon which the models can stand – a dining table, for example, or the floor. Your mission will guide you as to the size of battlefield required, but it will be commensurate with the size of the armies you are using. Battlefields will be populated with terrain features.

BATTLEFIELD QUARTERS

If a rule asks you to divide the battlefield into four even quarters, it should be divided up using one horizontal and one vertical line which both pass through the centre of the battlefield, as shown below:

TERRAIN FEATURES

The scenery on a battlefield can be represented by models from the Warhammer 40,000 range. These models are called terrain features to differentiate them from the models that make up an army. Terrain features are set up on the battlefield before the battle begins.

Unless the mission you are playing instructs you otherwise, you should feel free to create an exciting battlefield using any terrain features from your collection that you wish. In general, we recommend having one feature on the battlefield for every 12" by 12" area (rounding up). Don’t worry if your battlefield doesn’t match these requirements, but keep in mind that playing on a battlefield that is either a barren wasteland or filled to overflowing with terrain features may give an advantage to one side or the other.

MEASURING DISTANCES

Distances are measured in inches (") between the closest points of the bases of the models you’re measuring to and from. If a model does not have a base, such as is the case with many vehicles, measure to the closest point of any part of that model; this is called measuring to the model’s hull. You can measure distances whenever you wish.

If a rule refers to the closest unit or model, and two or more are equidistant, then the player who is controlling the unit that is using the rule in question selects which unit is the closest for the purposes of resolving that rule.

  • Distances measured in inches (").
  • Always measure closest distance between bases (or hulls).
  • Hull = Any part of a model that does not have a base.
  • Can measure distances whenever you want.
  • If several units tied for closest, player resolving the rule selects which is closest.

WITHIN AND WHOLLY WITHIN

If a rule says it applies ‘within’ a certain distance, it applies at any distance that is not more than the specified distance. For example, within 1" means any distance that is not more than 1" away.

If a rule says it affects models that are ‘within’, then it applies so long as any part of the model’s base (or hull) is within the specified distance. If a rule says it affects models that are ‘wholly within’ then it only applies if every part of the model’s base (or hull) is within the specified distance.

If a rule says it affects units that are ‘within’, then it applies so long as any part of any model’s base (or hull) in that unit is within the specified distance. If a rule says it affects units if ‘every model in that unit is within’ then that rule applies so long as any part of every model’s base (or hull) is within the specified distance. If a rule says it affects units that are ‘wholly within’ then it only applies if every part of every model’s base (or hull) in that unit is within the specified distance.

  • Model within = any part of model’s base (or hull).
  • Model wholly within = every part of model’s base (or hull).
  • Unit within = any model within.
  • Unit wholly within = every model wholly within.

DICE

In order to fight a battle, you will require some six-sided dice (often abbreviated to D6). Some rules refer to 2D6, 3D6 and so on – in such cases, roll that many D6s and add the dice results together. If a rule requires you to roll a D3, roll a D6 and halve the value shown on the dice to get the dice result (rounding fractions up). If a rule requires a D6 roll of, for example, 3 or more, this is often abbreviated to 3+.

All modifiers (if any) to a dice roll are cumulative; you must apply all division modifiers before applying all multiplication modifiers, and before applying all addition and then all subtraction modifiers. Round any fractions up after applying all modifiers. A dice roll can be modified above its maximum possible value (for example, a D6 roll can be modified above 6) but it can never be modified below 1. If, after all modifiers have been applied, a dice roll would be less than 1, count that result as a 1.

  • D6 = A six-sided dice.
  • D3 = D6 divided by 2 (rounding up).
  • All modifiers cumulative.
  • Apply modifiers in the following order: division, multiplication, addition, then subtraction.
  • Round fractions up after all modifiers have been applied.
  • Dice roll cannot be modified to less than 1.

D33

Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.

RE-ROLLS

Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).

ROLL-OFFS

Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

SEQUENCING

While playing Warhammer 40,000, you’ll occasionally find that two or more rules are to be resolved at the same time – e.g. ‘at the start of the battle round’ or ‘at the end of the Fight phase’. When this happens during the battle, the player whose turn it is chooses the order. If these things occur before or after the battle, or at the start or end of a battle round, the players roll off and the winner decides in what order the rules are resolved.

  • If several rules must be resolved at the same time, the player whose turn it is chooses the order to resolve them.

