TEXT: WARHAMMER 40,000 
  CORE RULES
  Warhammer 40,000 puts you in command of an army of mighty warriors and war machines as you battle for 
  supremacy in the grim darkness of the far future. These pages contain the core rules for playing games with 
  your Citadel miniatures, and are designed to be used with the essential rules that come packaged with your 
  Warhammer 40,000 models.
  CONTENTS
  Rules Key ��������������������������������������������������������������������2
  Basic Rules ����������������������������������������3
  Datasheets �������������������������������������������������������������������7
  The Battle Round �������������������������������������������������������9
   Command Phase �����������������������������������������������������9
  Movement Phase ���������������������������������������������������10
  Move Units ����������������������������������������������������������10
  Reinforcements ���������������������������������������������������11
  Transports ��������������������������������������������������������������12
  Aircraft �������������������������������������������������������������������13
  Psychic Phase ���������������������������������������������������������14
  Shooting Phase ������������������������������������������������������15
  Ranged Weapon Types ���������������������������������������17
  Making Attacks �����������������������������������������������������18
  Charge Phase ���������������������������������������������������������19
  Charges ����������������������������������������������������������������19
  Heroic Interventions ������������������������������������������20
  Fight Phase �������������������������������������������������������������21
  Morale Phase ���������������������������������������������������������23
  Morale Tests ��������������������������������������������������������23
  Unit Coherency Checks �������������������������������������23
  Missions ������������������������������������������24
  Only War ������������������������������������������������������������������25
  1
  
  NORMAL MOVE
  When a unit makes a Normal Move, each model in that unit can 
  move a distance in inches equal to or less than the Move (M) 
  characteristic shown on its datasheet, but no model can be moved 
  within Engagement Range of enemy models (pg 4)�
  ADVANCE
  When a unit makes an Advance, make an Advance roll for the 
  unit by rolling one D6� Add the result in inches to the Move (M) 
  characteristic of each model in that unit until the end of the current 
  phase� Each model in that unit can then move a distance in inches 
  equal to or less than this total, but no model can be moved within 
  Engagement Range of enemy models� A unit cannot shoot or declare 
  a charge in the same turn that it made an Advance�
  REMAIN STATIONARY
  If a unit Remains Stationary, none of its models can be moved for 
  the rest of the phase� Any units from your army that were on the 
  battlefi eld and were not selected to move in the Move Units step 
  of the Movement phase are assumed to have Remained Stationary 
  that phase�
  FALL BACK
  When a unit Falls Back, each model in that unit can move a 
  distance in inches equal to or less than the Move (M) characteristic 
  shown on its datasheet, and when doing so you can move it within 
  Engagement Range of enemy models, but it cannot end its move 
  within Engagement Range of any enemy models – if it cannot do 
  this then it cannot Fall Back� A unit cannot declare a charge in 
  the same turn that it Fell Back� A unit cannot shoot or attempt to 
  manifest a psychic power in the same turn that it Fell Back unless it 
  is Titanic�
  MOVEMENT PHASE
  The ground shakes to the tread of marching feet and the growl of engines as armies advance across the 
  battlefi eld and vie for advantageous positions.
  1. MOVE UNITS
  Start your Movement phase by selecting one unit from your army to 
  move; that unit can either make a Normal Move, it can Advance, or 
  it can Remain Stationary (see right)� If a unit is within Engagement 
  Range (pg 4) of any enemy models when it is selected to move, it 
  cannot make a Normal Move or Advance; it can either Remain 
  Stationary or it can Fall Back (see right)� Aft er you have fi nished 
  moving that unit, you can then select another unit from your army to 
  move in the same manner, and so on, until you have done so with as 
  many of your units as you wish� 
  When you move a unit, you can move any of its models (you can 
  also choose not to move some of the models in that unit if you wish)� 
  Whenever you move a model, you can pivot it and/or change its 
  position on the battlefi eld along any path, but no part of the model’s 
  base (or hull) can be moved across the bases (or hulls) of other models, 
  nor can any part of that model (including its base) cross the edge of the 
  battlefi eld� You can also rotate any movable part of the model (such as 
  turrets and sponsons) when it is moved� Th e distance a model moves 
  is measured using the part of the model’s base (or hull) that moves 
  furthest along its path (including parts that rotate or pivot)�
  Remember that a unit must fi nish any type of move in unit coherency 
  (pg 4)� If this is impossible, then that move cannot be made� No unit 
  can be selected to move more than once in each Movement phase� 
  Once you have moved all your units that you wish to, progress to the 
  Reinforcements step of the Movement phase�
  Th e Movement phase is split into two steps� First you move 
  your units� Th en you can set up Reinforcements that have not 
  yet arrived�
  1. MOVE UNITS
  2. REINFORCEMENTS
   Normal Move: Models move up to M".
    Cannot move within Engagement Range of any 
  enemy models.
   Advance: Models move up to M+D6".
    Cannot move within Engagement Range of 
  enemy models.
    Units that Advance cannot shoot or charge this turn.
    Remain Stationary: Models cannot move this phase.
   Select a unit in your army to move.
    When a unit moves it can either make a Normal Move, 
  Advance or Remain Stationary.
    Units that are within Engagement Range of any enemy 
  models can only either Fall Back or Remain Stationary.
   Select another unit in your army to move.
    Once all your units have moved, progress to the 
  Reinforcements step (pg 11).
   Fall Back: Models move up to M".
    Units that Fall Back cannot charge this turn.
    Units that Fall Back cannot shoot or manifest psychic 
  powers this turn unless they are Titanic.
  10
  target unit, even if no models in the target unit remain visible to or in 
  range of it when you come to resolve them (this can happen because 
  of models being destroyed and removed from the battlefi eld as the 
  result of resolving the shots with other weapons in the shooting model’s 
  unit fi rst)�
  LOCKED IN COMBAT
  Models cannot make attacks with ranged weapons while their unit is 
  within Engagement Range of any enemy models (pg 4)� Models also 
  cannot target enemy units within Engagement Range of any other 
  units from your army – the risk of hitting your own troops is too great�
  NUMBER OF ATTACKS
  When a model shoots a ranged weapon, it will make a number of 
  attacks� You make one hit roll for each attack being made (see Making 
  Attacks, page 18)�
  Th e number of attacks that a model makes with a ranged weapon is 
  equal to the number written on that weapon’s profi le aft er its type� For 
  example, a model shooting an ‘Assault 1’ weapon can make one attack 
  with that weapon; a model fi ring a ‘Heavy 3’ weapon can make three 
  attacks, and so on�
    Select targets for all weapons before any attacks 
  are resolved.
    At least one model in the target unit must be visible 
  to the attacking model and within range of the 
  attacking weapon.
    If a unit targets multiple units, all attacks against one 
  unit must be resolved before resolving attacks against 
  the next.
    If a unit shoots with multiple weapons, all attacks 
  made with weapons that have the same profi le must be 
  resolved before resolving attacks with the next.
    Units cannot shoot while they are within Engagement 
  Range of any enemy units.
    Units cannot shoot at targets within Engagement Range 
  of any friendly units.
    All of a ranged weapon’s attacks must be made against 
  the same target unit.
    Number of attacks = number after weapon’s type. 
  For example: James selects a squad of Chaos Space Marines 
  to shoot with. Th e unit has ten models: one is equipped with a 
  lascannon, one with a meltagun and eight with boltguns. When 
  the unit is selected to shoot, James splits their attacks as follows: 
  the lascannon targets an enemy vehicle unit, while the meltagun 
  and all the boltguns target an enemy infantry unit. All the 
  weapons are in range of their respective units and both targets 
  are visible to all fi ring models. James resolves the attacks against 
  the infantry unit fi rst, beginning by choosing to shoot with 
  the boltguns. Aft er all the boltgun attacks have been resolved, 
  James then resolves the meltagun attack. Having resolved all 
  the attacks against the infantry unit, James can then resolve the 
  lascannon attack against the vehicle unit.
  BIG GUNS NEVER TIRE 
  A Vehicle or Monster model can make attacks with ranged 
  weapons even when its unit is within Engagement Range 
  of enemy units, but it can only make such attacks against 
  enemy units that it is within Engagement Range of� In such 
  circumstances, Vehicle and Monster models can target an 
  enemy unit even if other friendly units are within Engagement 
  Range of the same enemy unit� Note that if a Vehicle or 
  Monster unit has more than one ranged weapon, you can still 
  choose to target units that are not within Engagement Range of 
  the fi ring model’s unit, but they will only be able to make the 
  attacks with that weapon if all enemy units within Engagement 
  Range of the fi ring model’s unit have been destroyed when you 
  come to resolve those attacks� In addition, when a Vehicle or 
  Monster model shoots a Heavy weapon, subtract 1 from the 
  hit rolls when resolving that weapon’s attacks while any enemy 
  units are within Engagement Range of that model’s unit�
  LOOK OUT, SIR
  Models cannot target a unit that contains any Character 
  models with a Wounds characteristic of 9 or less with a 
  ranged weapon while that unit is within 3" of any other 
  friendly Vehicle or Monster unit, or while it is within 3" of 
  any other friendly units that have 3 or more models, unless 
  that Character unit is both visible to the fi ring model and it 
  is the closest enemy unit to the fi ring model – the maelstrom 
  of battle makes it diffi  cult to pick out such individuals� Ignore 
  other enemy Character models with a Wounds characteristics 
  of 9 or less when determining if the target is the closest enemy 
  unit to the fi ring model� 
    Monsters and Vehicles can shoot ranged 
  weapons even if within Engagement Range of 
  enemy units.
    Monsters and Vehicles can target other units, 
  but cannot resolve these attacks while any enemy 
  models remain within their Engagement Range. 
    Subtract 1 from hit rolls made when Monsters and 
  Vehicles shoot Heavy weapons while any enemy 
  units remain within their Engagement Range.
    Cannot shoot at an enemy Character with 9 or 
  less wounds while it is within 3" of a friendly unit 
  (Monster, Vehicle or unit of 3+ models) unless it 
  is the closest target.
  ADVANCED RULES
  16
  SMITE 
  Smite has a warp charge value of 5� Add 1 to the warp charge 
  value of this psychic power for each other attempt that has 
  been made to manifest this power by a unit from your army 
  in this phase, whether that attempt was successful or not� If 
  manifested, the closest enemy unit within 18" of and visible 
  to the psyker suff ers D3 mortal wounds (pg 19)� If the result 
  of the Psychic test was 11 or more, that unit suff ers D6 mortal 
  wounds instead�
    Warp Charge 5: A Psychic test of 5+ is required to 
  manifest Smite.
    Warp charge increases by 1 for each other attempt to 
  manifest Smite made in this phase.
    If manifested, closest visible enemy unit in 18" suff ers 
  D3 mortal wounds.
    If manifested with a Psychic test result of 11+, enemy 
  instead suff ers D6 mortal wounds. 
  PERILS OF THE WARP 
  When a Psyker unit suff ers Perils of the Warp, it suff ers 
  D3 mortal wounds� If a Psyker unit is destroyed by Perils 
  of the Warp while attempting to manifest a psychic power, 
  that power automatically fails to manifest� If a Psyker unit is 
  destroyed by Perils of the Warp, then just before removing the 
  last model in that unit, every unit within 6" of it immediately 
  suff ers D3 mortal wounds�
    Perils of the Warp: The Psyker unit manifesting the 
  power suff ers D3 mortal wounds.
    If Psyker unit is destroyed, the psychic power fails 
  to manifest.
    If Psyker unit destroyed, every other unit within 6" 
  suff ers D3 mortal wounds.
  SHOOTING PHASE
  Guns thunder and shrapnel falls from the sky. Muzzle fl are shines through the gloom in bursts, beams of las-
  fi re illuminate the fog of war, and spent ammunition cartridges are left discarded across the battlefi eld.
  Start your Shooting phase by selecting one eligible unit from your 
  army to shoot with� An eligible unit is one that has one or more 
  models equipped with ranged weapons� Units that Advanced this 
  turn, and units that Fell Back (other than Titanic units) this turn are 
  not eligible� If you have no eligible units, your Shooting phase ends� 
  Aft er you have shot with one of your eligible units, you can then select 
  another of your eligible units to shoot with, and so on, until you have 
  shot with as many of your units as you wish�
  When you select a unit to shoot with, you select targets and resolve 
  attacks with any or all ranged weapons that models in that unit are 
  equipped with (each ranged weapon can only be shot once per phase)� 
  Th e ranged weapons that models in a unit are equipped with are 
  detailed on its datasheet�
  No unit can be selected to shoot with more than once in each 
  Shooting phase� Once all your eligible units that you wish to shoot 
  with have done so, your Shooting phase ends and you progress to the 
  Charge phase�
  SELECT TARGETS
  When a unit shoots, you must select the target unit(s) for all of 
  the ranged weapons its models are making attacks with before any 
  attacks are resolved� If a model has more than one ranged weapon, it 
  can shoot all of them at the same target, or it can split the weapons 
  between diff erent enemy units� Similarly, if a unit has more than one 
  model, they can shoot at the same or diff erent targets� In either case, 
  when you select a target unit you must declare which weapons will 
  target that unit before any attacks are resolved� If any of these weapons 
  has more than one profi le that you must choose between, you must 
  also declare which profi le is being used� 
  Only enemy units can be chosen as the target for an attack� In order 
  to target an enemy unit, at least one model in that unit must be within 
  range (i�e� within the distance of the Range characteristic) of the 
  weapon being used and be visible to the shooting model� If unsure, 
  get a look from behind the fi ring model to see if any part of the target 
  is visible� For the purposes of determining visibility, a model can see 
  through other models in its unit� If there are no eligible targets for a 
  weapon then that weapon cannot shoot� If this is the case for all of a 
  unit’s ranged weapons, then that unit is not eligible to shoot with�
  If you have selected more than one target for your unit to shoot at, 
  you must resolve all the attacks against one target before moving on to 
  the next target� If your unit is shooting more than one ranged weapon 
  at a target, and those weapons have diff erent characteristics profi les, 
  then aft er you have resolved attacks with one of those weapons you 
  must, if any other weapons with the same characteristics profi le are 
  also being shot at that unit, resolve those attacks before resolving 
  any attacks against the target unit with a weapon that has a diff erent 
  characteristics profi le�
  Note that so long as at least one model in the target unit was visible 
  to the shooting model and in range of its weapon when that unit was 
  selected as the target, that weapon’s attacks are always made against the 
    Select a unit from your army to shoot with.
    When a unit shoots, select targets then resolve attacks 
  with any or all ranged weapons that models in that unit 
  are equipped with.
    Select another unit from your army to shoot with.
    Once you have shot with all your units, progress to the 
  Charge phase (pg 19).
  15
  RULES KEY
  The rules found on the following pages are presented using a number of different styles and formats.  
  On this page you will find a key to these styles and formats and how each of them are used.
  1.  Many sections in the Basic Rules start with a bold title and brief 
  introduction. Together, these will put the rules you are about to read 
  into context. 
  2.  These red boxes are typically found on pages where a turn or phase 
  is split into a sequence of steps that needs to be followed in a 
  specific order.
  3.  This is an example of main rules text. This text will cover the key 
  concepts and instructions you will need to play the game, such as 
  moving and making attacks with your models.
  5.  Examples can sometimes be found in boxouts, 
  illustrating the rules in action. Occasionally you 
  will also find a Hints and Tips section in a boxout 
  – whilst not rules per se, they can help to make 
  your games run smoothly.
  6.  Advanced rules are sectioned off from the main 
  rules text and presented after the phase of the 
  game they would appear. These rules are not 
  required in every game, and are only needed if 
  your army includes certain units that interact 
  with these rules.
  7.  Sometimes you will see text printed in a special 
  Keyword font. These are used to tag specific 
  rules to specific models or units. You can find out 
  more about keywords on page 3.
  8.  Some rules are written inside a white box. This 
  just helps you to find the rule in question more 
  easily when you need to reference it during 
  your battles.
  4.  After each chunk of rules there is a red bullet-
  pointed summary of the rules content. In most 
  games, you may find referencing this summary 
  is all you need to resolve your rule, but if not, 
  read the whole of the rules that are printed 
  above it.
  2
  1
  2
  3
  4
  5
  6
  7
  8
  SMITE 
  Smite has a warp charge value of 5� Add 1 to the warp charge 
  value of this psychic power for each other attempt that has 
  been made to manifest this power by a unit from your army 
  in this phase, whether that attempt was successful or not� If 
  manifested, the closest enemy unit within 18" of and visible 
  to the psyker suff ers D3 mortal wounds (pg 19)� If the result 
  of the Psychic test was 11 or more, that unit suff ers D6 mortal 
  wounds instead�
    Warp Charge 5: A Psychic test of 5+ is required to 
  manifest Smite.
    Warp charge increases by 1 for each other attempt to 
  manifest Smite made in this phase.
    If manifested, closest visible enemy unit in 18" suff ers 
  D3 mortal wounds.
    If manifested with a Psychic test result of 11+, enemy 
  instead suff ers D6 mortal wounds. 
  PERILS OF THE WARP 
  When a Psyker unit suff ers Perils of the Warp, it suff ers 
  D3 mortal wounds� If a Psyker unit is destroyed by Perils 
  of the Warp while attempting to manifest a psychic power, 
  that power automatically fails to manifest� If a Psyker unit is
  destroyed by Perils of the Warp, then just before removing t
  last model in that unit, every unit within 6" of it immediatel
  suff ers D3 mortal wounds�
    Perils of the Warp: The Psyker unit manifesting the 
  power suff ers D3 mortal wounds.
    If Psyker unit is destroyed, the psychic power fails 
  to manifest.
    If Psyker unit destroyed, every other unit within 6" 
  suff ers D3 mortal wounds.
  SHOOTING PHASE
  Guns thunder and shrapnel falls from the sky. Muzzle fl are shines through the gloom in bursts, beams of
  fi re illuminate the fog of war, and spent ammunition cartridges are left discarded across the battlefi eld.
  Start your Shooting phase by selecting one eligible unit from your 
  army to shoot with� An eligible unit is one that has one or more 
  models equipped with ranged weapons� Units that Advanced this 
  turn, and units that Fell Back (other than Titanic units) this turn are 
  not eligible� If you have no eligible units, your Shooting phase ends� 
  Aft er you have shot with one of your eligible units, you can then select 
  another of your eligible units to shoot with, and so on, until you have 
  shot with as many of your units as you wish�
  When you select a unit to shoot with, you select targets and resolve 
  attacks with any or all ranged weapons that models in that unit are 
  equipped with (each ranged weapon can only be shot once per phase)� 
  Th e ranged weapons that models in a unit are equipped with are 
  detailed on its datasheet�
  No unit can be selected to shoot with more than once in each 
  Shooting phase� Once all your eligible units that you wish to shoot 
  with have done so, your Shooting phase ends and you progress to the 
  Charge phase�
  SELECT TARGETS
  When a unit shoots, you must select the target unit(s) for all of 
  the ranged weapons its models are making attacks with before an
  attacks are resolved� If a model has more than one ranged weapo
  can shoot all of them at the same target, or it can split the weapo
  between diff erent enemy units� Similarly, if a unit has more than 
  model, they can shoot at the same or diff erent targets� In either c
  when you select a target unit you must declare which weapons w
  target that unit before any attacks are resolved� If any of these we
  has more than one profi le that you must choose between, you m
  also declare which profi le is being used� 
  Only enemy units can be chosen as the target for an attack� In ord
  to target an enemy unit, at least one model in that unit must be wi
  range (i�e� within the distance of the Range characteristic) of the 
  weapon being used and be visible to the shooting model� If unsure
  get a look from behind the fi ring model to see if any part of the tar
  is visible� For the purposes of determining visibility, a model can s
  through other models in its unit� If there are no eligible targets for 
  weapon then that weapon cannot shoot� If this is the case for all of
  target unit, even if no models in the target unit remain visible to or in 
  range of it when you come to resolve them (this can happen because 
  of models being destroyed and removed from the battlefi eld as the 
  result of resolving the shots with other weapons in the shooting model’s 
  unit fi rst)�
  LOCKED IN COMBAT
  Models cannot make attacks with ranged weapons while their unit is 
  within Engagement Range of any enemy models (pg 4)� Models also 
  cannot target enemy units within Engagement Range of any other 
  units from your army – the risk of hitting your own troops is too great�
  NUMBER OF ATTACKS
  When a model shoots a ranged weapon, it will make a number of 
  attacks� You make one hit roll for each attack being made (see Making 
  Attacks, page 18)�
  Th e number of attacks that a model makes with a ranged weapon is 
  equal to the number written on that weapon’s profi le aft er its type� For 
  example, a model shooting an ‘Assault 1’ weapon can make one attack 
  with that weapon; a model fi ring a ‘Heavy 3’ weapon can make three 
  attacks, and so on�
    Select targets for all weapons before any attacks 
  are resolved.
    At least one model in the target unit must be visible 
  to the attacking model and within range of the 
  attacking weapon.
    If a unit targets multiple units, all attacks against one 
  unit must be resolved before resolving attacks against 
  the next.
    If a unit shoots with multiple weapons, all attacks 
  made with weapons that have the same profi le must be 
  resolved before resolving attacks with the next.
    Units cannot shoot while they are within Engagement 
  Range of any enemy units.
    Units cannot shoot at targets within Engagement Range 
  of any friendly units.
    All of a ranged weapon’s attacks must be made against 
  the same target unit.
    Number of attacks = number after weapon’s type. 
  For example: James selects a squad of Chaos Space Marines 
  to shoot with. Th e unit has ten models: one is equipped with a 
  lascannon, one with a meltagun and eight with boltguns. When 
  the unit is selected to shoot, James splits their attacks as follows: 
  the lascannon targets an enemy vehicle unit, while the meltagun 
  and all the boltguns target an enemy infantry unit. All the 
  weapons are in range of their respective units and both targets 
  are visible to all fi ring models. James resolves the attacks against 
  the infantry unit fi rst, beginning by choosing to shoot with 
  the boltguns. Aft er all the boltgun attacks have been resolved, 
  James then resolves the meltagun attack. Having resolved all 
  the attacks against the infantry unit, James can then resolve the 
  lascannon attack against the vehicle unit.
  BIG GUNS NEVER TIRE 
  A Vehicle or Monster model can ma
  weapons even when its unit is within
  of enemy units, but it can only make 
  enemy units that it is within Engage
  circumstances, Vehicle and Monster 
  enemy unit even if other friendly uni
  Range of the same enemy unit� Note 
  Monster unit has more than one ran
  choose to target units that are not wi
  the fi ring model’s unit, but they will 
  attacks with that weapon if all enemy
  Range of the fi ring model’s unit have 
  come to resolve those attacks� In add
  Monster model shoots a Heavy weap
  hit rolls when resolving that weapon’
  units are within Engagement Range 
  LOOK OUT, SIR
  Models cannot target a unit that cont
  models with a Wounds characteristic
  ranged weapon while that unit is wit
  friendly Vehicle or Monster unit, or 
  any other friendly units that have 3 o
  that Character unit is both visible to
  is the closest enemy unit to the fi ring
  of battle makes it diffi  cult to pick out
  other enemy Character models with
  of 9 or less when determining if the t
  unit to the fi ring model� 
    Monsters and Vehicles ca
  weapons even if within Enga
  enemy units.
    Monsters and Vehicles ca
  but cannot resolve these att
  models remain within their E
    Subtract 1 from hit rolls mad
  Vehicles shoot Heavy weap
  units remain within their Eng
    Cannot shoot at an enemy C
  less wounds while it is within
  (Monster, Vehicle or unit o
  is the closest target.
  16
  
