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Adeptus Custodes

Command Re-Roll

Cost: 1CP Type: Core Stratagem

A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.

WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:

Advance roll

Charge roll

Damage roll

Hazard roll

Hit roll

Save roll

Wound roll

A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re‑roll that roll. If you are rolling more than one dice together, select one of those dice to re‑roll (excluding charge rolls, which you must re-roll in full).

Counteroffensive

Cost: 2CP Type: Core Stratagem

In close‑quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.

WHEN: Fight step of your opponent's Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04). ++ FAITH IS THE STURDIEST ARMOUR. HATRED IS THE SUREST WEAPON ++ 57

ACTIONS PERFORMING ACTIONS 16.01 Some rules allow units to perform actions. Each action states:

STARTS: When it is started.

UNITS: Which friendly units can perform it.

USE LIMIT: How many times friendly units can start it.

COMPLETES: When it completes.

EFFECT: What the effects of completing it are.

Any additional restrictions that may apply. STARTING AN ACTION A unit is eligible to start an action unless one or more of the following apply to that unit:

It is not on the battlefield.

It is an AIRCRAFT/FORTIFICATION unit.

It is battle-shocked.

It has an OC characteristic of 0 or '-'.

It is engaged (unless it is a TITANIC unit).

It made an advance or fall-back move this turn.

It started another action this turn. If a unit starts an action, until the end of the turn:

It is not eligible to shoot (excluding TITANIC units).

It is not eligible to declare a charge. COMPLETING AN ACTION If a unit performing an action makes a move (excluding pile-in and consolidation moves) or leaves the battlefield, that unit does not complete that action. Otherwise, when an action is completed, its 'Effect' section is triggered. Example action for illustrative purposes only. WHERE TO FIND ACTIONS The actions players can use can be found in other publications such as mission packs. All players can use core actions, while other actions may have restrictions such as army faction. 16 DEPLOY DEVICE EXAMPLE ACTION (CANNOT BE USED) Though it won't turn the tide of battle, deployment of this device will be instrumental to the war effort. STARTS: Your Shooting phase. UNITS: One INFANTRY unit that is within a terrain area that is not within your deployment zone. USE LIMIT: Once per turn. COMPLETES: End of the turn.

EFFECT: Set up one marker within 1" of your unit and within that terrain area. Actions represent vital battlefield tasks your forces must carry out, from searching for missing archeotech to completing a blasphemous ritual. 58

60

ADVANCED RULES 61

17 MONSTERS AND VEHICLES MOVING MONSTERS AND VEHICLES 17.01 Each time you make a normal or advance move with a unit, MONSTER/VEHICLE models in that unit can be moved through friendly and enemy models (excluding other MONSTER/VEHICLE models). FRAME 17.02 Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model's position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one). When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright. SHOOTING AT ENGAGED MONSTERS AND VEHICLES 17.03 In your Shooting phase, enemy MONSTER/VEHICLE units that are engaged can be selected as targets of ranged attacks. Each time a model makes a ranged attack that targets such a unit, subtract 1 from the hit roll (excluding attacks made with [CLOSE‑QUARTERS] weapons by models in a unit engaged with the target). ADVANCED SHOOTING WHILE ENGAGED WITH MONSTERS/VEHICLES A unit that is engaged with an enemy MONSTER/VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER/VEHICLE unit, unless that unit is eligible to shoot while engaged (e.g. because it is using close‑quarters shooting). Due 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. 62

ENGAGED MONSTERS/VEHICLES - SHOOTING The VEHICLE can shoot at this INFANTRY unit using close-quarters shooting. While resolving those attacks, subtract 1 from hit rolls (excluding attacks made with [CLOSE‑QUARTERS] weapons). This INFANTRY unit can shoot at the VEHICLE using normal shooting. While resolving those attacks, subtract 1 from hit rolls. As the VEHICLE is engaged, [BLAST] weapons cannot target it, but can target other unengaged units. The VEHICLE can shoot at this INFANTRY unit using close-quarters shooting. While resolving those attacks, subtract 1 from hit rolls. As the INFANTRY unit is engaged, [BLAST] weapons cannot target it, but can target other unengaged units. This INFANTRY unit is engaged, but can shoot at the VEHICLE using close-quarters shooting. While doing so, it can only make attacks with its [CLOSE-QUARTERS] weapons and can only target the VEHICLE it is engaged with. A A B B -1 TO HIT ROLL -1 TO HIT ROLL 63

TRANSPORT CAPACITY 18.01 TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity. Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit. EMBARKING 18.02 Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:

Each model in that unit is within 3" of that TRANSPORT.