STARTING STRENGTH, HALF-STRENGTH AND DESTROYED UNITS

The number of models a unit has when it is added to your army is known as its Starting Strength. Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from play. While the number of models in a unit is less than half its Starting Strength, that unit is said to be below Half-strength. When every model in a unit has been destroyed, the unit is said to have been destroyed.

If a rule is used to split a unit into multiple units during the battle, the Starting Strength of each individual unit is changed to be equal to the number of models in that unit. If several units merge together to form a single combined unit during the battle, add the Starting Strengths of all the individual units together to determine the new Starting Strength of the combined unit, and use this value to determine if the combined unit is below Half-strength.

Some rules will only trigger if an enemy unit was destroyed by you, or by a model or unit from your army – this means that the last model in the enemy unit was destroyed by an attack made by a model in your army, or it was destroyed because it fled the battlefield, or it was destroyed by a mortal wound inflicted by a rule that a model in your army is using, or it was destroyed as the result of any other rule that a model in your army is using that explicitly states that the enemy model is outright destroyed. Enemy units that are destroyed by any other means are not destroyed by you, or by a unit or model from your army.

  • Starting Strength: Number of models in unit when it is added to your army.
  • When a model is destroyed, remove it from the battlefield.
  • Below Half-strength: Number of models in unit is less than half its Starting Strength.
  • When the last model in a unit is destroyed, the unit is said to be destroyed.

DATASHEETS

Each unit has a datasheet that lists the characteristics, wargear and abilities of its models – here we explain what some of it means, while the rules found elsewhere in this section explain how it’s all used in the game. A condensed version of a model’s datasheet can be found in its construction guide – this contains less information than the full version, but will still let you get your unit on the field straight away.

1. UNIT NAME

Here you’ll find the name of the unit.

2. BATTLEFIELD ROLE

This is primarily used when making a Battle-forged army.

3. PROFILES

These contain the following characteristics that tell you how mighty the models in the unit are.

No.: This tells you what models are in the unit, and how many of them you should have (the unit’s minimum and maximum size).
Move (M): This is the speed at which a model moves across the battlefield. If a model has a Move of ‘-’ it is unable to move at all.
Weapon Skill (WS): This tells you a model’s skill at hand-to-hand fighting. If a model has a Weapon Skill of ‘-’ it is unable to fight in melee at all.
Ballistic Skill (BS): This shows how accurate a model is when shooting with ranged weapons. If a model has a Ballistic Skill of ‘-’ it has no proficiency with ranged weapons and cannot make attacks with ranged weapons at all.
Strength (S): This indicates how physically strong a model is and how likely it is to inflict damage in hand-to-hand combat.
Toughness (T): This reflects the model’s resilience against physical harm.
Wounds (W): Wounds show how much damage a model can sustain before it succumbs to its injuries.
Attacks (A): This tells you how many times a model can strike blows in hand-to-hand combat. If a model has an Attacks of ‘-’ it is unable to fight in melee at all.

Initiative (I): This tells you when a unit is able to react and attack in the combat initiative sequence.

Leadership (Ld): This reveals how courageous, determined or self-controlled a model is.
Save (Sv): This indicates the protection a model’s armour gives.

4. COMPOSITION AND WARGEAR

If a unit’s profile does not, then this part of a datasheet will tell you what models are in the unit, and how many of them you should have. It also tells you the default weapons and wargear the models are equipped with.

UNDERSTRENGTH UNITS

If you do not have enough models to field a minimum-sized unit you can still include one unit of that type in your army with as many models as you have available. This is known as an Understrength unit.

5. ABILITIES

Many units have one or more special abilities; these will be described here.

AURA ABILITIES

Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

6. WEAPONS

In the condensed datasheets, weapons are given a number that corresponds to annotated pictures of the miniature, rather than being named. Weapons are described with the following characteristics:

Range: How far the weapon can shoot. Weapons with a range of ‘Melee’ are melee weapons and can only be used in hand-to-hand combat. All other weapons are ranged weapons. Some weapons have a minimum and maximum range, for example 6"-48"; such weapons cannot target units that are wholly within the shorter range.
Type: These are all explained under the Shooting and Fight phases of the basic rules. These types are denoted by symbols on the condensed datasheet.
Strength (S): How likely the weapon is to wound a foe. If a weapon’s Strength lists ‘User’, it is equal to the bearer’s Strength characteristic. If a weapon lists a modifier (e.g. ‘+1’ or ‘x2’), modify the bearer’s Strength characteristic as shown (e.g. if a weapon’s Strength was ‘x2’, and the bearer had a Strength of 6, that weapon has a Strength of 12).
Armour Penetration (AP): How good the weapon’s attacks are at getting through armour.
Abilities: If any abilities apply to attacks made with this weapon profile, they are listed here.