  The following rules explain how to play a game of Warhammer 
  40,000� First select either the Only War mission (pg 25) or a mission 
  pack� You will find mission packs for open play, matched play and 
  narrative play in the Warhammer 40,000 Core Book� You will then 
  need to muster an army of Citadel miniatures, create a battlefield and 
  prepare for war� The battle is fought in a series of battle rounds, in 
  which each player takes a turn until one player is declared the victor�
  CORE RULES DEFINITIONS AND CONCEPTS 
  This page contains various rules terms that are referred to elsewhere 
  in this rulebook, and gives an overview of some key concepts that 
  form the basis of the rules in general�
  MISSIONS
  To play a game of Warhammer 40,000, you must first select a 
  mission� The mission will tell you how to muster your armies, create 
  your battlefield and deploy your armies� It will also tell you any 
  special rules that apply to the battle, and (most importantly!) what 
  you need to do to win� You can find out more about missions on 
  page 24�
  ARMY
  Each player in a game of Warhammer 40,000 commands an army of 
  Citadel miniatures, hereafter referred to as ‘models’� The mission you 
  have selected will guide you as to how big your army should be� 
  A good measure of the size of an army is its Power Level – this is 
  determined by adding up the Power Rating of every unit (defined 
  opposite) in your army� A unit’s Power Rating can be found on 
  its datasheet – you can find out more about Power Ratings in the 
  Warhammer 40,000 Core Book, and more about datasheets below�
  Warhammer 40,000 is designed to be played with armies of a certain 
  size� If the combined Power Rating of all the models you and your 
  opponent want to use in a battle is less than 15 or greater than 300, 
  then you may find that Kill Team or Apocalypse, respectively, better 
  suits the scale of the game� You can find out more about these games 
  on warhammer-community�com�
  DATASHEETS
  The rules that you will need to use the models in your army in a 
  game are presented on datasheets� Each unit has a datasheet; you 
  will need the datasheets for all the units in your army� You can find 
  out more about datasheets on pages 7-8�
  KEYWORDS 
  All datasheets have a list of keywords, separated into Faction 
  keywords and other keywords� The former can be used as a guide 
  to help decide which models to include in your army, but otherwise 
  both sets of keywords are functionally the same� In either case, 
  keywords appear in Keyword Bold in the rules� Keywords are 
  sometimes linked to (or ‘tagged’ by) a rule� For example, a rule 
  might say that it applies to ‘Infantry units’� This means it only 
  applies to units that have the Infantry keyword on their datasheet� 
  The pluralisation (or not) of keywords does not affect which units 
  the rule in question applies to� 
  Some datasheets have keywords that are presented in angular 
  brackets, such as <Chapter>, <Legion> and <Mark of Chaos>� 
  This is shorthand for keywords that you can select yourself (with 
  certain restrictions, as described in the publication that contains 
  that datasheet)� You must decide what these keywords will be at 
  the moment such a unit is added to your army (whether before the 
  battle or during)� If another rule uses keywords in angular brackets, 
  then that keyword matches the keyword that you selected of the unit 
  using that rule� 
  Some units can include models that have different keywords� 
  While a unit has models with different keywords, it is considered 
  to have all the keywords of all of its models, and so is affected by 
  any rule that applies to units with any of those keywords� If a rule 
  only applies to models with a specific keyword, then it instead only 
  applies to models in such a unit that have the correct keyword�
  BASIC RULES
  The rules on these pages contain everything you need to know in order to use your Citadel miniatures 
  collection to wage glorious battle across the war-torn galaxy.
   Keywords: Appear in rules in Keyword Bold font.
    Keyworded rules apply to units and models with 
  that keyword. 
    <Keywords> are chosen by you when a unit is added to 
  your army.
   Army: Collection of models under your command.
  For example: Nick adds a Space Marine Librarian to his army. 
  This unit has the <Chapter> keyword on its datasheet, which 
  Nick selects to be Ultramarines. If the Librarian attempts to 
  manifest a psychic power that also uses the <Chapter> keyword, 
  then when reading that rule, Nick would replace that keyword in 
  every instance with Ultramarines. 
  3
  
