Warhammer 40,000 rules

What changed v925 → v931

38 rules, 1 section, 24 FAQ entries

27 images changed →

Sections

Core Rules 01. Core Concepts

changed 01.02 Units and Models

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.

01.02.01 - 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.

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.

01.02.02 - Persisting Rules Effects

Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. 'In the Shooting phase') and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.

01.02.03 - Revived and Adding Models to a Unit

When a rule revives, resurrects, returns or adds models to a unit, the specified number of models are added to the unit.

  • If a rule revives, resurrects or returns models to a unit, it does so through destroyed models from that unit.
  • This cannot expand a unit beyond its starting strength.
  • Unless otherwise stated, such models are added with all wargear and enhancements they started the battle with, and with their full W remaining.

Models returned to a unit on the battlefield must be set up as follows:

  • They must be set up in coherency with models in that unit that started that phase on the battlefield.
  • They can be set up engaged with one or more enemy units, but only if those enemy units were already engaged with the unit that model is being returned to.

If a leader or support model in an attached unit is destroyed and subsequently revived, they are still part of that attached unit and they must be returned to it if possible.

When a model revives, resurrects, returns or is added to an embarked unit, if that TRANSPORT has sufficient remaining transport capacity for that model, that model is returned to that unit and is embarked. Otherwise, that model is destroyed, but it does not trigger rules that apply when a model is destroyed.

01.02.04 - Not On The Battlefield

A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:

  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visibleor within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player's army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.

01.02.05 - Other Model / Unit

When a rule refers to models or units ‘other’ than the one with that rule (or one already mentioned by that rule), it means a different model or unit to that original one.

Different instances of the same datasheet are still considered to be ‘other’ units.

01.02.06 - Splitting Units

Some rules allow you to split units into smaller units (e.g. the Transport ability of Drukhari Venoms). When using such rules:

  • The same models can only be subdivided in this way once (e.g. those smaller units cannot themselves be split further).
  • If a rule is used to split a unit into multiple units before the battle, the starting strength of each individual unit is changed to be equal to the number of models in that unit.
  • A unit must be split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). If a rule states a specific starting strength of the split units, but this is not possible based on the number of models in the unit being split (e.g. due to attached Leader/Support models), split the unit as stated above.
01.02.07 - Describing Units

When a rule mentions a unit, it may have a descriptor for the unit (e.g. Terminator unit, hidden unit, battle-shocked unit, visible unit, controlling unit). For such descriptors to apply to a unit, that unit must have at least one model in that unit that meets that descriptor.

This does not give that rule to every model in the unit, unless that rule specifically states that it gives that rule to the unit, in which case every model in that unit gains that rule, as described in Units and Models (01.02).

Example: A hidden unit would be a unit that has a model in it that is hidden.

01.02.08 - A (Unit/Model/Object)

Some rules may refer to 'a' unit/model/object without specifying an exact number. In such cases, the meaning is 'one or more', rather than exactly one.

Example: If a rule has a condition that requires a unit to be 'within range of an objective', that condition is still met if that unit is within range of more than one objective.

01.02.09 - Tokens

Tokens are gaming aids that some rules instruct you to place next to model/unit to remind you and your opponent that a model/unit either has a limited-use ability or is under the effects of a particular rule. Tokens are not counted as models for any purposes (even if they are being represented by a model). If another model needs to move into the space occupied by a token, reposition the token to allow that move to be made.

01.02.10 - 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.

01.02.11 - All Types of Model

When a rule mentions ‘all types of model’, this is inclusive of friendly and enemy models and all keywords, e.g. MONSTER/VEHICLE models.

Core Rules 16. Actions

changed 16.01 Performing Actions

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 iseligible 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 orfall-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.

Core Rules 18. Transports

new 18.06 Assault Disembark Move

Setup distance
3"
Eligible if
As stated in the rule allowing this move type, 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/fall‑back move this phase.
Effect
Your unit is set up as described in Set Up (Core Rules, 03.02).
While moving
Set up each model in your unit wholly within the set‑up distance of that TRANSPORT.

new 18.07 Shock Disembark Move

Setup distance
3"
Eligible if
As stated in the rule allowing this move type, 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.
Effect
Your unit is set up as described in Set Up (Core Rules, 03.02).
While moving
Set up each model in your unit wholly within the set‑up distance of that TRANSPORT.
After moving
Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight

Core Rules 22. Other Rules And Abilities

changed 22.03 Psychic Abilities

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).