7. WARGEAR OPTIONS

Some datasheets have a bullet-pointed list of wargear options. When you include such a unit in your army, you can use these options to change the weapons and other wargear of models in the unit. The order you use these options in does not matter, but each can only be used once.

8. KEYWORDS

Datasheets have a list of keywords, separated into Faction keywords and other keywords. The former can be used to help guide which models to include in an army, but otherwise both sets of keywords are functionally the same.

MODIFYING CHARACTERISTICS

Many rules modify the characteristics of models and weapons. All modifiers to a characteristic are cumulative; you must apply division modifiers before applying multiplication modifiers, and before applying addition and then subtraction modifiers. Round any fractions up after applying all modifiers. If a rule instructs you to replace one characteristic with a specified value, change the relevant characteristic to the new value before applying any modifiers that apply from other rules (if any) to the new value. Regardless of the source, the Strength, Toughness, Attacks and Leadership characteristics of a model can never be modified below 1.

You may encounter a characteristic that is a random value instead of a number. For example, a Move characteristic might be 2D6", or an Attacks value might be D6. When a unit with a random Move characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice. For all other characteristics, roll to determine the value on an individual – per‑model or per-weapon – basis each time that characteristic is required.

Characteristics of ‘-’ can never be modified. If a model has a Strength or Leadership characteristic of ‘-’ and that characteristic is required to resolve a rule, then substitute the model’s Toughness characteristic for that characteristic for the purposes of resolving that rule (note that the substituted characteristic still cannot be modified).

  • All characteristic modifiers are cumulative.
  • Apply modifiers in the following order: division, multiplication, addition, then subtraction.
  • Round fractions up after applying all modifiers.
  • S, T, A, I and Ld can never be modified below 1.
  • Random Move characteristics determined for whole unit each time it moves.
  • Other random characteristics determined individually when characteristic required.
  • Characteristic of ‘-’ can never be modified.

THE BATTLE ROUND

Minute by bloody minute the battle grinds on, from the opening volleys of shots through furious offensives and desperate counter-attacks, into the last dying moments when victory hangs by a thread.

Warhammer 40,000 is played in a series of battle rounds. In each battle round, both players have a turn. The same player always takes the first turn in each battle round – the mission you are playing will tell you which player this is. Each turn consists of a series of phases, which must be resolved in the following order:

1. COMMAND PHASE

Both players muster strategic resources and use tactical abilities.

2. MOVEMENT PHASE

Your units manoeuvre across the battlefield.

3. PSYCHIC PHASE

Your psykers use powerful mental abilities.

4. SHOOTING PHASE

Your units shoot enemy units.

5. CHARGE PHASE

Your units may move into close combat with enemy units.

6. FIGHT PHASE

Both players’ units pile in and attack with melee weapons.

Once a player’s turn has ended, their opponent then starts their turn. Once both players have completed a turn, the battle round has been completed and the next one begins, and so on, until the battle is concluded.

OUT OF PHASE RULES

Some rules allow a model or unit to move, shoot, charge, fight or attempt to manifest a psychic power outside of the normal turn sequence. If such a rule explicitly mentions to do so as if it were a different phase than the current one (e.g. ‘that unit can shoot as if it were the Shooting phase), then any rules that are normally used in that phase (in the example, this would be the Shooting phase) apply when that unit shoots.

  • When resolving an out of phase rule, all rules that normally apply in that phase continue to apply

COMMAND PHASE

Commanders gauge the flow of the battle, consolidating their objectives before making alterations to their battle plans and devising new tactics and strategies with which to defeat the foe.

Some abilities found on datasheets are used in your Command phase. In addition, some missions have rules that take place in the Command phase. Once you and your opponent have resolved all of these rules (if any), progress to your Movement phase.

  • Resolve any rules that occur in the Command phase.
  • Progress to the Movement phase.

MOVEMENT PHASE

PSYCHIC PHASE

SHOOTING PHASE

Guns thunder and shrapnel falls from the sky. Muzzle flare shines through the gloom in bursts, beams of lasfire illuminate the fog of war, and spent ammunition cartridges are left discarded across the battlefield.