   Engagement Range: 1" horizontally + 5" vertically.
    Models cannot be set up within Engagement Range of 
  enemy models.
   Unit coherency: 2" horizontally + 5" vertically.
    Each model must be in unit coherency with one other 
  model from own unit.
    While unit has 6+ models, each model must be in unit 
  coherency with 2 other models from own unit.
   Unit: A group of models from the same datasheet.
   Friendly models = all models in the same army.
   Enemy models = all models in your opponent’s army.
   Friendly units = all units in the same army.
   Enemy units = all units in opponent’s army.
  UNITS
  Models move and fight in units� A unit can have one or more 
  models chosen from a single datasheet� All units in the same army 
  are friendly units, and all models in the same army are friendly 
  models� All units in your opponent’s army are enemy units, and all 
  models in your opponent’s army are enemy models� If a rule affects 
  ‘units’ or ‘models’ without specifying that they are friendly or enemy, 
  then it affects either ‘all units’ or ‘all models’, regardless of whose 
  army they are in�
  UNIT COHERENCY
  A unit that has more than one model must be set up and finish any 
  sort of move as a single group, with all models within 2" horizontally 
  and 5" vertically of at least one other model from their unit� While 
  a unit has six or more models, all models must instead be within 2" 
  horizontally and 5" vertically of at least two other models from their 
  unit� This is called unit coherency� If a unit cannot end any kind 
  of move in unit coherency, that move cannot be made� Units are 
  primarily moved in the Movement phase (pg 10), but they can also 
  be moved in the Charge phase (pg 19) and the Fight phase (pg 21)�
  Some rules allow you to add models to a unit during the battle; 
  such models must always be set up in unit coherency with the unit 
  they are being added to� Sometimes there will be insufficient room 
  to set up all the models from a unit, or it will not be possible to set 
  up all the models so that they are in unit coherency� When this is 
  the case, any models that cannot be set up are considered to have 
  been destroyed�
  ENGAGEMENT RANGE
  Engagement Range represents the zone of threat that models 
  present to their enemies� While a model is within 1" horizontally 
  and 5" vertically of an enemy model, those models are within 
  Engagement Range of each other� While two enemy models are 
  within Engagement Range of each other, those models’ units are 
  also within Engagement Range of each other� Models cannot be set 
  up within Engagement Range of enemy models� 
  BATTLEFIELD
  All battles of Warhammer 40,000 are fought upon rectangular 
  battlefields� This can be any surface upon which the models can 
  stand – a dining table, for example, or the floor� Your mission 
  will guide you as to the size of battlefield required, but it will be 
  commensurate with the size of the armies you are using� Battlefields 
  will be populated with terrain features�
  TERRAIN FEATURES
  The scenery on a battlefield can be represented by models from the 
  Warhammer 40,000 range� These models are called terrain features 
  to differentiate them from the models that make up an army� Terrain 
  features are set up on the battlefield before the battle begins� You 
  can find out more about terrain features in the Warhammer 40,000 
  Core Book�
  Unless the mission you are playing instructs you otherwise, you 
  should feel free to create an exciting battlefield using any terrain 
  features from your collection that you wish� In general, we 
  recommend having one feature on the battlefield for every 12" by 
  12" area (rounding up)� Don’t worry if your battlefield doesn’t match 
  these requirements, but keep in mind that playing on a battlefield 
  that is either a barren wasteland or filled to overflowing with terrain 
  features may give an advantage to one side or the other�
  The Most Important Rule
  In a game as detailed and wide-ranging as Warhammer 40,000, 
  there may be times when you are not sure exactly how to 
  resolve a situation that has come up during play� When this 
  happens, have a quick chat with your opponent and apply the 
  solution that makes the most sense to both of you (or seems 
  the most fun!)� If no single solution presents itself, you and 
  your opponent should roll off, and whoever rolls highest gets to 
  choose what happens� Then you can get on with the fighting!
  4
  
  MEASURING DISTANCES
  Distances are measured in inches (") between the closest points 
  of the bases of the models you’re measuring to and from� If a 
  model does not have a base, such as is the case with many vehicles, 
  measure to the closest point of any part of that model; this is called 
  measuring to the model’s hull� You can measure distances whenever 
  you wish�
  If a rule refers to the closest unit or model, and two or more are 
  equidistant, then the player who is controlling the unit that is using 
  the rule in question selects which unit is the closest for the purposes 
  of resolving that rule�
  WITHIN AND WHOLLY WITHIN
  If a rule says it applies ‘within’ a certain distance, it applies at any 
  distance that is not more than the specified distance� For example, 
  within 1" means any distance that is not more than 1" away�
  If a rule says it affects models that are ‘within’, then it applies so 
  long as any part of the model’s base (or hull) is within the specified 
  distance� If a rule says it affects models that are ‘wholly within’ then 
  it only applies if every part of the model’s base (or hull) is within the 
  specified distance�
  If a rule says it affects units that are ‘within’, then it applies so long 
  as any part of any model’s base (or hull) in that unit is within the 
  specified distance� If a rule says it affects units if ‘every model in 
  that unit is within’ then that rule applies so long as any part of 
  every model’s base (or hull) is within the specified distance� If a rule 
  says it affects units that are ‘wholly within’ then it only applies if 
  every part of every model’s base (or hull) in that unit is within the 
  specified distance�
  DICE
  In order to fight a battle, you will require some six-sided dice (often 
  abbreviated to D6)� Some rules refer to 2D6, 3D6 and so on – in 
  such cases, roll that many D6s and add the dice results together� 
  If a rule requires you to roll a D3, roll a D6 and halve the value 
  shown on the dice to get the dice result (rounding fractions up)� 
  If a rule requires a D6 roll of, for example, 3 or more, this is often 
  abbreviated to 3+�
  All modifiers (if any) to a dice roll are cumulative; you must apply 
  all division modifiers before applying all multiplication modifiers, 
  and before applying all addition and then all subtraction modifiers� 
  Round any fractions up after applying all modifiers� A dice roll can 
  be modified above its maximum possible value (for example, a D6 
  roll can be modified above 6) but it can never be modified below 
  1� If, after all modifiers have been applied, a dice roll would be less 
  than 1, count that result as a 1� 
  RE-ROLLS
  Some rules allow you to re-roll a dice roll, which means you get 
  to roll some or all of the dice again� If a rule allows you to re-roll a 
  dice roll that was made by adding several dice together (2D6, 3D6 
  etc�) then, unless otherwise stated, you must re-roll all of those 
  dice again� If a rule allows you to re-roll specific dice results, only 
  those dice can be re-rolled� If a rule allows you to re-roll a specific 
  dice result, but the result is obtained by halving a D6 (such as when 
  rolling a D3), you use the value of the halved roll to determine if it 
  can be re-rolled, not the value of the original D6� For example, if a 
  rule states to re-roll results of 1, and you roll a D3, you would re-roll 
  if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value 
  of a 1)�
  You can never re-roll a dice more than once, and re-rolls happen 
  before modifiers (if any) are applied� Rules that refer to the value 
  of an ‘unmodified’ dice roll are referring to the dice result after any 
  re-rolls, but before any modifiers are applied�
  Hints and Tips – Wobbly Models
  Sometimes you may find that a particular terrain feature makes 
  it hard for you to place a model exactly where you want. If you 
  delicately balance a model in place, it is very likely to fall as 
  soon as someone nudges the table, leaving your painted model 
  damaged or even broken. In cases like this, provided it is still 
  physically possible to place the model in the desired location, you 
  may find it helps to leave a model in a safer position, so long as 
  both players agree and know its ‘actual’ location. If, later on, an 
  enemy model is shooting the model, you will have to hold it back 
  in place so they can check visibility.
   Model within = any part of model’s base (or hull).
    Model wholly within = every part of model’s base 
  (or hull).
   Unit within = any model within.
   Unit wholly within = every model wholly within.
   Distances measured in inches (").
    Always measure closest distance between bases 
  (or hulls).
   Hull = Any part of a model that does not have a base.
   Can measure distances whenever you want.
    If several units tied for closest, player resolving the rule 
  selects which is closest.
   D6 = A six-sided dice.
   D3 = D6 divided by 2 (rounding up).
   All modifiers cumulative.
    Apply modifiers in the following order: division, 
  multiplication, addition, then subtraction. 
    Round fractions up after all modifiers have been applied.
   Dice roll cannot be modified to less than 1.
   Re-roll: Roll dice again.
   Re-rolls are applied before modifiers (if any).
   A dice can never be re-rolled more than once.
    Unmodified dice: Result of roll after re-rolls, but before 
  modifiers (if any).
  5
  
  ROLL-OFFS
  Some rules instruct players to roll off� To do so, both players roll one 
  D6, and whoever scores highest wins the roll-off� If there is a tie for 
  the highest roll, make the roll-off again� Neither player is allowed to 
  re-roll or modify any of the D6 when making a roll-off�
  SEQUENCING
  While playing Warhammer 40,000, you’ll occasionally find that 
  two or more rules are to be resolved at the same time – e�g� ‘at the 
  start of the battle round’ or ‘at the end of the Fight phase’� When this 
  happens during the battle, the player whose turn it is chooses the 
  order� If these things occur before or after the battle, or at the start 
  or end of a battle round, the players roll off and the winner decides 
  in what order the rules are resolved�
   Roll-off: Both players roll a D6 – highest wins.
   Roll again if a tie.
    If several rules must be resolved at the same time, 
  the player whose turn it is chooses the order to 
  resolve them.
  Hints and Tips – Dice Rolling
  In a game of Warhammer 40,000 you and your opponent will 
  be rolling, and in some cases re-rolling, lots of dice. It is good 
  practice to always make sure your opponent knows what you 
  are rolling dice for, and what abilities and rules are in effect that 
  enable you to make any re-rolls.
  Many gamers roll their dice somewhere on the battlefield, but 
  some roll their dice elsewhere, such as in a dice tray. Wherever 
  you roll your dice, make sure you roll the dice where your 
  opponent can see the results too. If a dice is rolled ‘out of bounds’ 
  (i.e. it rolls off of your battlefield, out of your dice tray or ends 
  up on the floor), then it is very common to ignore the result of 
  that dice and roll it again. Rolling an ‘out of bounds’ dice again 
  doesn’t count as having ‘re-rolled’ the dice.
  If a dice does not lie flat on your battlefield after it has been 
  thrown, it is called a cocked dice. Some players use a house 
  rule that unless a dice is flat after it has been rolled, or unless 
  you can balance another dice on top of a cocked dice without it 
  sliding off, it must be rolled again. It is more common for players 
  to roll the dice again only if they can’t be sure of the result. In 
  either case, rolling a cocked dice again doesn’t count as having 
  ‘re-rolled’ the dice.
  STARTING STRENGTH, HALF-STRENGTH 
  AND DESTROYED UNITS
  The number of models a unit has when it is added to your 
  army is known as its Starting Strength� Throughout a battle, 
  models will suffer damage and be destroyed� When a model 
  is destroyed, it is removed from play� While the number of 
  models in a unit is less than half its Starting Strength, that unit 
  is said to be below Half-strength� When every model in a unit 
  has been destroyed, the unit is said to have been destroyed� 
  If a rule is used to split a unit into multiple units during the 
  battle, the Starting Strength of each individual unit is changed 
  to be equal to the number of models in that unit� If several 
  units merge together to form a single combined unit during 
  the battle, add the Starting Strengths of all the individual 
  units together to determine the new Starting Strength of 
  the combined unit, and use this value to determine if the 
  combined unit is below Half-strength�
  Some rules will only trigger if an enemy unit was destroyed by 
  you, or by a model or unit from your army – this means that 
  the last model in the enemy unit was destroyed by an attack 
  (pg 18) made by a model in your army, or it was destroyed 
  because it fled the battlefield (pg 23), or it was destroyed by a 
  mortal wound (pg 19) inflicted by a rule that a model in your 
  army is using, or it was destroyed as the result of any other 
  rule that a model in your army is using that explicitly states 
  that the enemy model is outright destroyed� Enemy units that 
  are destroyed by any other means are not destroyed by you, or 
  by a unit or model from your army�
    Starting Strength: Number of models in unit when 
  it is added to your army.
    When a model is destroyed, remove it from 
  the battlefield.
    Below Half-strength: Number of models in unit is 
  less than half its Starting Strength.
    When the last model in a unit is destroyed, the unit 
  is said to be destroyed.
  6
  