22.03.01 - Psychic Abilities with a Psychic Level

When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.

Core Rules 24. Core Abilities

changed 24.08 Deadly Demise

This ability always takes the form Deadly Demise X. Each time a model inwith this unitability 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.

Event Companion Event Companion

changed 3. DETERMINE A LAYOUT

Each combination of Primary Missions has three recommended layouts, labelled A, B and C. These can be found in the Warhammer 40,000 app and at the end of this companion. As directed by the Warhammer Event organiser, the players either use the layout specified or randomly determine which of these layouts to use.

We recommend running through layouts A, B and C sequentially, repeating this as needed for the number of games being played.

Examples: For a 5 round event, we recommend the layout order A, B, C, A, B. For a 6 round event, we recommend A, B, C, A, B, C. For an 8 round event, we recommend A, B, C, A, B, C, A, B.

changed CHAPTER APPROVED MISSION DECK

ERRATA AND FAQs
When playing in a Warhammer Event Mission, the following amendments to cards in the Chapter Approved Mission Deck are used.
None.
Questions about the Chapter Approved Mission Deck will be reviewed periodically and answered below. Newly added entries are marked in red.

Q: For the purposes of VP scoring limits, is the end of the battle the same timing as the end of the fifth battle round? A: No, VP scored at the end of the battle are not subject to the 15VP per battle round scoring limit. Q: When a mission action places an operation marker and applies a status (e.g. 'decoyed'), does removing that operation marker also remove that status?
A: Yes.

Q: Some Primary Mission cards let a player place operation markers on the battlefield. Can I remove these?
A: Your Primary Mission card will specify how and when you can remove operation markers from the battlefield. If it doesn’t, you cannot remove operation markers.

Q: For the Death Trap Primary Mission, one objective reads ‘One or more enemy units that started the turn within a terrain area were destroyed, if that terrain area is trapped.’ Does that terrain area have to have been trapped at the point that enemy unit was destroyed?
A: No.

Q: For the Surveil the Foe Primary Mission, one objective reads ‘One or more enemy units were surveilled this turn, unless each of those units is within range of one or more objectives that have one or more operation markers within range of them.’ For an enemy unit within range of an objective with an operation marker, can I achieve this objective if I remove the operation marker after surveilling that unit, as long as it is within the same turn?
A: Yes.

Q: For the Vital Link Primary Mission, if there is more than one central objective, can I score the cumulative VP for my operation markers regardless of which central objective(s) they are within?
A: Yes, as long as you control the objective(s) those operation markers are within.

Q: The Plunder Secondary Mission references ‘One unit within a terrain area that is not within your territory.’ Is the requirement to be ‘not within your territory’ referring to the unit or the terrain area?
A: The terrain area.

Q: If the unit I select to be my Beacon unit upon drawing the Beacon Secondary Mission is destroyed prior to achieving the mission, can I select a new Beacon unit?
A: No, which means you will be unable to achieve that mission. We recommend discarding it on your turn to gain 1CP!

Chapter Approved Mission Sequence

changed 4. Create the Battlefield

Missions are played on rectangular battlefields 44" by 60" in size.

We recommend using the suggested battlefield layouts in the Warhammer 40,000 app. These layouts were designed for Chapter Approved battles.

If you wish to create your own layout, use the following instructions.

Roll one D6. On a 1-5, use the single central objective point as shown at the centre of the Deployment card. On a 6, instead use two central objective points: locate these 6" either side of the single central objective point, along the dashed line used to separate the players’ territories.

Roll off, then take turns placing terrain features, starting with the winner.

For each objective point, set up one terrain feature so that it covers that point on the battlefield. A terrain feature set up in this way is a terrain objective.

Then set up any remaining terrain features.

changed Tactical Secondary Missions

If you are using Tactical Missions, shuffle your Secondary Mission deck face-down.