Start your Shooting phase by selecting one eligible unit from your army to shoot with. An eligible unit is one that has one or more models equipped with ranged weapons. Units that Advanced this turn, and units that Fell Back (other than TITANIC units) this turn are not eligible. If you have no eligible units, your Shooting phase ends. After you have shot with one of your eligible units, you can then select another of your eligible units to shoot with, and so on, until you have shot with as many of your units as you wish.

When you select a unit to shoot with, you select targets and resolve attacks with any or all ranged weapons that models in that unit are equipped with (each ranged weapon can only be shot once per phase). The ranged weapons that models in a unit are equipped with are detailed on its datasheet.

No unit can be selected to shoot with more than once in each Shooting phase. Once all your eligible units that you wish to shoot with have done so, your Shooting phase ends and you progress to the Charge phase.

  • Select a unit from your army to shoot with.
  • When a unit shoots, select targets then resolve attacks with any or all ranged weapons that models in that unit are equipped with.
  • Select another unit from your army to shoot with.
  • Once you have shot with all your units, progress to the Charge phase.

SELECT TARGETS

When a unit shoots, you must select the target unit(s) for all of the ranged weapons its models are making attacks with before any attacks are resolved. If a model has more than one ranged weapon, it can shoot all of them at the same target, or it can split the weapons between different enemy units. Similarly, if a unit has more than one model, they can shoot at the same or different targets. In either case, when you select a target unit you must declare which weapons will target that unit before any attacks are resolved. If any of these weapons has more than one profile that you must choose between, you must also declare which profile is being used.

Only enemy units can be chosen as the target for an attack. In order to target an enemy unit, at least one model in that unit must be within range (i.e. within the distance of the Range characteristic) of the weapon being used and be visible to the shooting model. If unsure, get a look from behind the firing model to see if any part of the target is visible. For the purposes of determining visibility, a model can see through other models in its unit. If there are no eligible targets for a weapon then that weapon cannot shoot. If this is the case for all of a unit’s ranged weapons, then that unit is not eligible to shoot with.

If you have selected more than one target for your unit to shoot at, you must resolve all the attacks against one target before moving on to the next target. If your unit is shooting more than one ranged weapon at a target, and those weapons have different characteristics profiles, then after you have resolved attacks with one of those weapons you must, if any other weapons with the same characteristics profile are also being shot at that unit, resolve those attacks before resolving any attacks against the target unit with a weapon that has a different characteristics profile.

Note that so long as at least one model in the target unit was visible to the shooting model and in range of its weapon when that unit was selected as the target, that weapon’s attacks are always made against the target unit, even if no models in the target unit remain visible to or in range of it when you come to resolve them (this can happen because of models being destroyed and removed from the battlefield as the result of resolving the shots with other weapons in the shooting model’s unit first).

  • Select targets for all weapons before any attacks are resolved.
  • At least one model in the target unit must be visible to the attacking model and within range of the attacking weapon.
  • If a unit targets multiple units, all attacks against one unit must be resolved before resolving attacks against the next.
  • If a unit shoots with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

For example: James selects a squad of Chaos Space Marines to shoot with. The unit has ten models: one is equipped with a lascannon, one with a meltagun and eight with boltguns. When the unit is selected to shoot, James splits their attacks as follows: the lascannon targets an enemy vehicle unit, while the meltagun and all the boltguns target an enemy infantry unit. All the weapons are in range of their respective units and both targets are visible to all firing models. James resolves the attacks against the infantry unit first, beginning by choosing to shoot with the boltguns. After all the boltgun attacks have been resolved, James then resolves the meltagun attack. Having resolved all the attacks against the infantry unit, James can then resolve the lascannon attack against the vehicle unit.

LOCKED IN COMBAT

Models cannot make attacks with ranged weapons while their unit is within Engagement Range of any enemy models. Models also cannot target enemy units within Engagement Range of any other units from your army – the risk of hitting your own troops is too great.

  • Units cannot shoot while they are within Engagement Range of any enemy units.
  • Units cannot shoot at targets within Engagement Range of any friendly units.

NUMBER OF ATTACKS

When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

ADVANCED RULES

BIG GUNS NEVER TIRE

A VEHICLE or MONSTER model can make attacks with ranged weapons even when its unit is within Engagement Range of enemy units, but it can only make such attacks against enemy units that it is within Engagement Range of. In such circumstances, VEHICLE and MONSTER models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Note that if a VEHICLE or MONSTER unit has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of the firing model’s unit, but they will only be able to make the attacks with that weapon if all enemy units within Engagement Range of the firing model’s unit have been destroyed when you come to resolve those attacks. In addition, when a VEHICLE or MONSTER model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.