  DATASHEETS
  Each unit has a datasheet that lists the characteristics, wargear and abilities of its models – here we explain 
  what some of it means, while the rules found elsewhere in this section explain how it’s all used in the game. 
  A condensed version of a model’s datasheet can be found in its construction guide – this contains less 
  information than the full version, but will still let you get your unit on the field straight away.
  1. UNIT NAME
  Here you’ll find the name of the unit�
  2. BATTLEFIELD ROLE
  This is primarily used when making a Battle-forged army (see the 
  Warhammer 40,000 Core Book)�
  3. POWER RATING
  The higher this is, the more powerful the unit!
  4. PROFILES
  These contain the following characteristics that tell you how mighty 
  the models in the unit are�
  No.: This tells you what models are in the unit, and how many of 
  them you should have (the unit’s minimum and maximum size)� 
  Move (M): This is the speed at which a model moves 
  across the battlefield� If a model has a Move of ‘-’ it is 
  unable to move at all� 
  Weapon Skill (WS): This tells you a model’s skill at hand-
  to-hand fighting� If a model has a Weapon Skill of ‘-’ it 
  is unable to fight in melee at all� 
  Ballistic Skill (BS): This shows how accurate a model 
  is when shooting with ranged weapons� If a model 
  has a Ballistic Skill of ‘-’ it has no proficiency with 
  ranged weapons and cannot make attacks with ranged 
  weapons at all� 
  Strength (S): This indicates how physically strong a 
  model is and how likely it is to inflict damage in hand-
  to-hand combat� 
  Toughness (T): This reflects the model’s resilience 
  against physical harm� 
  Wounds (W): Wounds show how much damage a model 
  can sustain before it succumbs to its injuries� 
  Attacks (A): This tells you how many times a model can 
  strike blows in hand-to-hand combat� If a model has 
  an Attacks of ‘-’ it is unable to fight in melee at all� 
  Leadership (Ld): This reveals how courageous, 
  determined or self-controlled a model is�  
  Save (Sv): This indicates the protection a model’s 
  armour gives�
  Some large models’ characteristics change as the model loses 
  wounds – look at such a model’s remaining wounds and consult 
  the appropriate row of its profile on its datasheet to determine its 
  current characteristics�
  5. COMPOSITION AND WARGEAR
  If a unit’s profile does not, then this part of a datasheet will tell you 
  what models are in the unit, and how many of them you should 
  have� It also tells you the default weapons and wargear the models 
  are equipped with�
  Understrength Units
  If you do not have enough models to field a minimum-sized unit 
  you can still include one unit of that type in your army with as many 
  models as you have available� This is known as an Understrength unit� 
  6. ABILITIES
  Many units have one or more special abilities; these will be 
  described here�
  Aura Abilities
  Some abilities affect models or units in a given range – these are 
  aura abilities� A model with an aura ability is always within range of 
  its effect� The effects of multiple, identically named aura abilities are 
  not cumulative (i�e� if a unit is within range of two models with the 
  same aura ability, that aura ability only applies to the unit once)� 
  7. WEAPONS
  In the condensed datasheets, weapons are given a number that 
  corresponds to annotated pictures of the miniature, rather than being 
  named� Weapons are described with the following characteristics:
  Range: How far the weapon can shoot� Weapons with 
  a range of ‘Melee’ are melee weapons and can only 
  be used in hand-to-hand combat� All other weapons 
  are ranged weapons� Some weapons have a minimum 
  and maximum range, for example 6"-48"; such 
  weapons cannot target units that are wholly within the 
  shorter range� 
  Type: These are all explained under the Shooting and 
  Fight phases of the basic rules� These types are denoted 
  by symbols on the condensed datasheet� 
  Strength (S): How likely the weapon is to wound a 
  foe� If a weapon’s Strength lists ‘User’, it is equal to 
  the bearer’s Strength characteristic� If a weapon lists a 
  modifier (e�g� ‘+1’ or ‘x2’), modify the bearer’s Strength 
  characteristic as shown (e�g� if a weapon’s Strength was 
  ‘x2’, and the bearer had a Strength of 6, that weapon 
  has a Strength of 12)� 
  Armour Penetration (AP): How good the weapon’s 
  attacks are at getting through armour� 
  Damage (D): The amount of damage inflicted by a 
  successful wound� 
  Abilities: If any abilities apply to attacks made with this weapon 
  profile, they are listed here�
  7
  
  ASSAULT INTERCESSOR SQUAD 
   5 power
  No.
  Name
  M
  WS 
  BS
  S
  T
  W
  A
  Ld
  Sv
  4-9
  Assault Intercessor
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  1
  Assault Intercessor Sergeant
  6"
  3+
  3+
  4
  4
  2
  3
  8
  3+
  If this unit contains 6 or more models, its Power Rating is increased to 10. Every model is equipped with: heavy bolt pistol; 
  Astartes chainsword; frag grenades; krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Heavy bolt pistol
  18"
  Pistol 1
  4
  -1
  1
  -
  Plasma pistol
  Before selecting targets, select one of the proﬁ les below to make attacks with.
  - Standard
  12"
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12"
  Pistol 1
  8
  -3
  2
  On an unmodiﬁ ed hit roll of 1, the bearer is 
  destroyed after shooting with this weapon.
  Astartes chainsword
  Melee
  Melee
  User
  -1
  1
  When the bearer ﬁ ghts, it makes 1 additional 
  attack with this weapon.
  Frag grenades
  6"
  Grenade D6
  3
  0
  1
  Blast
  Krak grenades
  6"
  Grenade 1
  6
  -1
  D3
  -
  WARGEAR OPTIONS
  • The Assault Intercessor Sergeant can be equipped with 1 plasma pistol instead of 1 heavy bolt pistol.
  ABILITIES
   Angels of Death (see Codex: Space Marines)
  Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be 
  divided into two units of 5 models.
  FACTION KEYWORDS: Imperium, Adeptus Astartes, <Chapter>
  KEYWORDS: Infantry, Primaris, Assault Intercessor SQuad
  OUTRIDER SQUAD 
   6 power
  No.
  Name
  M
  WS 
  BS
  S
  T
  W
  A
  Ld
  Sv
  2
  Outrider
  14"
  3+
  3+
  4
  5
  4
  2
  7
  3+
  1
  Outrider Sergeant
  14"
  3+
  3+
  4
  5
  4
  3
  8
  3+
  Every model is equipped with: heavy bolt pistol; twin bolt riﬂ e; Astartes chainsword, frag grenades; krak grenades.
  WEAPON
  RANGE TYPE
  S
  AP
  D
  ABILITIES
  Heavy bolt pistol
  18"
  Pistol 1
  4
  -1
  1
  -
  Twin bolt riﬂ e
  30"
  Rapid Fire 2
  4
  -1
  1
  -
  Astartes chainsword
  Melee
  Melee
  User
  -1
  1
  When the bearer ﬁ ghts, it makes 1 
  additional attack with this weapon.
  Frag grenades
  6"
  Grenade D6
  3
  0
  1
  Blast
  Krak grenades
  6"
  Grenade 1
  6
  -1
  D3
  -
  ABILITIES
   Angels of Death (see Codex: Space Marines)
  Devastating Charge: If this unit makes a charge move, add 2 to the Attacks characteristic of models in this unit until the 
  end of the turn.
  Turbo-boost: When this unit Advances, add 6" to the Move characteristic of its models until the end of the Movement 
  phase instead of making an Advance roll.
  FACTION KEYWORDS: Imperium, Adeptus Astartes, <Chapter>
  KEYWORDS: Biker, Primaris, Outrider SQuad
  Assault Intercessors 
  are amongst the most 
  widespread close support 
  units in a Chapter’s 
  arsenal. Firing explosive 
  salvoes from their heavy 
  bolt pistols as they close 
  upon the foe, Assault 
  Intercessors then charge 
  into the fray where they 
  make short work of their 
  enemies with brutal swings 
  of their chainswords.
  Outrider Squads rove in 
  advance of the main Space 
  Marine lines, guarding 
  flanks of larger formations 
  or hunting down enemy 
  infiltrators. When battle 
  is joined, they conduct 
  lightning fast hit-and-
  run attacks on defended 
  positions, and run down 
  those who would try to 
  escape the vengeance of 
  their Chapter.
  19
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  Games Workshop Limited. Willow Road,
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  © Copyright Games Workshop Limited 2020. 
  Used alongside the core rules found on  
  warhammer40000.com, the essential rules below will get your new 
  unit on the battlefield. For the full rules for this unit, see the Codex 
  relevant to your army.
  Utilisées avec les règles de base de warhammer 40000.com, 
  les règles essentielles ci-dessous vous permettront de jouer votre 
  nouvelle unité sur le champ de bataille. Pour les règles complètes de 
  cette unité, référez-vous au Codex correspondant à votre armée.
  Usadas junto a las reglas básicas que encontrarás en 
  warhammer40000.com, las siguientes reglas esenciales pondrán tu 
  nueva unidad en el campo de batalla. Para ver las reglas completas de 
  esta unidad, consulta el Codex de tu ejército.
  Wenn du die Regeln unten zusammen mit den Grundregeln 
  auf warhammer40000.com verwendest, kannst du deine Einheit 
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  Einheit findest du im entsprechenden Codex für deine Armee.
  Usate assieme alle regole base che puoi trovare su 
  warhammer40000.com, le regole essenziali in basso ti aiuteranno 
  a portare sul campo di battaglia la tua nuova unità. Per le regole 
  complete di questa unità, consulta il Codex corrispondente alla tua 
  armata.
  warhammer40000.com に掲載されているコアルールととも
  に以下のユニット用基本ルールを使用することで、このユニットを
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  ついては、このユニットが属するアーミーのコデックスを参照して
  ください。
  下方的基本规则需搭配 warhammer40000.com 上的《核
  心规则》使用，可助您将新单位部署到战场上。有关该单位的完
  整规则，请参见与您的军队相关的《圣典》。
  Movement
  Leadership
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Armour Save
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Leadershi
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Leadership
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Leadership
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Armour
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Leadership
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Armour Save
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Leadership
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Armour Save
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Leadership
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Attacks
  Armour Save
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Outrider
  14"
  3+
  3+
  4
  5
  4
  2
  7
  3+
  Outrider Sergeant
  14"
  3+
  3+
  4
  5
  4
  3
  8
  3+
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Range
  Type
  Strength
  AP
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Range
  Type
  Strength
  AP
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Toughnes
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Wounds
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  18"
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Range
  Type
  Strength
  AP
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharg
  Standard
  1
  4
  -1
  1
  30"
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Range
  Type
  Strength
  AP
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharg
  Standard
  2
  4
  -1
  1
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Range
  Type
  Strength
  AP
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  Movement
  Weapon Skill
  Ballistic Skill
  Stren
  Range
  Type
  Strength
  A
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Superc
  Standa
  Movement
  Weapon Skill
  Ballistic Skill
  Strength
  Toughness
  Range
  Type
  Strength
  AP
  Damage
  Rapid Fire
  Assault
  Heavy
  Pistol
  Grenade
  Melee
  Supercharge
  Standard
  -1
  1
  OUTRIDERS
  OUTRIDERS     |     SPACE MARINES: INCURSORES     |     EXCURSOREN     |     SPACE MARINES: STAFFETTE 
  スペースマリーン：プライマリス・アウトライダー     |     星际战士重型摩托小队
  MODIFYING CHARACTERISTICS 
  Many rules modify the characteristics of models and weapons� 
  All modifiers to a characteristic are cumulative; you must 
  apply division modifiers before applying multiplication 
  modifiers, and before applying addition and then subtraction 
  modifiers� Round any fractions up after applying all modifiers� 
  If a rule instructs you to replace one characteristic with a 
  specified value, change the relevant characteristic to the new 
  value before applying any modifiers that apply from other 
  rules (if any) to the new value� Regardless of the source, the 
  Strength, Toughness, Attacks and Leadership characteristics of 
  a model can never be modified below 1�
  You may encounter a characteristic that is a random value 
  instead of a number� For example, a Move characteristic might 
  be 2D6", or an Attacks value might be D6� When a unit with 
  a random Move characteristic is selected to move, determine 
  the entire unit’s move distance by rolling the indicated 
  number of dice� For all other characteristics, roll to determine 
  the value on an individual – per-model or per-weapon – basis 
  each time that characteristic is required� 
  Characteristics of ‘-’ can never be modified� If a model 
  has a Strength or Leadership characteristic of ‘-’ and that 
  characteristic is required to resolve a rule, then substitute the 
  model’s Toughness characteristic for that characteristic for 
  the purposes of resolving that rule (note that the substituted 
  characteristic still cannot be modified)� 
    All characteristic modifiers are cumulative.
    Apply modifiers in the following order: division, 
  multiplication, addition, then subtraction. 
    Round fractions up after applying all modifiers.
    S, T, A and Ld can never be modified below 1.
    Random Move characteristics determined for whole unit 
  each time it moves.
    Other random characteristics determined individually 
  when characteristic required.
    Characteristic of ‘-’ can never be modified.
  Example: A Space Marine Sergeant (Strength characteristic 4) 
  is making an attack with a power fist (Strength characteristic 
  x2) while under the effects of a psychic power that increases his 
  Strength characteristic by 1. The two modifiers (x2 and +1) are 
  cumulative and applied concurrently. The attack is therefore 
  resolved at Strength 9 ([4x2]+1=9). 
  8. WARGEAR OPTIONS
  Some datasheets have a bullet-pointed list of wargear options� When 
  you include such a unit in your army, you can use these options to 
  change the weapons and other wargear of models in the unit� The 
  order you use these options in does not matter, but each can only be 
  used once�
  9. KEYWORDS
  Datasheets have a list of keywords, separated into Faction keywords 
  and other keywords� The former can be used to help guide which 
  models to include in an army, but otherwise both sets of keywords 
  are functionally the same�
  DAMAGE TABLES
  Some models’ characteristics change as they lose wounds� 
  These are shown by a ‘*’ on the model’s profile� Look at such a 
  model’s remaining wounds and consult the appropriate row of 
  its damage chart to determine its current characteristics�
    Damage table: Model’s characteristics change as it 
  loses wounds. 
  FULL DATASHEET
  CONDENSED DATASHEET
  8
  1
  2
  3
  4
  5
  6
  9
  8
  7
  1
  4
  7
  