That unit was not set up on the battlefield this turn.

That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT's datasheet.

That TRANSPORT has sufficient remaining transport capacity for each model in that unit. When a unit embarks, the active player removes that unit from the battlefield and places it to one side - it is now embarked within that TRANSPORT and is not on the battlefield. DISEMBARKING 18.03 In the active player's Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see opposite). If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see opposite) with each unit embarked within it. TRANSPORTS 18 TRANSPORT 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. ++ BE STRONG IN YOUR IGNORANCE ++ ADVANCED 64

DISEMBARK MOVE 18.04 SET-UP DISTANCE: - Rapid/Tactical Disembark: 3" - Combat Disembark: 6"

ELIGIBLE IF: All of the following apply to your unit:

Embarked within a TRANSPORT model that is on the battlefield.

Did not embark within that TRANSPORT this phase.

That TRANSPORT has not made an advance or fall-back move this phase.

EFFECT: Your unit is set up as described in Set Up (03.02). BEFORE MOVING: Select disembark mode: Rapid Disembark: If that TRANSPORT made a normal or ingress move this phase, you must select this mode. Tactical Disembark: Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode. Combat Disembark: Otherwise, you must select this mode. Make a hazard roll for each model in your unit. WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.

Rapid Disembark: If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.

Combat Disembark: Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with. AFTER MOVING:

Rapid Disembark: Until the end of the turn, your unit is not eligible to declare a charge.

Tactical Disembark: Select your unit to make a normal or advance move.

Combat Disembark: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge. EMERGENCY DISEMBARK MOVE 18.05 SET-UP DISTANCE: 6"

ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.

EFFECT: Your unit is set up as described in Set Up (03.02). BEFORE MOVING: Make a hazard roll for each model in your unit (06.03). WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed. AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge. SEE ALSO EMBARKING

►Not on the Battlefield DISEMBARKING

Hazard Rolls 06.03

►Persisting Rules Effects RAPID DISEMBARK When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent's deployment zone, the same applies to the disembarking unit. 65

19 ATTACHED UNITS FORMING ATTACHED UNITS 19.01 Some units have the Leader or Support ability listed on their datasheet (see below). Such units are known as leader units and support units respectively. Both of these abilities allow such units to lead other friendly units (known as bodyguard units) to form attached units. An attached unit is a single unit for all rules purposes. Leader and support units can only lead specific bodyguard units, as listed in the Warhammer 40,000 app. LEADER 24.22 / SUPPORT 24.34 Mighty heroes fight at the forefront of battle. 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. ATTACKING ATTACHED UNITS 19.02 Each time an attack targets an attached unit, if that unit contains one or more bodyguard models, use the highest T characteristic of the bodyguard models in that unit while resolving that attack, even if a leader/support unit in that attached unit has a different T characteristic. If that unit only contains leader/support models, use the highest T characteristic of those models while resolving that attack instead. Rules that are triggered when a unit is destroyed are only triggered when the last model that started the battle in an attached unit is destroyed. The 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. ++ PAIN IS AN ILLUSION CAUSED BY FEAR ++ ADVANCED 66

