Core Concepts
Core Concepts
01.01 Each player in a game of Warhammer 40,000 commands an army made up of units of models. You control all of the models in your army. If a rule refers to the 'controlling player', it is referring to the player who controls the models being affected by that rule. UNITS AND MODELS 01.02 A unit can contain one or more models. These models move and fight together as a single group. Most models have a base, which is also part of that model for all rules purposes. Rules sometimes affect 'friendly' or 'enemy' models or units, which are defined as follows:
Friendly units and models are those in your army.
Enemy units and models are those in your opponent's army. If a rule affects units or models without specifying that they are friendly or enemy, that rule affects any unit or model, regardless of whose army they are in. When an effect or ability applies to a unit, it applies to every model in that unit. ACTIVE PLAYER AND OPPOSING PLAYER 01.03 At any given time, one player is the 'active player' and their opponent is the 'opposing player'. Which player is which changes throughout the battle, but both players are always one or the other; whenever a player becomes the active player, their opponent becomes the opposing player, and vice versa. While it is neither player's turn (e.g. at the start or end of the battle round), the player who takes the first turn in each battle round is the active player. While it is a player's turn, that player is the active player, with the following exceptions:
Each time a unit is selected to move, that unit's controlling player is the active player until that move ends.
Each time a unit is selected to shoot or selected to fight, that unit's controlling player is the active player until those attacks are resolved. 8
MEASURING DISTANCES 01.04 Distances in Warhammer 40,000 are measured in inches ("). You can measure distances whenever you want to. When a rule refers to a model's position in relation to anything else on the battlefield, unless otherwise stated, measure to or from the closest part of that model's base. DICE 01.05 You will require some six‑sided dice (often abbreviated to D6). There are many ways dice rolls are referred to, including:
2+, 3+, and so on: 2+ means a result of 2 or more, 3+ means a result of 3 or more, and so on.
1‑3, 4‑6, and so on: Any result within the specified range will interact with the rule stated.
2D6, 3D6, and so on: Roll the stated number of D6 and add the individual values together (e.g. to roll 2D6, roll two D6 and add the values together).
D3: Roll one D6 and halve the result (rounding up).
D6+1, 2D6+3, and so on: Roll the stated number of dice and add the stated value to the result. LEADERSHIP ROLLS 01.06 To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing. BATTLE-SHOCK ROLLS 01.07 To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
If that roll succeeds, that unit does not become battle-shocked.
If that roll fails, that unit, and each model in it, is battle-shocked. While a unit is battle-shocked:
The Objective Control (OC) characteristic of all of its models is modified to '-' (
01.07) for each unit in their army that fulfils one or both of the following conditions:
That unit is currently battle-shocked.
That unit is at, or below, half‑strength. If a unit was battle-shocked at the start of this step and its battle-shock roll during this step succeeds, it is no longer battle-shocked. 4. COMMAND ABILITIES
01.07
►Modified Characteristics
►Multiple Battle-shock Rolls
►Not on the Battlefield
►Starting Strength and Half-strength ++ DOUBT IS THE FATAL FLAW IN ANY ARMOUR ++ This VEHICLE has a starting strength of 1 and a W characteristic of 11. It has 3 wounds remaining, so it is below half-strength and a battle-shock roll must be made for it. This unit has a starting strength of 5. It has two models remaining, so it is below half-strength and a battle-shock roll must be made for it. This unit has a starting strength of 10. It has five models remaining, so it is at half-strength and a battle-shock roll must be made for it. This unit has a starting strength of 3 so is not at or below half-strength, but it is currently battle-shocked, so a battle-shock roll must be made for it. If that roll succeeds, the unit will no longer be battle-shocked. BATTLE-SHOCK EXAMPLES 31
MOVEMENT PHASE 1. START OF MOVEMENT PHASE
01.07). SEE ALSO MOVE UNITS