  THE BATTLE ROUND
  Minute by bloody minute the battle grinds on, from the opening volleys of shots through furious offensives 
  and desperate counter-attacks, into the last dying moments when victory hangs by a thread. 
  Warhammer 40,000 is played in a series of battle rounds� In each 
  battle round, both players have a turn� The same player always takes 
  the first turn in each battle round – the mission you are playing will 
  tell you which player this is� Each turn consists of a series of phases, 
  which must be resolved in the following order:
  1. COMMAND PHASE
  Both players muster strategic resources and use tactical abilities�
  2. MOVEMENT PHASE
  Your units manoeuvre across the battlefield�
  3. PSYCHIC PHASE
  Your psykers use powerful mental abilities�
  4. SHOOTING PHASE
  Your units shoot enemy units�
  5. CHARGE PHASE
  Your units may move into close combat with enemy units�
  6. FIGHT PHASE
  Both players’ units pile in and attack with melee weapons�
  7. MORALE PHASE
  Both players test the courage of their depleted units�
  Once a player’s turn has ended, their opponent then starts their 
  turn� Once both players have completed a turn, the battle round has 
  been completed and the next one begins, and so on, until the battle 
  is concluded�
  OUT OF PHASE RULES
  Some rules allow a model or unit to move, shoot, charge, fight 
  or attempt to manifest a psychic power outside of the normal 
  turn sequence� If such a rule explicitly mentions to do so as if it 
  were a different phase than the current one (e�g� ‘that unit can 
  shoot as if it were the Shooting phase), then any rules that are 
  normally used in that phase (in the example, this would be the 
  Shooting phase) apply when that unit shoots� 
  The only exception to this are Stratagems; if a Stratagem 
  specifies that it must be used in a specific phase, then it can only 
  be used in that phase (e�g� you cannot use a Stratagem that says 
  ‘Use this Stratagem in the Shooting phase’ to affect a unit that 
  is shooting ‘as if it were the Shooting phase’)� You can find out 
  more about Stratagems in the Warhammer 40,000 Core Book�
    When resolving an out of phase rule, all rules that 
  normally apply in that phase continue to apply.
    Phase-specific Stratagems cannot be used when 
  resolving out of phase rules.
  COMMAND PHASE
  Commanders gauge the flow of the battle, consolidating their objectives before making alterations to their 
  battle plans and devising new tactics and strategies with which to defeat the foe. 
  If your army is Battle-forged, then at the start of your Command 
  phase, before doing anything else, you gain 1 Command point 
  (CP)� This is called the Battle-forged CP bonus� You can find out 
  more about Battle-forged armies and Command points in the 
  Warhammer 40,000 Core Book� 
  Some abilities found on datasheets and some Stratagems are used in 
  your Command phase� In addition, some missions have rules that 
  take place in the Command phase� Once you and your opponent 
  have resolved all of these rules (if any), progress to your Movement 
  phase� You can find out more about Stratagems in the Warhammer 
  40,000 Core Book�
    Battle-forged CP bonus: Gain 1 CP if army is Battle-
  forged.
    Resolve any rules that occur in the Command phase.
   Progress to the Movement phase (pg 10).
  9
  
  NORMAL MOVE
  When a unit makes a Normal Move, each model in that unit can 
  move a distance in inches equal to or less than the Move (M) 
  characteristic shown on its datasheet, but no model can be moved 
  within Engagement Range of enemy models (pg 4)�
  ADVANCE
  When a unit makes an Advance, make an Advance roll for the 
  unit by rolling one D6� Add the result in inches to the Move (M) 
  characteristic of each model in that unit until the end of the current 
  phase� Each model in that unit can then move a distance in inches 
  equal to or less than this total, but no model can be moved within 
  Engagement Range of enemy models� A unit cannot shoot or declare 
  a charge in the same turn that it made an Advance�
  REMAIN STATIONARY
  If a unit Remains Stationary, none of its models can be moved for 
  the rest of the phase� Any units from your army that were on the 
  battlefield and were not selected to move in the Move Units step 
  of the Movement phase are assumed to have Remained Stationary 
  that phase�
  FALL BACK
  When a unit Falls Back, each model in that unit can move a 
  distance in inches equal to or less than the Move (M) characteristic 
  shown on its datasheet, and when doing so you can move it within 
  Engagement Range of enemy models, but it cannot end its move 
  within Engagement Range of any enemy models – if it cannot do 
  this then it cannot Fall Back� A unit cannot declare a charge in 
  the same turn that it Fell Back� A unit cannot shoot or attempt to 
  manifest a psychic power in the same turn that it Fell Back unless it 
  is Titanic�
  MOVEMENT PHASE
  The ground shakes to the tread of marching feet and the growl of engines as armies advance across the 
  battlefield and vie for advantageous positions.
  1. MOVE UNITS
  Start your Movement phase by selecting one unit from your army to 
  move; that unit can either make a Normal Move, it can Advance, or 
  it can Remain Stationary (see right)� If a unit is within Engagement 
  Range (pg 4) of any enemy models when it is selected to move, it 
  cannot make a Normal Move or Advance; it can either Remain 
  Stationary or it can Fall Back (see right)� After you have finished 
  moving that unit, you can then select another unit from your army to 
  move in the same manner, and so on, until you have done so with as 
  many of your units as you wish� 
  When you move a unit, you can move any of its models (you can 
  also choose not to move some of the models in that unit if you wish)� 
  Whenever you move a model, you can pivot it and/or change its 
  position on the battlefield along any path, but no part of the model’s 
  base (or hull) can be moved across the bases (or hulls) of other models, 
  nor can any part of that model (including its base) cross the edge of the 
  battlefield� You can also rotate any movable part of the model (such as 
  turrets and sponsons) when it is moved� The distance a model moves 
  is measured using the part of the model’s base (or hull) that moves 
  furthest along its path (including parts that rotate or pivot)�
  Remember that a unit must finish any type of move in unit coherency 
  (pg 4)� If this is impossible, then that move cannot be made� No unit 
  can be selected to move more than once in each Movement phase� 
  Once you have moved all your units that you wish to, progress to the 
  Reinforcements step of the Movement phase�
  The Movement phase is split into two steps� First you move 
  your units� Then you can set up Reinforcements that have not 
  yet arrived�
  1. MOVE UNITS 
  2. REINFORCEMENTS
   Normal Move: Models move up to M".
    Cannot move within Engagement Range of any 
  enemy models.
   Advance: Models move up to M+D6".
    Cannot move within Engagement Range of 
  enemy models.
    Units that Advance cannot shoot or charge this turn.
    Remain Stationary: Models cannot move this phase.
   Select a unit in your army to move.
    When a unit moves it can either make a Normal Move, 
  Advance or Remain Stationary.
    Units that are within Engagement Range of any enemy 
  models can only either Fall Back or Remain Stationary.
   Select another unit in your army to move.
    Once all your units have moved, progress to the 
  Reinforcements step (pg 11).
   Fall Back: Models move up to M".
    Units that Fall Back cannot charge this turn.
    Units that Fall Back cannot shoot or manifest psychic 
  powers this turn unless they are Titanic.
  10
  
  2. REINFORCEMENTS
  Some units have a rule that allows them to start the battle in a 
  location other than on the battlefield; units that use such rules are 
  called Reinforcements, and they will arrive later in the battle as 
  described by their rule� Any Reinforcement units that have not 
  been set up on the battlefield when the battle ends count as having 
  been destroyed�
  If you have any Reinforcement units, then in this step of the 
  Movement phase you can now select them and set them up on the 
  battlefield, one at a time� Once all your Reinforcement units that 
  you wish to set up this turn have been set up, the Movement phase 
  ends and you progress to the Psychic phase� Details of how to set up 
  Reinforcement units are described in the same rules that enabled 
  the unit to be set up in a location other than the battlefield�
  Reinforcement units cannot make a Normal Move, Advance, Fall 
  Back or Remain Stationary in the turn they arrive for any reason, but 
  they can otherwise act normally (shoot, charge, fight etc�)� Models 
  in units that arrived as Reinforcements count as having moved a 
  distance in inches equal to their Move (M) characteristic in this 
  Movement phase� If models in the unit have a minimum Move 
  characteristic, those models count as having moved a distance in 
  inches equal to their maximum Move characteristic� 
    Reinforcement unit: Unit that starts the battle in a 
  location other than the battlefield.
    Set up your Reinforcement units, one at a time, as 
  described by the rules that let them start the battle in 
  locations other than the battlefield.
    Reinforcement units cannot make a Normal Move, an 
  Advance, Fall Back or Remain Stationary this turn.
    Reinforcement units always count as having moved 
  this turn.
    Any Reinforcement unit not set up on the battlefield by 
  the end of the battle counts as destroyed.
    Once all your Reinforcement units have been set up, 
  progress to the Psychic phase (pg 14).
  MOVING OVER TERRAIN
  When a model makes any kind of move, it can be moved over 
  a terrain feature but not through it (so models can’t move 
  through a wall, but can climb up or over it)� 
  A model can be moved over terrain features that are 1" or less 
  in height as if they were not there – any vertical distance up 
  and/or down that they would have to make to traverse such 
  terrain features is ignored� A model can be moved vertically 
  in order to climb up, down and over any terrain features that 
  are higher than this, counting the vertical distance up and/
  or down as part of its move� Models cannot finish any kind 
  of move mid-climb – if it is not possible to end the move as a 
  result, that move cannot be made�
  FLYING
  If a unit’s datasheet has the Fly keyword, then when it makes 
  a Normal Move, an Advance or it Falls Back, its models can 
  be moved across other models (and their bases) as if they 
  were not there, and they can be moved within Engagement 
  Range of enemy models� In addition, any vertical distance up 
  and/or down that they make as part of that move is ignored� 
  However, these models cannot finish their move either on top 
  of another model (or its base) or within Engagement Range of 
  any enemy models�
    Models can move freely over terrain features 1" or 
  less in height.
    Models cannot move through taller terrain features, 
  but can climb up and down them.
    Fly models can move over other models when they 
  make a Normal Move, an Advance or when they 
  Fall Back.
    Fly models ignore vertical distances when they 
  make a Normal Move, an Advance or when they 
  Fall Back.
  ADVANCED RULES
  11
  
  TRANSPORTS
  Some models have the Transport keyword� The following rules describe how units can embark on and disembark from such models, 
  and how they are used to move their passengers across the battlefield� 
  Transport Capacity 
  All Transport models have a transport capacity listed on their 
  datasheet� This determines how many friendly models, and of 
  what type, can embark within them� A model’s transport capacity 
  can never be exceeded�
  Units can start the battle embarked within a Transport instead of 
  being set up separately – declare what units are embarked within 
  a Transport model before you set it up�
  EMBARK
  If a unit makes a Normal Move, an Advance or it Falls Back, and 
  every model in that unit ends that move within 3" of a friendly 
  Transport model they can embark within it� A unit cannot 
  embark within a Transport model that is within Engagement 
  Range of enemy models, and it cannot embark if it has already 
  disembarked from a Transport model in the same phase� Remove 
  the unit from the battlefield and place it to one side – it is now 
  embarked within the model�
  Units cannot normally do anything or be affected in any way 
  while they are embarked� Unless specifically stated, abilities 
  have no effect on units while they are embarked, and Stratagems 
  cannot be used to affect units while they are embarked� For all 
  rules purposes, units that are embarked within a Transport 
  model that has made a Normal Move, Advanced, Fallen Back or 
  Remained Stationary also count as having made the same kind of 
  move that turn�
  DISEMBARK 
  If a unit starts its Movement phase embarked within a Transport 
  model, that unit can disembark in that phase so long as the model 
  itself has not yet made a Normal Move, an Advance or has Fallen 
  Back that phase�
  When a unit disembarks, set it up on the battlefield so that 
  it is wholly within 3" of the Transport model and not within 
  Engagement Range of any enemy models�
  Units that disembark can then act normally (move, shoot, charge, 
  fight, etc�) in the remainder of the turn, but its models count as 
  having moved that turn, even if they are not moved further (i�e� 
  they never count as having Remained Stationary)�
  DESTROYED TRANSPORTS
  If a Transport model is destroyed (pg 6), and that model has 
  the Explodes ability (or equivalent), roll to see if it explodes and 
  resolve any resulting damage to nearby units before setting up 
  any units embarked within it (if any) on the battlefield� If there 
  are any units embarked within the destroyed Transport model, 
  these must now immediately disembark (see above) before the 
  model itself is removed from the battlefield; these units are not 
  affected by the destroyed model’s Explodes ability (or equivalent) 
  – instead you must roll one D6 for each model you just set up on 
  the battlefield� For each roll of 1, a model that disembarked (your 
  choice) is destroyed� Units cannot declare a charge (pg 19) or 
  perform a Heroic Intervention (pg 20) in the same turn that they 
  disembarked from a destroyed Transport model�
    Transport capacity: Maximum number of models that 
  can embark within the Transport.
    Units can start the battle embarked in a Transport.
    Units can embark in a friendly Transport if every 
  model ends a Normal Move, an Advance or a Fall Back 
  within 3" of it.
    A unit cannot embark within a Transport that is 
  within Engagement Range of any enemy models.
    A unit cannot embark and disembark in the 
  same phase.
    Units cannot do anything, or be affected in any way, 
  while they are embarked within a Transport.
    Units that start their Movement phase embarked in a 
  Transport can disembark this phase.
    A unit must disembark before their 
  Transport moves.
    Disembarking units must be set up wholly within 3" of 
  their Transport and not within Engagement Range of 
  any enemy models.
    Units that have disembarked count as having moved 
  this turn.
    If a Transport is destroyed, resolve its Explodes 
  ability (if it has one).
    Any units embarked within must then disembark.
    Roll one D6 for each model that disembarked; for each 
  1, one model is destroyed.
    Units that disembarked cannot charge or perform 
  Heroic Interventions this turn.
  ADVANCED RULES
  12
  