  • MONSTERS and VEHICLES can shoot ranged weapons even if within Engagement Range of enemy units.
  • MONSTERS and VEHICLES can target other units, but cannot resolve these attacks while any enemy models remain within their Engagement Range.
  • Subtract 1 from hit rolls made when MONSTERS and VEHICLES shoot Heavy weapons while any enemy units remain within their Engagement Range.

LOOK OUT, SIR

Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:

  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.

In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

RANGED WEAPON TYPES

There are five types of ranged weapon: Assault, Heavy, Rapid Fire, Grenade and Pistol. A weapon’s type can impact the number of attacks it can make. In addition, each type of ranged weapon also has an additional rule that, depending upon the situation, might affect the accuracy of the weapon or when it can be fired. These are as follows:

ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

HEAVY

Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

RAPID FIRE

Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.

When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

PISTOL

Due to their compact size, pistols can even be used in melee to shoot at point-blank range.

A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

ADVANCED RULES

BLAST WEAPONS

Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

  • If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  • When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.

Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Blast and Multiple Dice Rolls

In addition to the errata here, we wanted to briefly add an additional example to explain how the Blast rule works when shooting a weapon that requires more than one dice roll to determine its number of attacks. For example, if a Heavy 2D3 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a double 1 to determine how many attacks are made, that result is less than 3 and so that weapon makes 3 attacks against that target. If the same weapon targets a unit that has 11 or more models, that weapon makes six attacks against that unit.

MAKING ATTACKS

Attacks are made using ranged or melee weapons. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time:

1. HIT ROLL

When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

2. WOUND ROLL

Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESS D6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness? 2+
Is the Strength GREATER than the Toughness? 3+
Is the Strength EQUAL to the Toughness? 4+
Is the Strength LOWER than the Toughness? 5+
Is the Strength HALF (or less) than the Toughness? 6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

3. ALLOCATE ATTACK

If an attack successfully wounds the target unit, the player commanding the target unit allocates that attack to one model in the target unit (this can be to any model in the unit and does not have to be allocated to a model that is within range of, or visible to, the attacking model). If a model in the target unit has already lost any wounds or has already had attacks allocated to it this phase, the attack must be allocated to that model.

4. SAVING THROW

The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Terrain and Cover

Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

5. INFLICT DAMAGE

The damage inflicted is equal to the Damage (D) characteristic of the weapon making the attack. A model loses one wound for each point of damage it suffers. If a model’s wounds are reduced to 0 or less, it is destroyed and removed from play. If a model loses several wounds from an attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect.

  • Hit roll (ranged weapon): Roll one D6; hit scored if result equals or beats attacking model’s BS. Otherwise attack fails.
  • Hit roll (melee weapon): Roll one D6; hit scored if result equals or beats attacking model’s WS. Otherwise attack fails.
  • Wound roll: Roll one D6 and compare attack’s S with target’s T on table to the left. Target wounded if score equals or beats the required result. Otherwise attack fails.
  • Allocate attack: Player commanding target unit selects one model in that unit. If a model in the unit has already lost wounds, or has already had attacks allocated to it this phase, they must select that model.
  • Saving throw: Roll one D6 and modify by the attack’s AP. If result less than the Sv of the selected model, the saving throw is failed and it suffers damage. Otherwise attack is saved.
  • Inflict damage: The selected model loses a number of wounds equal to the attack’s D.
  • If a model is destroyed by an attack, any excess damage inflicted by that attack is lost.
  • Unmodified hit rolls, wound rolls and saving throws of 1 always fail.
  • Unmodified hit rolls and wound rolls of 6 always succeed.
  • Hit and wound rolls cannot be modified by more than -1 or +1.

Hints and Tips – FAST DICE ROLLING

The rules for making attacks have been written assuming you will resolve them one at a time. However, it is possible to speed up your battles by rolling the dice for similar attacks together. In order to make several attacks at once, all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have the same Strength and Armour Penetration characteristics, they must inflict the same Damage, they must be affected by the same abilities, and they must be directed at the same unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls. Your opponent can then allocate the attack one at a time, making the saving throws and suffering damage each time as appropriate. Remember, if the target unit contains a model that has already lost any wounds or has already had attacks allocated to it this phase, they must allocate further attacks to this model until either it is destroyed, or all the attacks have been saved or resolved.

