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This guide will help you get started with games of Warhammer 40,000. For more information, see the Core Rules.
Warhammer 40,000 battles are played in a series of battle rounds. In each of these, both players have a turn, broken
into different phases that must be completed in order.
3. SHOOTING PHASE
1. COMMAND PHASE
One unit at a time, your models can fire their ranged weapons at enemy units that are within range
and visible. Models with more than one ranged weapon can shoot each one at a different target, but
2. MOVEMENT PHASE you must declare all targets at the same time.
Weapons are presented as follows:
3. SHOOTING PHASE
RANGED WEAPONS RANGE A BS S AP D
Bolt pistol [PISTOL] 12" 1 3+ 4 0 1
4. CHARGE PHASE
MELEE WEAPONS RANGE A WS S AP D
Astartes chainsword Melee 5 3+ 4 -1 1
5. FIGHT PHASE
Range: How far a weapon can shoot. If an S (Strength): Any attack that hits then
enemy unit is within this range and visible needs to be strong enough to wound
to your model, it can be targeted. its target.
A (Attacks): The amount of shots or strikes AP (Armour Penetration): This represents
1. COMMAND PHASE your weapon gets, represented by the how effective the attack is against armour.
number of D6 you roll for your attack.
D (Damage): If the enemy unit fails
Command: First, both players gain 1 BS (Ballistic Skill): How accurate your its saving throw, the attack inflicts this
Command point (these can be spent on attacks are. If a Hit roll equals or beats this much damage.
Stratagems at different points in the battle number, the attack hits!
round). Then resolve any rules you have that
are used in your Command phase.
Battle-shock: For every unit in your army that MAKING ATTACKS
has lost more than half of its models (or more Use the following sequence to make attacks one at a time:
than half of its wounds for single-model units),
roll 2D6. If the result is lower than the LD 1 HIT ROLL
(Leadership) shown on the unit’s datasheet,
Roll one D6 per attack, aiming to equal or beat the BS. An unmodified Hit roll of 6 is
the unit is Battle-shocked until the start of
called a Critical Hit and is always successful.
your next Command phase. Battle-shocked
units have an OC (Objective Control) of 0, and
cannot be affected by friendly Stratagems. 2 WOUND ROLL
Compare the attack’s Strength with the target’s Toughness, as shown below. An
unmodified Wound roll of 6 is called a Critical Wound and is always successful.
2. MOVEMENT PHASE
Units that are not within 1" of enemy models D6 RESULT
ATTACK’S STRENGTH VS TARGET’S TOUGHNESS
(Engagement Range) can either stay still REQUIRED
(Remain Stationary), make a Normal move or
make an Advance move: Strength is TWICE (or more than twice) the Toughness.
■ Normal moves: Move the unit a distance in Strength is GREATER than the Toughness.
inches up to its MV (Move) characteristic,
without ending within Engagement Range Strength is EQUAL to the Toughness.
of enemy models.
■ Advance moves: As above, but roll one Strength is LESS than the Toughness.
D6 and add the result to the unit’s Move.
Units that Advance cannot shoot this turn Strength is HALF (or less than half) the Toughness.
(except with Assault weapons) and cannot
charge this turn.
Units that are within Engagement Range of 3 ALLOCATE ATTACK
enemy models can only Remain Stationary
Your opponent chooses which model in their unit the attack might wound (if any of
or Fall Back:
those models are already wounded, the attack must be allocated to them).
■ F all Back moves: Like a Normal move, but
units that Fall Back cannot shoot or charge 4 SAVING THROW
this turn.
Your opponent rolls one D6, subtracting the attacking weapon’s AP. If the result equals or
beats their model’s SV, the attack fails. Otherwise, damage is inflicted.
5 INFLICT DAMAGE
Inflict damage – a model loses a number of wounds equal to the attack’s
Damage characteristic.
1
WARHAMMER 40,000: QUICK START GUIDE
4. CHARGE PHASE Listed below are a selection of abilities common to many units and weapons. For a full
explanation of how these and other universal abilities work, see the Core Rules.
2
WARHAMMER 40,000: QUICK START GUIDE
CORE STRATAGEMS
Command points can be spent during the battle to use Stratagems. All players can use the Core Stratagems presented
here. Additional Stratagems can be found in Codexes and other publications.
WHEN: In any phase, just after you WHEN: Your Shooting phase. WHEN: End of your opponent’s
have made a Hit roll, a Wound roll, Movement phase.
1CP a Damage roll, a saving throw, an
1CP TARGET: One Grenades unit from your 1CP
army that is not within Engagement TARGET: One unit from your army that is
Advance roll, a Charge roll, a Desperate Range of any enemy units and has not in Reserves.
Escape test, a Hazardous test, or been selected to shoot this phase.
just after you have rolled the dice EFFECT: Your unit can arrive on
to determine the number of attacks EFFECT: Select one enemy unit that is the battlefield as if it were the
made with a weapon, for an attack, not within Engagement Range of any Reinforcements step of your
model or unit from your army. units from your army and is within 8" Movement phase.
of and visible to your Grenades unit. RESTRICTIONS: You cannot use this
EFFECT: You re-roll that roll, test or Roll six D6: for each 4+, that enemy
saving throw. Stratagem to enable a unit to arrive on
unit suffers 1 mortal wound. the battlefield during a battle round it
would not normally be able to do so in.