KEYWORDS IN ATTACHED UNITS 19.03 An attached unit has all of the keywords of all of its component units. As such, an attached unit is affected by any rule that applies to units with any of those keywords. Note that models in an attached unit do not gain the keywords of other models in that unit that they do not already have. Remember that attacks target units, not models. Example: An attached unit contains a leader model with the PSYKER keyword. While that model is part of that unit, that unit has the PSYKER keyword, even if the bodyguard models do not have that keyword. If that unit is attacked by a weapon with the [ANTI‑PSYKER 4+] ability, any unmodified wound roll of 4+ made against that unit is a critical wound, even if the attack itself is not allocated to that leader model. ABILITIES IN ATTACHED UNITS 19.04 Abilities/rules that affect a single specified model (e.g. from an enhancement or an item of wargear) only ever apply to that model, even while part of an attached unit. Otherwise, abilities/rules that affect a unit (or models in it) apply to every model in an attached unit, until the source of that ability/rule is destroyed, as shown below. ABILITIES IN ATTACHED UNITS SOURCE OF ABILITY/RULE APPLIES TO THE ATTACHED UNIT UNTIL Leader/support unit The last model in that leader/support unit is destroyed.* Bodyguard unit (e.g. from a datasheet ability) The last model in that bodyguard unit is destroyed. A specific model (e.g. the bearer of an enhancement or an item of wargear) That model is destroyed. * This means leader/support units continue to benefit from their own 'while this model is leading a unit' abilities even after their bodyguard unit is destroyed, provided they started the battle in an attached unit. In all of the above cases, if that last model was destroyed as the result of an attack, the ability it was conferring upon the attached unit applies until the attacking unit has resolved all of its attacks. ONLY IN DEATH DOES DUTY END Leader and support units often have abilities that make the models they are leading more powerful. In the same way, some bodyguard units' abilities can enhance the power of those leading them. The rules on the left mean that once the models conferring such effects are destroyed, that attached unit does not continue to benefit from them. Should those models later be revived, however, those abilities will once more apply to their attached unit. SEE ALSO ABILITIES IN ATTACHED UNITS

►Revived 67

STRATEGIC RESERVES PLACING UNITS IN STRATEGIC RESERVES 20.01 Before the battle, in the Declare Battle Formations step, you can select one or more friendly units (excluding FORTIFICATIONS) to place in strategic reserves. Instead of setting up these units on the battlefield during deployment, place them to one side; they are strategic reserves units, and will arrive later in the battle. Unless otherwise stated, the combined points value of all of your strategic reserves units (including those embarked within TRANSPORTS that are themselves placed in strategic reserves) cannot exceed 50% of your points limit for your battle size. REPOSITIONED UNITS 20.02 Some rules allow units to be removed from the battlefield and placed in strategic reserves during the battle. Units that use such rules are known as repositioned units. In addition to any other rules that apply to such units (such as where they can or cannot arrive), all of the following rules apply to them:

If used in the Movement phase, such rules can be used on units that have already moved that phase.

A repositioned unit that is set up in the same turn in which it made an advance, fall-back or disembark move has still made an advance, fall-back or disembark move that turn.

When they are removed from the battlefield, any rules that are affecting such units for a specified duration or under specified circumstances continue to affect them while that duration and/or those circumstances apply. Example: A unit that was within range of an aura ability when removed from the battlefield would no longer be affected by that aura ability if it is no longer within range of it when it makes an ingress move, but a unit that was battle-shocked when removed from the battlefield would still be battle-shocked if it makes an ingress move in the same turn. Strategic 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. 20 ++ THE MARTYR'S GRAVE IS THE KEYSTONE OF THE IMPERIUM ++ ADVANCED 68

ARRIVING FROM STRATEGIC RESERVES 20.03 To arrive on the battlefield, each strategic reserves unit must make an ingress move (see below). Unless otherwise stated, they can only do so from the second battle round onwards. INGRESS MOVE 20.04 SET-UP DISTANCE: 6"

ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).

EFFECT: Your unit is set up as described in Set Up (03.02). WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.

Before the Third Battle Round: While doing so, no models can be set up within your opponent's deployment zone. AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move. At the end of the third battle round, unless otherwise stated, all strategic reserves units that have not made one or more ingress moves are destroyed, with the following exceptions:

Units embarked within TRANSPORTS that have made an ingress move during the battle.

Repositioned units (see opposite). SEE ALSO ARRIVING FROM STRATEGIC RESERVES

►Not on the Battlefield

►Persisting Rules Effects

►Setting Up Large Models 69

21 SURGE MOVES 21.01 Some rules allow a unit to make a surge move, as described below. SURGE MOVE 21.02 MAXIMUM DISTANCE: As stated in the rule allowing this move type.