  AIRCRAFT
  Some models have the Aircraft keyword� In addition to the Flying rules (pg 11), the following rules further describe how these units 
  move across the battlefield and how other units can move beneath them�
  MINIMUM MOVE
  Aircraft models typically have a Move characteristic consisting 
  of two values� The first is the model’s minimum Move 
  characteristic – in its Movement phase, all parts of the model’s 
  base must end the move at least that far from where they started� 
  The second is its maximum Move characteristic – no part of the 
  model’s base can be moved further than this� If such a model’s 
  Move characteristic is modified, its minimum and maximum 
  Move characteristics are both modified�
  If an Aircraft model cannot make its minimum move, or its 
  minimum move would result in any part of that model (including 
  its base) crossing the edge of the battlefield, then unless you 
  are using the Strategic Reserves rule, that model is removed 
  from the battlefield and counted as destroyed (if the Aircraft 
  is a Transport, then any models currently embarked within are 
  likewise counted as destroyed)� The Strategic Reserves rule is 
  described in the Warhammer 40,000 Core Book�
  AIRCRAFT ENGAGEMENT RANGE
  Although Aircraft models have an Engagement Range (pg 4) like 
  any other model, the following rules and exceptions apply to it 
  – this will account for the fact that typically Aircraft models are 
  soaring overhead and not skimming along the ground�
  Whenever a model makes any kind of move, it can be moved 
  across Aircraft models (and their bases) as if they were not 
  there, and they can be moved within an enemy Aircraft model’s 
  Engagement Range, but it cannot end the move on top of 
  another model (or its base), and it cannot end the move within 
  Engagement Range of any enemy Aircraft models�
  If, when an Aircraft unit is selected to Move in the Movement 
  phase, any enemy units are within Engagement Range of it, that 
  Aircraft unit can still make a Normal Move or an Advance (i�e� it 
  does not have to Fall Back or Remain Stationary)�
  If, when a unit is selected to move in the Movement phase, the 
  only enemy models that are within Engagement Range of it are 
  Aircraft, then it can still make a Normal Move or an Advance 
  (i�e� it does not have to Fall Back or Remain Stationary)�
  HEROIC INTERVENTIONS, PILE INS, 
  CONSOLIDATIONS AND AIRCRAFT
  Whenever a unit moves when it performs a Heroic Intervention 
  (pg 20), piles in (pg 21) or consolidates (pg 22), it must end that 
  move closer to the closest enemy model� In all cases, Aircraft 
  models are excluded when determining which model is the 
  closest, unless the unit making that move can Fly�
    Minimum move: Models must move at least their 
  minimum M".
    If a model cannot make its minimum move, it is 
  destroyed (unless you are using Strategic Reserves).
    When a model performs a Heroic Intervention, piles in 
  or consolidates, ignore Aircraft (unless the model 
  moving can Fly).
    Models can move within an enemy Aircraft’s 
  Engagement Range.
    Models can move over Aircraft (and their bases) 
  when they make any kind of move.
    Aircraft can make a Normal Move or an 
  Advance even when within Engagement Range of 
  enemy models.
    Units can make a Normal Move or an Advance 
  if they are only within Engagement Range of 
  enemy Aircraft.
  ADVANCED RULES
  13
  
  PSYCHIC PHASE
  Warrior mystics and sorcerers wield the strange power of the warp to aid their allies and destroy their foes. 
  Harnessing this force is not without risk, however, and with the smallest mistake, the effort can spell doom 
  for all nearby. 
  Some models have the Psyker keyword� In the Psychic phase, 
  Psykers can attempt to manifest psychic powers and deny enemy 
  psychic powers�
  Start your Psychic phase by selecting one eligible Psyker unit from 
  your army that is on the battlefield� Psyker units that Fell Back 
  this turn (other than Titanic units) are not eligible� If you have no 
  eligible Psyker units from your army on the battlefield, and no other 
  rules that need to be resolved in the Psychic phase, the Psychic 
  phase ends�
  Once you have selected an eligible Psyker unit from your army, you 
  can attempt to manifest one or more psychic powers with it� After 
  you have finished manifesting all of this unit’s psychic powers that 
  you want to, you can then select another eligible Psyker unit from 
  your army to attempt to manifest psychic powers with, and so on, 
  until you have done so with as many of your eligible Psyker units as 
  you wish�
  No unit can be selected to manifest psychic powers more than once 
  in each Psychic phase� Once you have no eligible Psyker units on the 
  battlefield that you wish to attempt to manifest psychic powers with, 
  your Psychic phase ends and you progress to the Shooting phase�
  PSYCHIC POWERS
  All Psykers know the Smite psychic power (pg 15)� Some know 
  other powers instead of, or in addition to, Smite – the unit’s 
  datasheets and other supplementary rules you are using will make 
  it clear which powers each Psyker knows� Each psychic power has 
  a warp charge value – the higher this is, the more difficult it is to 
  manifest the psychic power� A Psyker unit generates their powers 
  before the battle�
  MANIFESTING PSYCHIC POWERS
  When you select a Psyker unit to manifest psychic powers, you 
  select one psychic power that unit knows and attempt to manifest 
  it� With the exception of Smite, you cannot attempt to manifest the 
  same psychic power more than once in the same battle round, even 
  with different Psyker units�
  To manifest the psychic power, you must first pass a Psychic test� The 
  opposing player can then select one of their Psyker units that is within 
  24" of the Psyker unit attempting to manifest the power and attempt 
  to deny that power before its effects are resolved by passing a Deny the 
  Witch test�
  So long as the Psychic test was successful and the psychic power was 
  not denied by a successful Deny the Witch test, the psychic power 
  is successfully manifested and its effects, which will be described in 
  the power itself, are then resolved� If the Psyker unit can attempt to 
  manifest more than one psychic power in its Psychic phase, you can 
  then attempt to manifest those, one at a time, as described above� The 
  number of psychic powers each Psyker unit can attempt to manifest in 
  its Psychic phase is listed on its datasheet�
  PSYCHIC TESTS
  When a Psyker unit attempts to manifest a psychic power, you must 
  take a Psychic test for that unit by rolling 2D6� If the total is equal 
  to or greater than that power’s warp charge value, the Psychic test is 
  passed� If you roll a double 1 or a double 6 when taking a Psychic test, 
  that unit immediately suffers Perils of the Warp�
  DENY THE WITCH
  When a Psyker unit attempts to deny a psychic power, you must take 
  a Deny the Witch test for that unit by rolling 2D6� If the total is greater 
  than the result of the Psychic test, the Deny the Witch test is passed and 
  the psychic power is denied� Only one attempt can be made to deny 
  a psychic power� If a Psyker unit can attempt to deny more than one 
  psychic power in a psychic phase, this will be listed on its datasheet�
    Select a Psyker in your army to manifest its 
  psychic powers.
    Select another Psyker in your army to manifest its 
  psychic powers.
    Once all your Psykers have manifested psychic powers, 
  progress to the Shooting phase (pg 15).
   All Psykers know Smite.
    Psykers will know additional psychic powers, as 
  described on their datasheets.
   Select psychic power.
    You cannot select the same psychic power more than 
  once per battle round, unless that power is Smite.
    Attempt to manifest the psychic power by taking a 
  Psychic test.
    The opponent can attempt to deny the psychic power by 
  taking a Deny the Witch test.
    If successfully manifested, resolve the psychic 
  power’s effects.
   Select another psychic power.
    Psychic test: Passed if 2D6 equals or exceeds psychic 
  power’s warp charge.
    If double 1 or double 6 rolled, Psyker suffers Perils of 
  the Warp. 
    Deny the Witch: Passed if 2D6 exceeds result of the 
  opposing Psyker’s Psychic test. 
    Only one attempt can be made to deny each 
  psychic power.
  14
  
  SMITE 
  Smite has a warp charge value of 5� Add 1 to the warp charge 
  value of this psychic power for each other attempt that has 
  been made to manifest this power by a unit from your army 
  in this phase, whether that attempt was successful or not� If 
  manifested, the closest enemy unit within 18" of and visible 
  to the psyker suffers D3 mortal wounds (pg 19)� If the result 
  of the Psychic test was 11 or more, that unit suffers D6 mortal 
  wounds instead�
    Warp Charge 5: A Psychic test of 5+ is required to 
  manifest Smite.
    Warp charge increases by 1 for each other attempt to 
  manifest Smite made in this phase.
    If manifested, closest visible enemy unit in 18" suffers 
  D3 mortal wounds.
    If manifested with a Psychic test result of 11+, enemy 
  instead suffers D6 mortal wounds. 
  PERILS OF THE WARP 
  When a Psyker unit suffers Perils of the Warp, it suffers 
  D3 mortal wounds� If a Psyker unit is destroyed by Perils 
  of the Warp while attempting to manifest a psychic power, 
  that power automatically fails to manifest� If a Psyker unit is 
  destroyed by Perils of the Warp, then just before removing the 
  last model in that unit, every unit within 6" of it immediately 
  suffers D3 mortal wounds�
    Perils of the Warp: The Psyker unit manifesting the 
  power suffers D3 mortal wounds.
    If Psyker unit is destroyed, the psychic power fails 
  to manifest.
    If Psyker unit destroyed, every other unit within 6" 
  suffers D3 mortal wounds.
  SHOOTING PHASE
  Guns thunder and shrapnel falls from the sky. Muzzle flare shines through the gloom in bursts, beams of las-
  fire illuminate the fog of war, and spent ammunition cartridges are left discarded across the battlefield.
  Start your Shooting phase by selecting one eligible unit from your 
  army to shoot with� An eligible unit is one that has one or more 
  models equipped with ranged weapons� Units that Advanced this 
  turn, and units that Fell Back (other than Titanic units) this turn are 
  not eligible� If you have no eligible units, your Shooting phase ends� 
  After you have shot with one of your eligible units, you can then select 
  another of your eligible units to shoot with, and so on, until you have 
  shot with as many of your units as you wish�
  When you select a unit to shoot with, you select targets and resolve 
  attacks with any or all ranged weapons that models in that unit are 
  equipped with (each ranged weapon can only be shot once per phase)� 
  The ranged weapons that models in a unit are equipped with are 
  detailed on its datasheet�
  No unit can be selected to shoot with more than once in each 
  Shooting phase� Once all your eligible units that you wish to shoot 
  with have done so, your Shooting phase ends and you progress to the 
  Charge phase�
  SELECT TARGETS
  When a unit shoots, you must select the target unit(s) for all of 
  the ranged weapons its models are making attacks with before any 
  attacks are resolved� If a model has more than one ranged weapon, it 
  can shoot all of them at the same target, or it can split the weapons 
  between different enemy units� Similarly, if a unit has more than one 
  model, they can shoot at the same or different targets� In either case, 
  when you select a target unit you must declare which weapons will 
  target that unit before any attacks are resolved� If any of these weapons 
  has more than one profile that you must choose between, you must 
  also declare which profile is being used� 
  Only enemy units can be chosen as the target for an attack� In order 
  to target an enemy unit, at least one model in that unit must be within 
  range (i�e� within the distance of the Range characteristic) of the 
  weapon being used and be visible to the shooting model� If unsure, 
  get a look from behind the firing model to see if any part of the target 
  is visible� For the purposes of determining visibility, a model can see 
  through other models in its unit� If there are no eligible targets for a 
  weapon then that weapon cannot shoot� If this is the case for all of a 
  unit’s ranged weapons, then that unit is not eligible to shoot with�
  If you have selected more than one target for your unit to shoot at, 
  you must resolve all the attacks against one target before moving on to 
  the next target� If your unit is shooting more than one ranged weapon 
  at a target, and those weapons have different characteristics profiles, 
  then after you have resolved attacks with one of those weapons you 
  must, if any other weapons with the same characteristics profile are 
  also being shot at that unit, resolve those attacks before resolving 
  any attacks against the target unit with a weapon that has a different 
  characteristics profile�
  Note that so long as at least one model in the target unit was visible 
  to the shooting model and in range of its weapon when that unit was 
  selected as the target, that weapon’s attacks are always made against the 
    Select a unit from your army to shoot with.
    When a unit shoots, select targets then resolve attacks 
  with any or all ranged weapons that models in that unit 
  are equipped with.
    Select another unit from your army to shoot with.
    Once you have shot with all your units, progress to the 
  Charge phase (pg 19).
  15
  