COUNTER-OFFENSIVE TANK SHOCK
CORE – STRATEGIC PLOY STRATAGEM CORE – STRATEGIC PLOY STRATAGEM SMOKESCREEN
WHEN: Fight phase, just after an WHEN: Your Charge phase. CORE – WARGEAR STRATAGEM
enemy unit has fought.
2CP 1CP TARGET: One Vehicle unit from WHEN: Your opponent’s Shooting phase,
TARGET: One unit from your army that your army. just after an enemy unit has selected
is within Engagement Range of one 1CP its targets.
or more enemy units and that has EFFECT: Until the end of the phase,
not already been selected to fight after your unit ends a Charge TARGET: One Smoke unit from your army
this phase. move, select one enemy unit that was selected as the target of one or
within Engagement Range of it, more of the attacking unit’s attacks.
EFFECT: Your unit fights next. then select one melee weapon EFFECT: Until the end of the phase, all
your unit is equipped with. Roll a models in your unit have the Benefit
EPIC CHALLENGE number of D6 equal to that weapon’s of Cover (pg 44) and the Stealth ability
Strength characteristic. If that (pg 20).
CORE – EPIC DEED STRATAGEM Strength characteristic is greater
WHEN: Fight phase, when a than that enemy unit’s Toughness
Character unit from your army that characteristic, roll two additional D6. GO TO GROUND
1CP is within Engagement Range of one For each 5+, that enemy unit suffers CORE – BATTLE TACTIC STRATAGEM
or more Attached units is selected 1 mortal wound (to a maximum of 6
to fight. mortal wounds). WHEN: Your opponent’s Shooting phase,
just after an enemy unit has selected
TARGET: One Character model in 1CP its targets.
your unit. FIRE OVERWATCH TARGET: One Infantry unit from
EFFECT: Until the end of the phase, all CORE – STRATEGIC PLOY STRATAGEM your army that was selected as the
melee attacks made by that model target of one or more of the attacking
have the [PRECISION] ability (pg 26). WHEN: Your opponent’s Movement or
Charge phase, just after an enemy unit unit’s attacks.
is set up or when an enemy unit starts EFFECT: Until the end of the phase,
INSANE BRAVERY or ends a Normal, Advance, Fall Back all models in your unit have a 6+
CORE – EPIC DEED STRATAGEM
or Charge move. invulnerable save and have the Benefit
1CP TARGET: One unit from your army that of Cover (pg 44).
WHEN: Battle-shock step of your
is within 24" of that enemy unit and
Command phase, just after you have
1CP failed a Battle-shock test taken for a
that would be eligible to shoot if it were HEROIC INTERVENTION
your Shooting phase.
unit from your army (pg 11). CORE – STRATEGIC PLOY STRATAGEM
EFFECT: Your unit can shoot that
TARGET: The unit from your army that WHEN: Your opponent’s Charge phase,
enemy unit as if it were your
Battle-shock test was just taken for just after an enemy unit ends a
Shooting phase. 2CP
(even though your Battle-shocked Charge move.
units cannot normally be affected by RESTRICTIONS: Until the end of the
your Stratagems). phase, each time a model in your unit TARGET: One unit from your army that
makes a ranged attack, an unmodified is within 6" of that enemy unit and
EFFECT: Your unit is treated as having would be eligible to declare a charge
Hit roll of 6 is required to score a hit,
passed that test instead, and is not against that enemy unit if it were your
irrespective of the attacking weapon’s
Battle-shocked as a result. Charge phase.
Ballistic Skill or any modifiers. You can
only use this Stratagem once per turn. EFFECT: Your unit now declares a
charge that targets only that enemy
unit, and you resolve that charge as if
it were your Charge phase.
STRATAGEMS KEY RESTRICTIONS: You can only select a
Vehicle unit from your army if it is a
EITHER PLAYER’S TURN Walker. Note that even if this charge
is successful, your unit does not
YOUR TURN receive any Charge bonus this turn
(pg 29).
OPPONENT’S TURN
3
DARK ANGELS – UNFORGIVEN TASK FORCE
DETACHMENT RULE
No matter the foe or the odds, the proud warriors of
the Dark Angels stubbornly refuse to accept defeat.
None fight with more grim determination than
the battle-brothers of the Dark Angels, and their
renowned specialised companies – the Deathwing
and Ravenwing – are held in awe by their allies and
enemies alike.
RESTRICTIONS
■ Y our army can include Dark Angels units, but it
cannot include any Adeptus Astartes units drawn
from any other Chapter.
GRIM RESOLVE
The Dark Angels are renowned for their unshakeable
resolve, enduring tenacity and strict discipline in
battle. They are tactically astute, able to prosecute
their wars on any front. On the offence, they strike
with all the martial pride of the Lion, while in defence
they are stalwart, determined to accomplish their
mission no matter the cost.