ELIGIBLE IF: All of the following apply:

The rule allowing this move type has been triggered.

Your unit is not battle-shocked.

Your unit is unengaged.

Your unit has not moved this phase.

EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select the closest enemy unit to be the surge target. WHILE MOVING:

Each model must end its move engaged with the surge target if possible.

Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target. AFTER MOVING:

Your unit cannot be engaged with one or more enemy units that were not the surge target.

Your unit cannot move again this phase. This section supplements the basic rules for moving models, explaining how some units can fly over obstacles or surge closer to the enemy. MAKING A SURGE MOVE ++ THE REWARD FOR TREACHERY IS RETRIBUTION ++ FLYING AND SURGING ADVANCED 4"

Unit A shoots, and destroys two models from unit B.

Unit B has an ability that allows it to make a surge move of D6" after an enemy unit has shot, if one or more of its models were destroyed by those attacks. The active player rolls one D6, resulting in a 4.

Unit B makes a surge move, each of its surviving models moving up to 4" towards the closest enemy unit (unit C). It ends this move engaged with that unit. A B C 70

SEE ALSO SURGE MOVES

►Rules Sequencing FLYING MODELS 21.03 Models with the FLY keyword, and units such models are part of, are said to be able to FLY. Some rules also refer to such models/units as FLYING models/FLYING units. Each time a FLYING unit is selected to make a normal, advance, fall-back or charge move, before moving any models in that unit, the active player can declare that it will take to the skies. If it does, while resolving that move:

Subtract 2" from the maximum distance.

Each time a FLYING model moves:

▫Ignore all vertical distance for the purposes of how far it has moved.

▫It can move through all types of model (including enemy models and MONSTER/VEHICLE models).

▫It can move horizontally and vertically through all categories of terrain feature. TAKING TO THE SKIES

This Riptide Battlesuit can FLY. It makes an advance move with a maximum distance of 16".

Before moving the unit, the active player declares that it will take to the skies. That move's maximum distance is reduced to 14", but while making that move, the Riptide Battlesuit can move through all enemy units (including VEHICLES) and all terrain features, ignoring any vertical distance that would normally be counted to ascend and descend terrain features. 14" 71

AURA ABILITIES 22.01 Abilities that affect models or units within a stated range are aura abilities, and are tagged with the word 'Aura'. While a model with an aura ability is on the battlefield, it is always within range of its own aura ability. A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once. FACTION ABILITIES 22.02 Some abilities are common to each unit that belongs to a particular faction - these are faction abilities (also known as army rules), and are listed in the Faction Abilities section of a datasheet. Unless otherwise stated, a unit's faction abilities only apply if the army faction you selected while mustering your army matches a faction keyword listed on that unit's datasheet. PSYCHIC ABILITIES 22.03 Abilities tagged with the word 'Psychic' are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules). WARGEAR ABILITIES 22.04 Abilities that are gained when a unit (or one of its models) has a particular item of wargear are wargear abilities, and are listed in the Wargear Abilities section of a datasheet. If a unit has an item of wargear that has a wargear ability, that ability applies to that unit. If a model within a unit has an item of wargear that has a wargear ability, that model is the 'bearer' of that item of wargear and that ability applies until that model is destroyed. 22 In addition to the core abilities presented elsewhere, many units have access to other rules and types of abilities that function as described below. ++ WISDOM IS THE BEGINNING OF FEAR ++ OTHER RULES AND ABILITIES ADVANCED 72

PLUNGING FIRE 22.05 Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:

The attacking model is on a section of a terrain feature that is 3" or more in height.

The attacking model has the TOWERING keyword and the target unit is within 12". PLUNGING FIRE This attacking model is on ground level, but has the TOWERING keyword. The target unit is within 12" and contains models on ground level, so Plunging Fire improves the BS characteristic of those attacks by 1. All of these attacking models are on a section of terrain feature that is 3" or more in height, and the target unit contains models on ground level, so Plunging Fire improves the BS characteristic of those attacks by 1. +1 BS +1 BS 73

AIRCRAFT 23 DEPLOYMENT 23.01

In the Declare Battle Formations step, all AIRCRAFT units must be placed in strategic reserves (20.01). MOVEMENT 23.02

AIRCRAFT units are only eligible to make an ingress move (20.04); they are not eligible to make any other type of move.

