Core Abilities (Universal Special Rules)
Core Abilities (Universal Special Rules)
24.32
Surge Move
24.07
[] 24.11
►Multiple Weapon Profiles SELECT TARGETS
Frame
24.13). SEE ALSO DECLARE CHARGE
►Target No Longer Eligible or Viable MAKING A CHARGE MOVE 7" This unit is more than 7" from the charging unit, so it cannot be selected as a charge target, even though the charging unit could end its charge move within 2" of this unit. The BLUE BLUE unit declares a charge and the charge roll generates a maximum distance of 7". Unit A is within this distance, so can be selected as a charge target, but the BLUE BLUE unit would not be able to end its charge move engaged with this unit after moving around the intervening terrain features. These units are both within 7", so can be selected as charge targets. The charging unit can end its charge move engaged with all of its charge targets, so this move can be made. A A B B C C Charge Roll 37
FIGHT PHASE 1. START OF FIGHT PHASE
24.22 / SUPPORT 24.34 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each 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
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. []. 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 [: VEHICLE] ability only applies to attacks that target a VEHICLE unit. The [ 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 , 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 [‑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+. [] 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 (
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). [] 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 (
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 X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6"). Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield. 24.09 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 (
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 [] 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 (
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 X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost. 24.13 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 (
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 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 [] weapons). 3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons. 4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot. [] 24.15 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 (
24.16
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. 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 (
24.18 Some weapons are designed to root enemy formations out of entrenched positions. Each time an attack is made with an [] weapon, the target cannot have the benefit of cover against that attack (
24.19 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 (
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. [] 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
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. [] 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. [] 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 [] 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
[] 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 (
24.29 Some weapons can channel the bearer's 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). [] 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
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 (
24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. See Attached Units (19). 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 (
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). [] 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