OATH OF MOMENT
If your Army Faction is Adeptus Astartes, at the
start of your Command phase, select one unit from
your opponent’s army. Until the start of your next
Command phase, each time a model from your army
with this ability makes an attack that targets that
enemy unit, you can re-roll the Hit roll and you can
re-roll the Wound roll.
DARK ANGELS – UNFORGIVEN TASK FORCE
STRATAGEMS
UNFORGIVEN FURY ARMOUR OF CONTEMPT
UNFORGIVEN TASK FORCE – BATTLE UNFORGIVEN TASK FORCE – BATTLE
TACTIC STRATAGEM TACTIC STRATAGEM
With focused aggression, the Dark Angels relentlessly The belligerency of the Adeptus Astartes combined
punish the foe. with their transhuman physiology makes them
unyielding foes to face.
WHEN: Your Shooting phase or the Fight phase.
WHEN: Your opponent’s Shooting phase or the Fight
TARGET: One Adeptus Astartes unit from your army phase, just after an enemy unit has selected its
that has not been selected to shoot or fight this targets.
1CP phase. 1CP TARGET: One Adeptus Astartes unit from your army
EFFECT: Until the end of the phase, weapons that was selected as the target of one or more of the
equipped by models in your unit have the [LETHAL attacking
HITS] ability. In addition, if one or more Adeptus unit’s attacks.
Astartes
units from your army are currently Battle-shocked, EFFECT: Until the end of the phase, each time an
attack targets your unit, worsen the Armour
until the end of the phase, each time a model in your
unit makes an attack, a successful unmodified Hit roll Penetration characteristic of that attack by 1.
of 5+ scores a Critical Hit.
6" 4 3+ 5 6+ 1
Rites of Battle: Once per battle round, one unit from your
army with this ability can be targeted by a Stratagem for
0CP, even if another unit from your army has already been
targeted by that Stratagem this phase.
MELEE WEAPONS RANGE A WS S AP D
Finest Hour: Once per battle, at the start of the Fight phase,
Master-crafted power weapon Melee 6 2+ 5 -2 2
this model can use this ability. If it does, until the end of the
phase, add 3 to the Attacks characteristic of melee weapons
equipped by this model and those weapons have the
[DEVASTATING WOUNDS] ability.
WARGEAR ABILITIES
Relic Shield: The bearer has a Wounds characteristic of 6.
INVULNERABLE SAVE 4+
Before selecting targets for this weapon, select one of its profiles to make attacks with.
6" 4 3+ 4 6+ 1
Before selecting targets for this weapon, select one of its profiles to make attacks with.
6" 4 3+ 2 6+ 2
Intercessor Squads are capable of laying down punishing fire while advancing or holding ground against the
enemy. They have access to a range of bolt weaponry suited to varied battlefield assignments, from engaging
enemies at long range to cleansing bunker complexes.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
12" 4 3+ 2 6+ 1
Thanks to their powerful jump packs, these warriors soar over the
battlefield, slamming into the foe and cutting them down with
point-blank bolt pistol fire and furious chainsword hacks before
shooting off to their next target.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
FACTION KEYWORDS:
KEYWORDS: Mounted, Grenades, Imperium, Bike Squad
Adeptus Astartes
DEATHWING TERMINATOR SQUAD (205 pts.)
M T SV W LD OC
5" 5 2+ 3 6+ 1
Deploying rapidly onto the battlefield via blazing teleport strike or
within the armoured hull of a large transport, Deathwing Terminator
Squads pour heavy fire into their enemies or engage them in brutal
melee, smashing them apart with thunder hammers or cutting them to
ribbons with lightning claws.
INVULNERABLE SAVE 4+
Before selecting targets for this weapon, select one of its profiles to make attacks with.
FACTION KEYWORDS:
KEYWORDS: Infantry, Imperium, Terminator, Deathwing Terminator Squad
Adeptus Astartes, Dark Angels
ELIMINATOR SQUAD
M T SV W LD OC
6" 4 3+ 2 6+ 1
FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Phobos, Eliminator Squad
Adeptus Astartes
REPULSOR EXECUTIONER
M T SV W LD OC
10" 12 3+ 16 6+ 5
Before selecting targets for this weapon, select one of its profiles to make attacks with.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Smoke, Transport, Imperium, Repulsor Executioner
Adeptus Astartes
REPULSOR EXECUTIONER
Based on the Repulsor chassis, the Repulsor Executioner sacrifices
some transport capacity to accommodate powerful turret weaponry.
Even the largest battle tanks can be crippled by the beam of a heavy
laser destroyer, while the incinerating blasts of a macro plasma
incinerator can obliterate infantry formations.
TRANSPORT
This model has a transport capacity of 6 Adeptus Astartes
Infantry models. Each Jump Pack, Wulfen, Gravis or
Terminator model takes up the space of 2 models and each
Centurion model takes up the space of 3 models.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Smoke, Transport, Imperium, Repulsor Executioner
Adeptus Astartes