ADVANCED RULES

INVULNERABLE SAVES

Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

MORTAL WOUNDS

Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

IGNORING WOUNDS

Some models have rules that give them a chance to ignore wounds. If a model has more than one such rule, you can only use one of those rules each time the model loses a wound (including wounds lost due to mortal wounds).

  • A model can only use one rule to attempt to ignore each wound suffered.

CHARGE PHASE

Warriors hurl themselves into battle to slay with blade, hammer and claw. Strident war cries and frantic screams echo through the whirling smoke as the moment of cataclysmic violence draws near.

The Charge phase is split into two steps. First you charge with your units. Then your opponent performs Heroic Interventions.

1. CHARGES

2. HEROIC INTERVENTIONS

1. CHARGES

Start your Charge phase by selecting one eligible unit from your army that you want to charge, and declare a charge with it. An eligible unit is one that is within 12" of any enemy units at the start of the Charge phase. Units that have Advanced or Fallen Back this battle round, and units that start the Charge phase within Engagement Range of any enemy units, are not eligible units. If you have no eligible units from your army that you wish to charge with on the battlefield, progress to the Heroic Interventions step of the Charge phase. After you have finished charging with one of your units, you can then select another unit from your army to do so, and so on, until you have done so with as many of your units as you wish.

No unit can be selected to charge more than once in each Charge phase. Once all of your eligible units that you wish to charge with (if any) have declared a charge and have done so, progress to the Heroic Interventions step of the Charge phase.

  • Select a unit from your army to charge with.
  • Charge with that unit (see below).
  • Select another unit from your army to charge with.
  • Once all your units have charged, progress to the Heroic Interventions step.

CHARGING WITH A UNIT

Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

2. HEROIC INTERVENTIONS

Your opponent can now select an eligible CHARACTER unit from their army to perform a Heroic Intervention. An eligible CHARACTER unit is one that is not within Engagement Range of any enemy units, but is within 3" horizontally and 5" vertically of an enemy unit. After they have finished performing a Heroic Intervention with a CHARACTER unit, they can then select another eligible CHARACTER unit from their army to do so, and so on, until they have done so with as many of their units as they wish. If your opponent has no eligible CHARACTER units, the Charge phase ends.

No unit can perform more than one Heroic Intervention in each enemy Charge phase. A unit can never perform a Heroic Intervention in their own Charge phase. Once all of your opponent’s eligible CHARACTER units have performed Heroic Interventions that they want to, your Charge phase ends and you progress to the Fight phase.

  • Select one CHARACTER unit to perform a Heroic Intervention.
  • Cannot perform a Heroic Intervention if any enemy units are in Engagement Range.
  • Must be an enemy unit within 3" horizontal and 5" vertical to perform a Heroic Intervention.
  • Select another CHARACTER unit to perform a Heroic Intervention.
  • Once all your CHARACTER units have performed Heroic Interventions, progress to the Fight phase.

PERFORMING A HEROIC INTERVENTION

When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

ADVANCED RULES

CHARGING OVER TERRAIN

Unless stated otherwise, a model can be moved over a terrain feature when it makes a charge move, but not through it (so models can’t move through a wall, or pass through a tree, but can climb up or over them).

A model can be moved over terrain features that are 1" or less in height as if they were not there – any vertical distance up and/or down that they would have to make to traverse such terrain features is ignored. A model can be moved vertically in order to climb up, down and over any terrain features that are higher than this, counting the vertical distance up and/or down as part of its charge move. Models cannot finish a charge move mid-climb – if it is not possible to make a charge move as a result, the charge fails.

  • Models can make a move freely over terrain features 1" or less in height.
  • Models cannot move through taller terrain features, but can climb up and down them.

FLYING WHEN CHARGING

If a unit’s datasheet has the FLY keyword, then when it makes a charge move, its models can be moved across other models (and their bases) as if they were not there, but they must move over terrain features (including BUILDING units) like any other model. A model that can FLY cannot finish any move on top of another model.

  • FLY models can move over other models when they make a charge move.
  • FLY models move over terrain (including BUILDINGS) like any other model when they make a charge move.

OVERWATCH

Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

FIGHT PHASE

Carnage engulfs the battlefield as the warring armies meet head-on. Fangs and claws crunch through bone. Blades ring like hammer on anvil. Blood spurts and flesh tears as hate-filled foes tear one another apart.