  target unit, even if no models in the target unit remain visible to or in 
  range of it when you come to resolve them (this can happen because 
  of models being destroyed and removed from the battlefield as the 
  result of resolving the shots with other weapons in the shooting model’s 
  unit first)�
  LOCKED IN COMBAT
  Models cannot make attacks with ranged weapons while their unit is 
  within Engagement Range of any enemy models (pg 4)� Models also 
  cannot target enemy units within Engagement Range of any other 
  units from your army – the risk of hitting your own troops is too great�
  NUMBER OF ATTACKS
  When a model shoots a ranged weapon, it will make a number of 
  attacks� You make one hit roll for each attack being made (see Making 
  Attacks, page 18)�
  The number of attacks that a model makes with a ranged weapon is 
  equal to the number written on that weapon’s profile after its type� For 
  example, a model shooting an ‘Assault 1’ weapon can make one attack 
  with that weapon; a model firing a ‘Heavy 3’ weapon can make three 
  attacks, and so on�
    Select targets for all weapons before any attacks 
  are resolved.
    At least one model in the target unit must be visible 
  to the attacking model and within range of the 
  attacking weapon.
    If a unit targets multiple units, all attacks against one 
  unit must be resolved before resolving attacks against 
  the next.
    If a unit shoots with multiple weapons, all attacks 
  made with weapons that have the same profile must be 
  resolved before resolving attacks with the next.
    Units cannot shoot while they are within Engagement 
  Range of any enemy units.
    Units cannot shoot at targets within Engagement Range 
  of any friendly units.
    All of a ranged weapon’s attacks must be made against 
  the same target unit.
    Number of attacks = number after weapon’s type. 
  For example: James selects a squad of Chaos Space Marines 
  to shoot with. The unit has ten models: one is equipped with a 
  lascannon, one with a meltagun and eight with boltguns. When 
  the unit is selected to shoot, James splits their attacks as follows: 
  the lascannon targets an enemy vehicle unit, while the meltagun 
  and all the boltguns target an enemy infantry unit. All the 
  weapons are in range of their respective units and both targets 
  are visible to all firing models. James resolves the attacks against 
  the infantry unit first, beginning by choosing to shoot with 
  the boltguns. After all the boltgun attacks have been resolved, 
  James then resolves the meltagun attack. Having resolved all 
  the attacks against the infantry unit, James can then resolve the 
  lascannon attack against the vehicle unit.
  BIG GUNS NEVER TIRE 
  A Vehicle or Monster model can make attacks with ranged 
  weapons even when its unit is within Engagement Range 
  of enemy units, but it can only make such attacks against 
  enemy units that it is within Engagement Range of� In such 
  circumstances, Vehicle and Monster models can target an 
  enemy unit even if other friendly units are within Engagement 
  Range of the same enemy unit� Note that if a Vehicle or 
  Monster unit has more than one ranged weapon, you can still 
  choose to target units that are not within Engagement Range of 
  the firing model’s unit, but they will only be able to make the 
  attacks with that weapon if all enemy units within Engagement 
  Range of the firing model’s unit have been destroyed when you 
  come to resolve those attacks� In addition, when a Vehicle or 
  Monster model shoots a Heavy weapon, subtract 1 from the 
  hit rolls when resolving that weapon’s attacks while any enemy 
  units are within Engagement Range of that model’s unit�
  LOOK OUT, SIR
  Models cannot target a unit that contains any Character 
  models with a Wounds characteristic of 9 or less with a 
  ranged weapon while that unit is within 3" of any other 
  friendly Vehicle or Monster unit, or while it is within 3" of 
  any other friendly units that have 3 or more models, unless 
  that Character unit is both visible to the firing model and it 
  is the closest enemy unit to the firing model – the maelstrom 
  of battle makes it difficult to pick out such individuals� Ignore 
  other enemy Character models with a Wounds characteristics 
  of 9 or less when determining if the target is the closest enemy 
  unit to the firing model� 
    Monsters and Vehicles can shoot ranged 
  weapons even if within Engagement Range of 
  enemy units.
    Monsters and Vehicles can target other units, 
  but cannot resolve these attacks while any enemy 
  models remain within their Engagement Range. 
    Subtract 1 from hit rolls made when Monsters and 
  Vehicles shoot Heavy weapons while any enemy 
  units remain within their Engagement Range.
    Cannot shoot at an enemy Character with 9 or 
  less wounds while it is within 3" of a friendly unit 
  (Monster, Vehicle or unit of 3+ models) unless it 
  is the closest target.
  ADVANCED RULES
  16
  
  RANGED WEAPON TYPES
  There are five types of ranged weapon: Assault, Heavy, Rapid Fire, Grenade and Pistol� A weapon’s type can impact the number of attacks it 
  can make (see page 17)� In addition, each type of ranged weapon also has an additional rule that, depending upon the situation, might affect 
  the accuracy of the weapon or when it can be fired� These are as follows:
  ASSAULT
  Assault weapons fire so rapidly or indiscriminately that 
  they can be shot from the hip as warriors dash forwards 
  into combat. 
  If a unit includes any models equipped with Assault weapons, that 
  unit is still eligible to shoot with in your Shooting phase even if 
  it has Advanced this turn, but you can only resolve attacks using 
  those Assault weapons when you select that unit to shoot with� If 
  a model shoots an Assault weapon in the same turn in which its 
  unit has Advanced, subtract 1 from hit rolls when resolving that 
  weapon’s attacks�
  HEAVY
  Heavy weapons are amongst the biggest guns on the 
  battlefield, but they require bracing to fire at full effect 
  and are unwieldy to bring to bear at close quarters.
  When an Infantry model shoots a Heavy weapon, subtract 1 from 
  the hit rolls when resolving that weapon’s attacks if the firing model’s 
  unit has moved for any reason this turn (e�g� it made a Normal 
  Move (pg 10) this turn)�
  RAPID FIRE
  Rapid fire weapons are versatile armaments capable of 
  aimed single shots at long range or controlled bursts of 
  fire at close quarters. 
  When a model shoots a Rapid Fire weapon, double the number of 
  attacks it makes if its target is within half the weapon’s range�
  GRENADE
  Grenades are handheld explosive devices that a warrior 
  throws at the enemy while their squad mates provide 
  covering fire.
  When a unit shoots, one model that is equipped with a Grenade 
  in that unit can resolve attacks with it instead of shooting any 
  other weapons�
  PISTOL 
  Due to their compact size, pistols can even be used in 
  melee to shoot at point-blank range.
  A model can make attacks with a Pistol even when its unit is within 
  Engagement Range of enemy units, but it must target an enemy 
  unit that is within Engagement Range of its own unit when it does 
  so� In such circumstances, the model can target an enemy unit even 
  if other friendly units are within Engagement Range of the same 
  enemy unit�
  When a model equipped with both a Pistol and another type of 
  ranged weapon (e�g� a Pistol and a Rapid Fire weapon) shoots, 
  it can either shoot with its Pistol(s) or with its other ranged 
  weapons� Choose which it will fire (Pistols or non-Pistols) before 
  selecting targets�
    Can be shot even if firing model’s unit Advanced.
    Subtract 1 from hit rolls if the firing model’s 
  unit Advanced.
    Subtract 1 from hit rolls if firing model is Infantry and 
  its unit has moved this turn.
    Double number of attacks made if target is within 
  half range.
    Only one model can use a Grenade when its unit shoots. 
    Can be shot even if firing model’s unit is within 
  Engagement Range of enemy unit.
    Cannot be shot alongside any other type of weapon.
  BLAST WEAPONS 
  Some weapons have ‘Blast’ listed in their profile’s abilities� These are 
  referred to as Blast weapons� In addition to the normal rules, the 
  following rules apply to Blast weapons:
  1.  If a Blast weapon targets a unit that has between 6 and 10 models, it 
  always makes a minimum of 3 attacks� So if, when determining how 
  many attacks are made with that weapon, the dice rolled results in 
  less than 3 attacks being made, make 3 attacks instead� For example, 
  if a Grenade D6 weapon with the Blast rule targets a unit that has 6 
  or more models, and you roll a 2 to determine how many attacks are 
  made, that roll is counted as being a 3 and that weapon makes three 
  attacks against that unit�
  2.  When a Blast weapon targets a unit that has 11 or more models, do 
  not roll dice to randomly determine how many attacks are made 
  – instead, make the maximum possible number of attacks� For 
  example, if a Grenade D6 weapon with the Blast rule targets a unit 
  that has 11 or more models, that weapon makes six attacks against 
  that unit�
  Blast weapons can never be used to make attacks against a unit that 
  is within Engagement Range of the firing model’s unit, even if the 
  weapon has the Pistol type or if the firing model is a Vehicle or a 
  Monster – firing high-explosives at point-blank range is simply unwise� 
    Blast Weapons: Minimum three attacks against units with 
  6+ models. Always make maximum number of attacks 
  against units with 11+ models.
    Can never be used to attack units within the firing unit’s 
  Engagement Range.
  ADVANCED RULES
  17
  
  MAKING ATTACKS
  Attacks are made using ranged or melee weapons� Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks 
  together� The following sequence is used to make attacks one at a time:
  1. HIT ROLL
  When a model makes an attack, make one hit roll for that attack by 
  rolling one D6� If the result of the hit roll is equal to or greater than 
  the attacking model’s Ballistic Skill (BS) characteristic (if the attack 
  is being made with a ranged weapon) or its Weapon Skill (WS) 
  characteristic (if the attack is being made with a melee weapon), then 
  that attack scores one hit against the target unit� If not, the attack fails 
  and the attack sequence ends� 
  If an attack is made with a weapon that has an ability that says it 
  ‘automatically hits the target’, no hit roll is made – that attack simply 
  scores one hit on the target unit� An unmodified hit roll of 6 always 
  scores a hit, and an unmodified hit roll of 1 always fails� A hit roll can 
  never be modified by more than -1 or +1� This means that if, after all 
  the cumulative modifiers to a hit roll have been calculated, the total 
  modifier would be -2 or worse, it is changed to be -1� Similarly, if, after 
  all the cumulative modifiers to a hit roll have been calculated, the total 
  modifier would be +2 or better, it is changed to be +1� 
  2. WOUND ROLL
  Each time an attack scores a hit against a target unit, make a wound 
  roll for that attack by rolling one D6 to see if that attack successfully 
  wounds the target� The result required is determined by comparing 
  the attacking weapon’s Strength (S) characteristic with the target’s 
  Toughness (T) characteristic, as shown on the following table:
  WOUND ROLL
  ATTACKER’S STRENGTH vs  
  TARGET’S TOUGHNESS
  D6 RESULT 
  REQUIRED
  Is the Strength TWICE (or more) than the Toughness
  2+
  Is the Strength GREATER than the Toughness
  3+
  Is the Strength EQUAL to the Toughness
  4+
  Is the Strength LOWER than the Toughness
  5+
  Is the Strength HALF (or less) than the Toughness
  6+
  If the result of the wound roll is less than the required number, the 
  attack fails and the attack sequence ends� An unmodified wound roll 
  of 6 always successfully wounds the target, and an unmodified wound 
  roll of 1 always fails� A wound roll can never be modified by more 
  than -1 or +1� This means that if, after all the cumulative modifiers 
  to a wound roll have been calculated, the total modifier would be -2 
  or worse, it is changed to be -1� Similarly, if, after all the cumulative 
  modifiers to a wound roll have been calculated, the total modifier 
  would be +2 or better, it is changed to be +1�
  3. ALLOCATE ATTACK
  If an attack successfully wounds the target unit, the player 
  commanding the target unit allocates that attack to one model in 
  the target unit (this can be to any model in the unit and does not 
  have to be allocated to a model that is within range of, or visible to, 
  the attacking model)� If a model in the target unit has already lost 
  any wounds or has already had attacks allocated to it this phase, the 
  attack must be allocated to that model�
  4. SAVING THROW
  The player commanding the target unit then makes one saving 
  throw by rolling one D6 and modifying the roll by the Armour 
  Penetration (AP) characteristic of the weapon that the attack 
  was made with� For example, if the weapon has an AP of -1, then 
  1 is subtracted from the saving throw roll� If the result is equal 
  to, or greater than, the Save (Sv) characteristic of the model the 
  attack was allocated to, then the saving throw is successful and 
  the attack sequence ends� If the result is less than the model’s Save 
  characteristic, then the saving throw fails and the model suffers 
  damage� An unmodified roll of 1 always fails�
  5. INFLICT DAMAGE
  The damage inflicted is equal to the Damage (D) characteristic of 
  the weapon making the attack� A model loses one wound for each 
  point of damage it suffers� If a model’s wounds are reduced to 0 or 
  less, it is destroyed and removed from play� If a model loses several 
  wounds from an attack and is destroyed, any excess damage inflicted 
  by that attack is lost and has no effect�
    Hit roll (ranged weapon): Roll one D6; hit scored if result equals 
  or beats attacking model’s BS. Otherwise attack fails.
    Hit roll (melee weapon): Roll one D6; hit scored if result equals 
  or beats attacking model’s WS. Otherwise attack fails.
    Wound roll: Roll one D6 and compare attack’s S with target’s T 
  on table to the left. Target wounded if score equals or beats the 
  required result. Otherwise attack fails.
    Allocate attack: Player commanding target unit selects one 
  model in that unit. If a model in the unit has already lost 
  wounds, or has already had attacks allocated to it this phase, 
  they must select that model.
    Saving throw: Roll one D6 and modify by the attack’s AP. If result 
  less than the Sv of the selected model, the saving throw is failed 
  and it suffers damage. Otherwise attack is saved.
    Inflict damage: The selected model loses a number of wounds 
  equal to the attack’s D.
    If a model is destroyed by an attack, any excess damage 
  inflicted by that attack is lost. 
    Unmodified hit rolls, wound rolls and saving throws of 1 
  always fail.
    Unmodified hit rolls and wound rolls of 6 always succeed.
    Hit and wound rolls cannot be modified by more than -1 or +1.
  18
  
