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WH40K 10th Edition - Quick Reference
WH40K 10th Edition - Quick Reference
ARMIES (p. 5)
◼ Army: All of the models under your command.
UNITS (p. 5)
◼ Unit: One or more models from the same datasheet.
◼ Friendly Models/Units: All models/units from the same army.
◼ Enemy Models/Units: All models/units from your opponent’s army.
RE-ROLLS (p. 9)
◼ Unmodified Dice: the result after re-rolls, but before any modifiers.
◼ A dice can never be re-rolled more than once.
◼ You must re-roll all dice if several need adding together (e.g. 2D6).
◼ Re-rolls are applied before any modifiers.
COMMAND PHASE
1. COMMAND (p. 11)
◼ Both players gain 1CP.
◼ Resolve any other rules that occur in the Command phase.
MOVEMENT PHASE
1. MOVE UNITS (p. 13)
◼ When a unit moves it can make a Normal move, Advance or Remain Stationary.
◼ Units that are within Engagement Range of any enemy models can only Fall Back or Remain Stationary.
TRANSPORTS
EMBARK (p. 17)
◼ A unit can embark within a friendly Transport if all of its models end a Normal, Advance or Fall Back move within 3" of that Transport.
◼ A unit cannot embark and disembark in the same phase.
SHOOTING PHASE
SELECT TARGETS (p. 19)
◼ Before a unit shoots, select the targets for all of its ranged weapons.
◼ At least one model in the target unit must be visible to the attacking model and within range of the weapon being used.
◼ Models with more than one ranged weapon can shoot them at the same or different targets, but models cannot split attacks from the
same weapon across more than one target.
◼ Models in the same unit can shoot at the same or different targets.
MAKE RANGED ATTACKS (p. 20)
◼ When a model shoots a weapon, it makes a number of attacks equal to that weapon’s Attacks characteristic.
◼ Resolve all attacks against one unit before resolving attacks against any other unit.
◼ Resolve all attacks made with the same weapon profile before resolving attacks with any other profile.
◼ If a weapon was in range and its target was visible when selected, that weapon’s attacks can always be made.
MAKING ATTACKS
1. HIT ROLL (p. 21)
◼ Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
◼ Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
◼ Critical Hit: Unmodified Hit roll of 6. Always successful.
◼ An unmodified Hit roll of 1 always fails.
◼ A Hit roll can never be modified by more than -1 or +1.
WEAPON ABILITIES
ASSAULT (p. 25)
◼ Can be shot even if the bearer’s unit Advanced.
FIGHT PHASE
FIGHT
1. PILE IN (p. 33)
◼ Pile-in Move: Up to 3".
◼ Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The
unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
TERRAIN FEATURES
BENEFIT OF COVER (p. 44)
◼ Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
◼ Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
◼ Multiple instances are not cumulative.
AIRCRAFT
AIRCRAFT IN THE MOVEMENT PHASE (p. 53)
◼ Aircraft can only make a Normal move, and can do so even when within Engagement Range of enemy models.
◼ Aircraft must move straight forward at least 20", and can then make one pivot of up to 90°.
◼ Aircraft that cross the edge of the battlefield, or that cannot make their minimum move, are placed into Strategic Reserves.
MISSIONS
OBJECTIVE MARKERS (p. 58)
◼ A model is within range of an objective marker if within 3" horizontally and 5" vertically.
◼ Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
◼ An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
◼ Models cannot end a move on top of an objective marker.