At the end of your opponent's turn, all AIRCRAFT units in your army that are on the battlefield must be placed in strategic reserves.

Each time a unit makes any type of move, its models can be moved through AIRCRAFT models.

Each time a unit makes a pile-in, consolidation or surge move, unless that unit can FLY, while making that move, ignore AIRCRAFT units for the purposes of selecting enemy units and determining the closest enemy unit.

Being engaged solely with one or more AIRCRAFT units does not prevent a unit from being eligible to make a normal or advance move. SHOOTING 23.03

The Plunging Fire rule (22.05) has no effect on attacks made by, or targeting, AIRCRAFT units. CHARGING AND FIGHTING 23.04

AIRCRAFT units are not eligible to declare a charge, and can only make melee attacks that target FLYING units.

Only FLYING units can select AIRCRAFT units as a charge target, and only FLYING models can make melee attacks that target AIRCRAFT units. AIRCRAFT 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. ++ WE CARE NOT WHAT THE ALIEN THINKS. THAT WE SIMPLY HATE SUFFICES ++ ADVANCED 74

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REFERENCE 77

CORE ABILITIES ABILITIES 24.01 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 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. DUPLICATED ABILITIES 24.02 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+]). ++ ZEAL IS ITS OWN EXCUSE ++ 78

[ANTI] 24.03  Certain weapons are the bane of particular foes. 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+. [ASSAULT] 24.04 Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move. Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05). [BLAST] 24.05 High‑explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise. 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). [CLEAVE] 24.06 With sufficient might or skill, warriors may sweep blades or talons through their foes in long lethal arcs. 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). 79

[CLOSE‑QUARTERS] 24.07 Weapons designed for close‑quarters fighting can be wielded effectively even in the press of melee combat. 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. DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. 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. DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. 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. [DEVASTATING WOUNDS] 24.10 The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes. 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. CORE ABILITIES 24 ++ BEREFT OF ALL HOPE IS HE WHO SPURNS THE EMPEROR'S BLESSING ++ 80

[EXTRA ATTACKS] 24.11

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows. 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. FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. 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. FIGHTS FIRST 24.13 Those possessed of lightning‑fast reactions may strike before the opponent can react. 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). FIRING DECK 24.14 Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions. 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. [HAZARDOUS] 24.15 Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them. 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. 81

[HEAVY] 24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect. 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 more than 3" this turn. HOVER 24.17

Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops. Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance. [IGNORES COVER] 24.18 Some weapons are designed to root enemy formations out of entrenched positions. 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). [INDIRECT FIRE] 24.19 Indirect fire weapons launch munitions over or around intervening obstacles - nowhere is safe from their fury. Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07). INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. 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. [LANCE] 24.21 With the momentum of a warrior at full‑tilt, lance weapons are deadly on the charge. 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. LEADER 24.22 Mighty heroes fight at the forefront of battle. See Attached Units (19). [LETHAL HITS] 24.23 Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience. 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]. CORE ABILITIES 24 ++ BEWARE THE ENEMY WITHIN ++ 82

LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. 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. [MELTA] 24.25 Melta weapons are powerful heat rays whose fury is magnified at close range. 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. [ONE SHOT] 24.26 Some weapons are so rare, or so complex and slow to reload, that they can only be used once. 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. [PISTOL] 24.27 Pistols can be wielded even at point‑blank range. [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. 83

[PRECISION] 24.28 Precision attacks can pick high‑value targets out in a crowd. 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. [PSYCHIC] 24.29 Some weapons can channel the bearer's psychic might to empower their blows. 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). [RAPID FIRE] 24.30 Rapid fire weapons are capable of long‑ranged precision shots or controlled bursts at nearby targets. 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). SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. 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 (see below).

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. SCOUT MOVE 24.32 MAXIMUM DISTANCE: The X" in Scouts X".

ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.