Starting with the player whose turn is not taking place, the players must alternate selecting an eligible unit from their army and fighting with it (see below). An eligible unit is one that is within Engagement Range of an enemy unit and/or made a charge move in the same turn. If neither player has any eligible units to fight with, the Fight phase ends.

No unit can fight more than once in the Fight phase. If all of one player’s eligible units have fought, the opposing player can then fight with their remaining eligible units, one at a time. Note that after an enemy unit has fought and finished its Consolidation move, it might be that previously ineligible units now qualify as such – these units can then be selected to fight with. Once all eligible units have fought, the Fight phase ends and you progress to the Morale phase.

  • Starting with your opponent, alternate selecting units to fight with.
  • When a unit fights, it piles in, then it makes close combat attacks, then it consolidates.
  • If one player has no more units left to fight with, their opponent then fights with their remaining units, one at a time.
  • Once all units have fought, progress to the Morale phase.

CHARGING UNITS FIGHT FIRST

Units that made a charge move this turn fight first in the Fight phase. This means that units that did not make a charge move this turn cannot be selected to fight until after all units that did make a charge move have fought.

  • Units that made a charge move this turn fight before all other units.

FIGHT

When you select a unit to fight, it first piles in, then the models in the unit must make close combat attacks, and then the unit consolidates.

PILE IN

When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

MAKE CLOSE COMBAT ATTACKS

When a unit makes its close combat attacks, before resolving those attacks you must first determine which models can fight and how many attacks they will make, then you select the target unit(s) for all of the attacks those models will make and declare what melee weapons those attacks will be made with.

Which Models Fight

When a unit makes close combat attacks, only the models in that unit that are either within Engagement Range of an enemy unit, or that are within ½" of another model from their own unit that is itself within ½" of an enemy unit, can fight.

  • A model can fight if it is in Engagement Range of an enemy unit.
  • A model can fight if it is within ½" of another model from their own unit that is within ½" of an enemy unit.

Number of Attacks

When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.

Additional Attacks for a Pair of Weapons

If a model is equipped with two weapons that have an ability that reads ‘Each time the bearer fights, if it is equipped with 2 [name of weapon], it makes 1 additional attack with this weapon.’ (e.g. Orks killsaws, Grey Knights nemesis falchions, Drukhari macroscalpels, etc.), that model only makes 1 additional attack, not 1 for each specified weapon it is equipped with.

Select Targets

Before you resolve any attacks, you must first select the target unit(s) for all of the attacks. Attacks made by models in units that made a charge move this turn can only target enemy units that their unit declared a charge against, or that performed a Heroic Intervention this turn. In order to target an enemy unit, an attacking model must either be within Engagement Range of that unit, or within ½" of another model in its own unit that is itself within ½" of that enemy unit.

If a model can make more than one attack, it can make all of them against the same target, or it can split them between different enemy units. Similarly, if a unit has more than one model, each model can make their attacks at the same, or different targets. In either case, declare which attacks will target which unit(s) before any attacks are resolved, and resolve all of the attacks against one target before moving onto the next.

If there are no viable targets (because all enemy units are beyond Engagement Range etc.) then that unit cannot make close combat attacks, but it can still consolidate.

  • If the attacking unit made a charge move this turn, its models can only target units it declared a charge against this turn, or units that performed a Heroic Intervention this turn.
  • Select targets for all attacks, before any attacks are resolved.
  • If a unit targets multiple units, all attacks against one unit must be resolved before resolving attacks against the next.

Select Weapon

When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPON RANGE TYPE S AP D
Close combat weapon Melee Melee User 0 1

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

CONSOLIDATE

When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

For example: James selects a unit of Chaos Terminators to fight. After the models have piled in, James makes attacks with his unit. This unit consists of five models that are in Engagement Range of an enemy unit. One of James’ models has an Attacks characteristic of 3 and is equipped with a lightning claw. The other four models each have an Attacks characteristic of 2, and two are equipped with power fists and two are equipped with lightning claws. The Chaos Terminators are only in Engagement Range with one enemy unit; therefore they make seven attacks against that unit using the lightning claws, and four using power fists. James resolves the attacks made using power fists first, and once they have all been resolved, James then resolves the attacks made using the lightning claws. After all of the unit’s attacks have been resolved, the Terminators then consolidate.