At the start of your Command phase, draw two Secondary Missions face-up from your Secondary Missions deck; these Secondary Missions are active for you.

▪(Once■(Once per battle) At the end of your Command phase, you can spend 1CP to discard one of your active Secondary Mission cards and draw one new Secondary Mission card.

changed Achieving Secondary Missions

At the end of each player’s turn, each player does the following, starting with the player whose turn it is:

▪First,■First, if you met the conditions on one or more Secondary Missions, you can gain the VP specified on that card. If you do, and if you are using Tactical Secondary Missions, discard that Secondary Mission – it is achieved.

▪Then,■Then, if it is your turn and you are using Tactical Secondary Missions, you can discard one or more of your active Secondary Missions. If you do, you gain 1CP.

FAQ

added
Q Q: Fight On Death (05.04.05) requires models awaiting such an ability to stay on the battlefield until their unit has attacked (or until the end of the phase). How do these models function while this is the case?

A: Models awaiting a Fight On Death ability are still present on the battlefield for all rules purposes. This includes (but is not limited to) the following regarding such models:

  • They can be measured to by friendly/enemy abilities.
  • They can be considered visible to friendly/enemy models where relevant.
  • They can use their datasheet abilities.
  • They can be targeted by stratagems.
  • Enemy units can still be engaged with them (which may restrict the opposing player's consolidation/pile-In moves made as part of an overrun fight).
in the full FAQ
added
Q Q: When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?

A: Line of sight is drawn from any part of the observing model to any part of the model being observed.

in the full FAQ
added
Q Q: If a rule refers to an 'objective marker', does this mean an 'objective'?

A: Yes (excluding rules in the Core Rules)'.

in the full FAQ
added
Q Q: Can I use the Insane Bravery stratagem on a battle-shocked unit?

A: No, as a unit's controlling player cannot target that unit with stratagems (01.07).

in the full FAQ
added
Q Q: My unit has access to a rule that changes the Damage characteristic of an incoming attack to 0. When such an attack is allocated to a model in that unit, is the Damage changed before or after save rolls?

A: After.

in the full FAQ
added
Q Q: When do the effects of a FLYING unit taking to the skies apply?

A: When that unit is selected to make a normal/advance/fall-back/charge move. Note that for an advance/charge move, this means you must declare that a unit will take to the skies before rolling for that advance/charge move.

in the full FAQ
added
Q Q: Units have all the keywords of all their models, and attached units have all the keywords of all of their component units. How are destroyed models taken into account for these purposes?

A: These statements are only true so long as the models possessing those keywords remain part of the unit; destroyed models do not contribute their keywords to their prior unit.

Example: The Aspiring Sorcerer model in a unit of Rubric Marines is destroyed; as none of the remaining models in the unit possess the PSYKER keyword, that unit is no longer a PSYKER unit.

in the full FAQ
added
Q Q: Do a unit's abilities continue to function while they are embarked within a TRANSPORT?

A: Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.

Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael's Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects 'weapons equipped by models' in Azrael's unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).

in the full FAQ
added
Q Q: If both players have units with the Scouts ability, do they alternate resolving scout moves?

A: Yes, players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.

in the full FAQ
added
Q Q: How do modifiers to the charge roll (or to the maximum distance of the charge move, such as Take to the Skies) affect the selection of charge targets?

A: A charging unit may only select charge targets that are within the maximum distance of their charge roll, including any modifiers. If such a modifier occurs after selecting a charge target and causes that charge target to no longer be within the maximum distance, the charging unit would then select new targets (Target No Longer Eligible Or Viable, 04.03.03).

Example: A unit's charge roll is 7", and that unit has a datasheet ability which adds 1 to charge rolls: that charge's maximum distance is 8", so you can select charge targets within 8".

Example: A FLYING unit chooses to take to the skies and rolls a charge roll of 9"; that charge's maximum distance is 7" (9" minus the 2" from taking to the skies), so you can select charge targets within 7".

in the full FAQ
added
Q My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?

Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.

in the full FAQ
added
Q My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?

Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.

in the full FAQ
added
Errata 01.02.06

Add:

▪ A unit must be split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). If a rule states a specific starting strength of the split units, but this is not possible based on the number of models in the unit being split (e.g. due to attached Leader/Support models), split the unit as stated above.

in the full FAQ
added
Errata 12.08 - Consolidation Move, After Moving Section, Ongoing Consolidation

Change to:

Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight

in the full FAQ
edited
Errata Hypercrypt Legion Detachment, Cosmic Precision Stratagem, Target Section

Change to:

‘One NECRONS unit from your army (excluding MONSTER units) that is arriving using the Deep Strike oran Hyperphasingingress abilitiesmove this phase.’

in the full FAQ
edited
Errata Acts of Faith, Gaining Miracle Dice Section

Change to:

‘If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:

■ At the start of each battle round.turn.
■ Each time an ADEPTA SORORITAS unit from your army is destroyed.

Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re‑rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.’

in the full FAQ
edited
Errata Hallowed Martyrs Detachment, Divine Intervention Stratagem, Target and Effect section

Change to:'You
TARGET:
One ADEPTA SORORITAS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
'EFFECT: You can
discard 1-31‑3 Miracle dice. At the end of the phase, set the lastup destroyedthat model from your unit back up on the battlefield, unengaged and as close as possible to where it was destroyeddestroyed. andThat notmodel withinis Engagementnot Rangepart of anyan enemyattached models.unit and its unit has a starting strength of 1. Roll one D3, adding 1 to the result for each Miracle dice you discarded. That model is set back up withhas that number of wounds remaining (up to its starting number of wounds).'

in the full FAQ
added
Errata Ghosts of the Webway Detachment, Travelling Players section

Add bullet point: ‘When mustering your army, you can select a friendly HARLEQUINS CHARACTER model to be your WARLORD.'

in the full FAQ
edited
Errata Recon Element Detachment, Masters of Camouflage Detachment Rule

Change to:

ASTRA MILITARUM WALKER‘Friendly andASTRA REGIMENTMILITARUM units from(excluding yourTITANIC armyunits) have the Benefit of Cover. While such a unit has the Benefit of Cover for any other reason, improve the Save characteristic of that unit by 1 (to a maximum of 3+).’Stealth.’

in the full FAQ
edited
Errata Rapid Evisceration Detachment, On to the Next Stratagem, When and Target Sections

Change to:

WHEN: End of the Fight phase.
TARGET: One EMPEROR'S CHILDREN unit from your army that destroyed an enemy unit this phase, and one friendly TRANSPORT it is able to embark within.
EFFECT: If your EMPEROR’S CHILDREN unit is wholly within 6" of that TRANSPORT, it can embark within it. Your unit can embark within that TRANSPORT in a turn it disembarked from a TRANSPORT.'

in the full FAQ
edited
Errata Nurgle's Gift, Skullsquirm Blight

Change to:‘Each
‘• Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack.
• Each
time a model in this unit makes a melee attack, subtract 1 from the Hit roll.’

in the full FAQ
edited
Errata Traitoris Lance Detachment, Storm of Darkness Stratagem, When and Effect SectionSections

Change to:
'WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
EFFECT:
▪ Your unit has Stealth.
▪ Melee attacks that target your unit have -1 to hit rolls.rolls**.'

in the full FAQ
added
Errata Veterans of the Fang Detachment, Old Greymanes Detachment Rule, 2nd bullet point

Change to:

‘In the Declare Battle Formations step, you can split a friendly GREY HUNTERS unit into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units).’

in the full FAQ
edited
Errata Gate Warden Lance Detachment, Dauntless Defenders Detachment Rule

Change to:
'At the start of the first battle round, select two objectives to be your foundations. Place a circular 40mm foundation marker in each one. When you draw a line from the closestany part of one of your foundation markermarkers to the closestany part of the other, if any part of a model’s base (or any part of a model’s hull, for a model without a base) crosses that line, that model’s unit is said to be on your defensive line.

While an IMPERIAL KNIGHTS unit from your army is on your defensive line, that unit has the following ability:

Against the Horde: Each time a model in this unit makes an attack that targets a visible enemy unit, you can ignore any or all modifiers to the Hit roll, and weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.'

in the full FAQ