EFFECT: Your unit moves as described in Moving (03). AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units. CORE ABILITIES 24 84

STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. 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). SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. See Attached Units (19). SUPER-HEAVY WALKER 24.35 Monstrous creatures and gigantic engines of war loom over the battlefield like gods given form, striding over combatants and smashing through almost any obstacle that bars their passage. 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). [SUSTAINED HITS] 24.36 Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity. 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). [TORRENT] 24.37 Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade. Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target. [TWIN‑LINKED] 24.38 Dual weapons are often grafted to the same targeting system for greater lethality. Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll. ++ VIGILANCE IS YOUR SHIELD ++ 85

RULES APPENDIX STARTING STRENGTH AND HALF‑STRENGTH The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round. Some rules refer to units being below starting strength, or at - or below - half‑strength. The meaning of these terms varies depending on a unit's starting strength, as shown below. UNIT STRENGTH STARTING STRENGTH OF 1 STARTING STRENGTH OF 2 OR MORE BELOW STARTING STRENGTH Model's remaining wounds are less than its W characteristic. Number of remaining models in the unit is less than its starting strength. AT HALF‑STRENGTH Model's remaining wounds are half of its W characteristic. Number of remaining models in the unit is half of its starting strength. BELOW HALF‑STRENGTH Model's remaining wounds are less than half of its W characteristic. Number of remaining models in the unit is less than half of its starting strength. Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half‑strength. If four Intercessors were destroyed, the unit would be below half‑strength. If all of the Intercessors were destroyed, the remaining Captain would be below half‑strength, despite having his full wounds remaining. SOME UNITS CANNOT BE AT HALF-STRENGTH If a model's W characteristic or a unit's starting strength cannot be evenly divided in half, that model or unit cannot be at half‑strength (but can be below half‑strength as described on the right). ++ SEE THE ALIEN, KILL THE ALIEN ++ CONTINUED IN THE APP DIGITAL SUPPORT The Warhammer 40,000 app contains an expanded range of definitions, rare rules interactions and frequently asked questions (FAQs). These digital resources are designed to clarify any uncertainty and keep your battles as streamlined as possible. As such, they are reviewed and updated regularly in response to player feedback. The following pages present a selection of these supporting materials. 86

ADDING A NEW UNIT TO YOUR ARMY Some rules add a new unit to your army during a battle. That unit's starting strength is determined when it is added to your army, but is otherwise determined in the same way as for other units. DESTROYED Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed. When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit's attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules. DIFFERENT MOVE CHARACTERISTICS When making a normal or advance move, if different models in the moving unit have different M characteristics, the maximum distance for that move will be different for those models. For example, if a unit makes a normal move and all models in that unit have an M characteristic of 6" except for one model with an M characteristic of 9", that model's maximum distance for that move is 9", while the other models' maximum distance is 6". While that unit is making that move, all other restrictions must be met. ELIGIBLE TO FIGHT, BUT UNABLE TO FIGHT During the Fight sequence, when the sequence returns to a player to select a unit to fight, if all of that player's units that are eligible to fight are more than 5" from all enemy units, that player can instead choose to pass and return the sequence to their opponent to select a unit. If both players pass in succession, or if one player passes when their opponent has no remaining units that are eligible to fight, the Fight step ends. Designer's Note: Occasionally, all of a unit's targets will be destroyed before they have had a chance to fight, with no other targets close enough to engage with a pile-in move. In such cases, a player can choose to pass and wait to see if another enemy unit ends a pile-in move close enough to be attacked later in the phase. MIXED KEYWORDS IN UNITS Some units can contain models that have different keywords, either because they are an attached unit or as a result of separations listed on their datasheet and/or items of wargear they have. While this is the case, such a unit has all of the keywords of all of its models, but its models do not gain the keywords of other models in that unit that they do not already have. Remember that attacks target units, not models. SEE ALSO STARTING STRENGTH AND HALF-STRENGTH

►Regaining Lost Wounds

►Revived Scan the code below to get started with the Warhammer 40,000 app. 87

RULES APPENDIX OBJECTIVES NOT WITHIN A TERRAIN AREA If the location point of an objective does not coincide with a terrain area, you must denote the location of that objective with a flat, circular marker, 40 mm in diameter, centred on that point - this is called an objective marker. Models can move through objective markers and they can end a move on top of objective markers. A model is within range of an objective marker while it is within 3" horizontally and 5" vertically of that objective marker. When measuring distances to and from an objective marker, measure to and from the closest part of it. REVIVED When a rule revives, resurrects or returns models to a unit, the specified number of destroyed models are added to the unit. This cannot expand a unit beyond its starting strength. Such models are added with all wargear and enhancements they started the battle with and, unless otherwise stated, they are returned with their full wounds remaining. Models returned to a unit on the battlefield must be set up as follows:

In coherency with models in that unit that started that phase on the battlefield (i.e. models that were already on the battlefield when that rule was used).

They can be engaged with one or more enemy units, but only if those enemy units are already engaged with the unit those models are being returned to. If a leader or support model in an attached unit is destroyed and subsequently revived, it is still part of that attached unit and must be returned to it if possible. FAQS Q: Is a unit with no ranged weapons eligible to shoot in its controlling player's Shooting phase? A: Yes. Even though the unit cannot make ranged attacks, it is still eligible to shoot, which can affect its eligibility for other rules, e.g. starting an action. Q: When my unit shoots using close‑quarters shooting, can MONSTER/ VEHICLE models in my unit target an engaged unit with [BLAST] weapons? A: No. Q: When my unit shoots at an engaged MONSTER/VEHICLE unit, can models in my unit target that unit with [BLAST] weapons? A: No. Q: Can a unit that is eligible to make an overrun fight be selected to do so if it is not also eligible to fight? A: No. Sometimes a unit can become engaged after the start of the Fight step, but then become unengaged later in that step. If this happens, and it is no longer eligible to fight, it cannot make an overrun fight. Q: Can a unit embark within a TRANSPORT after making a scout move? A: No. Scout moves happen in the Resolve Pre-battle Abilities step of the battle, which comes after the Declare Battle Formations step and before the Begin the Battle step. CONTINUED IN THE APP 88

Crushing Impact

Cost: 1CP Type: Core Stratagem

In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.

WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence: 1. Select one enemy unit engaged with your unit. 2. Select one model in your unit engaged with that enemy unit. 3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit). 56

Epic Challenge

Cost: 1CP Type: Core Stratagem

The legends of the 41st millennium are replete with deadly duels between mighty champions.

WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model's melee weapons have the [PRECISION] ability.

Explosives

Cost: 1CP Type: Core Stratagem

Priming grenades or other explosives, these warriors draw back and hurl death into the enemy's midst.

WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence: 1. Select one EXPLOSIVES/GRENADES model in your unit. 2. Select one unengaged enemy unit within 8" of and visible to that model. 3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).

Fire Overwatch

Cost: 1CP Type: Core Stratagem

A hail of fire can drive back advancing foes.

WHEN: End of your opponent's Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting (see below). SNAP SHOOTING 15.09

ELIGIBLE IF: As stated in the rule allowing this shooting type.

EFFECT: Your unit shoots as described in Making Attacks (04). WHILE SHOOTING:

You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).

Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon's BS characteristic or any modifiers).

You cannot re‑roll hit rolls. AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.

Heroic Intervention

Cost: 1CP Type: Core Stratagem

Voices raised in furious war cries, your warriors surge forth to meet the enemy's onslaught head‑on.

WHEN: End of your opponent's Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.

Into the Fray:

▫ When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.

▫ When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance. +1CP COUNTEROFFENSIVE 151 2 Used in: Your turn SEE ALSO USING STRATAGEMS

►Modifying CP Cost

►Rules Sequencing Stratagems are presented as shown above. Some feature optional conditions that carry an additional CP cost. This can depend on the effect you select (like in the example above) or other variables such as the keywords of the unit being targeted. STRATAGEMS KEY Used in: Either player's turn Used in: Opponent's turn 55

Insane Bravery

Cost: 1CP Type: Core Stratagem

Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.

WHEN: Battle‑shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.

Rapid Ingress

Cost: 1CP Type: Core Stratagem

Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors' onset.

WHEN: End of your opponent's Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.

Smokescreen

Cost: 1CP Type: Core Stratagem

Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.

WHEN: Start of your opponent's Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).