  INVULNERABLE SAVES
  Some models have an invulnerable save� Each time an attack is 
  allocated to a model with an invulnerable save, you can choose to 
  use either its normal Save (Sv) characteristic or its invulnerable 
  save, but not both� If a model has more than one invulnerable 
  save, it can only use one of them – choose which it will use� If you 
  use a model’s invulnerable save, it is never modified by a weapon’s 
  Armour Penetration value�
  MORTAL WOUNDS
  Some attacks inflict mortal wounds – these are so powerful that 
  no armour or force field can withstand their fury� Each mortal 
  wound inflicts 1 point of damage on the target unit, and they are 
  always applied one at a time� Do not make a wound roll or saving 
  throw (including invulnerable saves) against a mortal wound – 
  just allocate it as you would any other attack and inflict damage 
  to a model in the target unit (pg 18)� Unlike damage inflicted by 
  normal attacks, excess damage from mortal wounds is not lost� 
  Instead, keep allocating damage to another model in the target 
  unit until either all the damage has been allocated or the target 
  unit is destroyed� 
  If an attack inflicts mortal wounds in addition to the normal 
  damage, resolve the normal damage first� If an attack inflicts 
  mortal wounds in addition to the normal damage, but the normal 
  damage is subsequently saved, the target unit still suffers the 
  mortal wounds, as described opposite� If an ability modifies the 
  damage inflicted by a weapon, and that weapon can inflict mortal 
  wounds in addition to the normal damage, the modifier does not 
  apply to any mortal wounds that are inflicted (unless the rule 
  specifically states otherwise)�
  IGNORING WOUNDS
  Some models have rules that give them a chance to ignore 
  wounds� If a model has more than one such rule, you can only 
  use one of those rules each time the model loses a wound 
  (including wounds lost due to mortal wounds)�
    Invulnerable save: Saving throw that is never 
  modified by attacking weapon’s AP.
    A model with an invulnerable save can use it instead 
  of its normal Sv.
    Each mortal wound inflicted on a unit causes one 
  model in the unit to lose one wound.
    No saving throws can be made against mortal wounds.
    Mortal wounds inflicted by attacks in addition 
  to normal damage always apply, even if normal 
  damage saved.
    A model can only use one rule to attempt to ignore 
  each wound suffered.
  ADVANCED RULES
  CHARGE PHASE
  Warriors hurl themselves into battle to slay with blade, hammer and claw. Strident war cries and frantic 
  screams echo through the whirling smoke as the moment of cataclysmic violence draws near. 
  The Charge phase is split into two steps� First you 
  charge with your units� Then your opponent performs 
  Heroic Interventions�
  1. CHARGES
  2. HEROIC INTERVENTIONS
  1. CHARGES
  Start your Charge phase by selecting one eligible unit from your army 
  that you want to charge, and declare a charge with it� An eligible unit 
  is one that is within 12" of any enemy units at the start of the Charge 
  phase� Units that have Advanced or Fallen Back this battle round, and 
  units that start the Charge phase within Engagement Range of any 
  enemy units, are not eligible units� If you have no eligible units from 
  your army that you wish to charge with on the battlefield, progress 
  to the Heroic Interventions step of the Charge phase� After you have 
  finished charging with one of your units, you can then select another 
  unit from your army to do so, and so on, until you have done so with 
  as many of your units as you wish� 
  No unit can be selected to charge more than once in each Charge 
  phase� Once all of your eligible units that you wish to charge with (if 
  any) have declared a charge and have done so, progress to the Heroic 
  Interventions step of the Charge phase�
  CHARGING WITH A UNIT
  Once you have chosen an eligible unit to declare a charge with, 
  you must select one or more enemy units within 12" of it as the 
  targets of its charge� The target(s) of this charge do not need to be 
  visible to the charging unit� You then make a charge roll for your 
  unit by rolling 2D6� This is the maximum number of inches each 
  model in the charging unit can now be moved if they can make the 
  charge move� To make a charge move, the unit’s charge roll must be 
  sufficient that it is able to end that move in unit coherency (pg 4) 
   Select a unit from your army to charge with.
    Charge with that unit (see below).
   Select another unit from your army to charge with.
    Once all your units have charged, progress to the Heroic 
  Interventions step (pg 20).
  19
  
  and within Engagement Range (pg 4) of every unit that was a target 
  of its charge, without moving within Engagement Range of any 
  enemy units that were not a target of its charge� If this is possible, 
  then the charge is successful and the models in the unit make a 
  charge move so as to fulfil the above conditions� If this is impossible, 
  the charge fails and no models in the charging unit move this phase�
  2. HEROIC INTERVENTIONS
  Your opponent can now select an eligible Character unit from their 
  army to perform a Heroic Intervention (see below)� An eligible 
  Character unit is one that is not within Engagement Range of 
  any enemy units, but is within 3" horizontally and 5" vertically 
  of an enemy unit� After they have finished performing a Heroic 
  Intervention with a Character unit, they can then select another 
  eligible Character unit from their army to do so, and so on, until 
  they have done so with as many of their units as they wish� If your 
  opponent has no eligible Character units, the Charge phase ends� 
  No unit can perform more than one Heroic Intervention in 
  each enemy Charge phase� A unit can never perform a Heroic 
  Intervention in their own Charge phase� Once all of your opponent’s 
  eligible Character units have performed Heroic Interventions 
  that they want to, your Charge phase ends and you progress to the 
  Fight phase�
  PERFORMING A HEROIC INTERVENTION
  When a unit performs a Heroic Intervention, you can move each 
  model in that unit up to 3" – this is a Heroic Intervention move� Each 
  model in the unit must finish its Heroic Intervention move closer to 
  the closest enemy model� Remember that a unit must finish any type 
  of move in unit coherency (pg 4)�
    Declare targets of the charge (must be within 12").
    Charge roll = 2D6".
    If insufficient to move charging unit into Engagement 
  Range of all targets, charge fails.
    If charge successful, models make their charge move. 
    Cannot make a charge move within Engagement Range 
  of any unit that was not the target of the charge.
    Select one Character unit to perform a 
  Heroic Intervention.
    Cannot perform a Heroic Intervention if any enemy units 
  are in Engagement Range.
    Must be an enemy unit within 3" horizontal and 5" 
  vertical to perform a Heroic Intervention.
    Select another Character unit to perform a 
  Heroic Intervention.
    Once all your Character units have performed Heroic 
  Interventions, progress to the Fight phase (pg 21).
    Heroic Intervention: Move up to 3".
   Must end closer to the closest enemy model.
  CHARGING OVER TERRAIN
  Unless stated otherwise, a model can be moved over a terrain 
  feature when it makes a charge move, but not through it (so 
  models can’t move through a wall, or pass through a tree, but 
  can climb up or over them)�
  A model can be moved over terrain features that are 1" or less 
  in height as if they were not there – any vertical distance up 
  and/or down that they would have to make to traverse such 
  terrain features is ignored� A model can be moved vertically 
  in order to climb up, down and over any terrain features that 
  are higher than this, counting the vertical distance up and/or 
  down as part of its charge move� Models cannot finish a charge 
  move mid-climb – if it is not possible to make a charge move 
  as a result, the charge fails�
  FLYING WHEN CHARGING
  If a unit’s datasheet has the Fly keyword, then when it makes 
  a charge move, its models can be moved across other models 
  (and their bases) as if they were not there, but they must move 
  over terrain features (including Building units) like any other 
  model� A model that can Fly cannot finish any move on top of 
  another model�
  OVERWATCH
  Certain rules enable units to fire Overwatch at an enemy unit 
  before it can charge� If an enemy unit declares a charge that 
  targets one or more units from your army that have such a 
  rule, each of those units can fire Overwatch before the charge 
  roll is made� A unit cannot fire Overwatch if there are any 
  enemy units within Engagement Range of it� Overwatch is 
  resolved like a normal shooting attack (albeit one resolved in 
  the Charge phase) and uses all the normal rules, except that 
  an unmodified hit roll of 6 is always required for a successful 
  hit roll, irrespective of the firing model’s Ballistic Skill or any 
  hit roll modifiers� In addition, when a model fires Overwatch, 
  it does so at the charging unit� Any rule that states the unit 
  cannot be targeted unless it is the closest target (e�g� Look Out, 
  Sir) does not apply when firing Overwatch�
    Models can make a move freely over terrain 
  features 1" or less in height.
    Models cannot move through taller terrain features, 
  but can climb up and down them.
    Fly models can move over other models when they 
  make a charge move.
    Fly models move over terrain (including 
  Buildings) like any other model when they make 
  a charge move.
  ADVANCED RULES
    Overwatch: Before charge roll made, all charge 
  targets that can fire Overwatch can do so.
    Can never fire Overwatch while enemy units are in 
  Engagement Range.
    When firing Overwatch, shoot with unit, but attacks 
  only hit on unmodified 6s. 
  20
  
  FIGHT PHASE
  Carnage engulfs the battlefield as the warring armies meet head-on. Fangs and claws crunch through bone. 
  Blades ring like hammer on anvil. Blood spurts and flesh tears as hate-filled foes tear one another apart.
  Starting with the player whose turn is not taking place, the players 
  must alternate selecting an eligible unit from their army and fighting 
  with it (see below)� An eligible unit is one that is within Engagement 
  Range of an enemy unit and/or made a charge move in the same 
  turn� If neither player has any eligible units to fight with, the Fight 
  phase ends�
  No unit can fight more than once in the Fight phase� If all of one 
  player’s eligible units have fought, the opposing player can then fight 
  with their remaining eligible units, one at a time� Note that after 
  an enemy unit has fought and finished its Consolidation move, it 
  might be that previously ineligible units now qualify as such – these 
  units can then be selected to fight with� Once all eligible units have 
  fought, the Fight phase ends and you progress to the Morale phase�
  CHARGING UNITS FIGHT FIRST
  Units that made a charge move this turn fight first in the Fight 
  phase� This means that units that did not make a charge move this 
  turn cannot be selected to fight until after all units that did make a 
  charge move have fought�
  FIGHT
  When you select a unit to fight, it first piles in, then the models 
  in the unit must make close combat attacks, and then the 
  unit consolidates�
  PILE IN
  When a unit piles in, you can move each model in that unit up to 3" 
  – this is a pile-in move� Each model in the unit must finish its pile-in 
  move closer to the closest enemy model� A model that is already 
  touching an enemy model cannot move, but still counts as having 
  piled in� Remember that a unit must finish any type of move in unit 
  coherency (pg 4)�
  MAKE CLOSE COMBAT ATTACKS
  When a unit makes its close combat attacks, before resolving those 
  attacks you must first determine which models can fight and how 
  many attacks they will make, then you select the target unit(s) for all 
  of the attacks those models will make and declare what melee weapons 
  those attacks will be made with�
  Which Models Fight
  When a unit makes close combat attacks, only the models in that 
  unit that are either within Engagement Range (pg 4) of an enemy 
  unit, or that are within ½" of another model from their own unit 
  that is itself within ½" of an enemy unit, can fight�
  Number of Attacks
  When a model fights, it will make a number of attacks� You make 
  one hit roll for each attack being made (see Making Attacks, 
  page 18)�
  The number of attacks a model makes is determined by its Attacks 
  (A) characteristic, which can be found on its datasheet� For example, 
  if a model has an A of 2, it can make two attacks�
    Starting with your opponent, alternate selecting units to 
  fight with. 
    When a unit fights, it piles in, then it makes close combat 
  attacks, then it consolidates.
    If one player has no more units left to fight with, their 
  opponent then fights with their remaining units, one at 
  a time. 
    Once all units have fought, progress to the Morale phase 
  (pg 23).
    Units that made a charge move this turn fight before all 
  other units.
    Pile in: Move up to 3".
    Must end closer to the closest enemy model.
    A model can fight if it is in Engagement Range of an 
  enemy unit.
    A model can fight if it is within ½" of another model from 
  their own unit that is within ½" of an enemy unit.
    Number of attacks made by each model that can  
  fight = A. 
  21
  
  Select Targets
  Before you resolve any attacks, you must first select the target unit(s) 
  for all of the attacks� Attacks made by models in units that made a 
  charge move this turn can only target enemy units that their unit 
  declared a charge against, or that performed a Heroic Intervention 
  this turn� In order to target an enemy unit, an attacking model 
  must either be within Engagement Range of that unit, or within 
  ½" of another model in its own unit that is itself within ½" of that 
  enemy unit� 
  If a model can make more than one attack, it can make all of them 
  against the same target, or it can split them between different enemy 
  units� Similarly, if a unit has more than one model, each model can 
  make their attacks at the same, or different targets� In either case, 
  declare which attacks will target which unit(s) before any attacks 
  are resolved, and resolve all of the attacks against one target before 
  moving onto the next�
  If there are no viable targets (because all enemy units are beyond 
  Engagement Range etc�) then that unit cannot make close combat 
  attacks, but it can still consolidate (see opposite)�
  Select Weapon
  When a model makes a close combat attack, it must do so using a 
  melee weapon (i�e� a weapon that has the ‘Melee’ type)� The weapons 
  a model is equipped with are described on its datasheet� If a model 
  is not equipped with any melee weapons, or if it cannot make an 
  attack with any of the melee weapons it is equipped with, then that 
  model makes its attacks using a close combat weapon, which has the 
  following profile:
  WEAPON 
  RANGE 
  TYPE 
  S 
  AP 
  D
  Close combat weapon Melee 
  Melee 
  User 
  0 
  1
  If a model has more than one melee weapon, select which it will use 
  before resolving any attacks� If a model has more than one melee 
  weapon and can make several attacks, it can split them between 
  these weapons however you wish – declare which attacks are being 
  made with which weapons before any attacks are resolved� If the 
  selected weapon has more than one profile that you must choose 
  between, you must declare which profile is being used at the same 
  time� Different attacks made with such a weapon can be made using 
  different profiles if you wish�
  If your unit is making attacks with more than one melee weapon 
  against a unit, and those weapons have different characteristics 
  profiles, then after you have resolved an attack with one of 
  those weapons you must, if any other weapons with the same 
  characteristics profile are also being used to make attacks against 
  that unit, resolve those attacks before resolving any attacks against 
  the target with a weapon that has a different characteristics profile� 
  Note that all the attacks you have declared are always resolved 
  against the target unit even if, when you come to resolve an 
  individual attack, no models in the target unit remain in range (this 
  can happen because of models being destroyed and removed from 
  the battlefield as the result of resolving other attacks made by the 
  attacking model’s unit first)� 
  CONSOLIDATE
  When a unit consolidates, you can move each model in the unit 
  up to 3" – this is a Consolidation move� Each model must finish its 
  Consolidation move closer to the closest enemy model� A model 
  that is already touching an enemy model cannot move, but still 
  counts as having consolidated� Remember that a unit must finish 
  any type of move in unit coherency (pg 4)�
    If the attacking unit made a charge move this turn, its 
  models can only target units it declared a charge against 
  this turn, or units that performed a Heroic Intervention 
  this turn.
    Select targets for all attacks, before any attacks 
  are resolved. 
    If a unit targets multiple units, all attacks against one 
  unit must be resolved before resolving attacks against 
  the next.
    Each close combat attack is made with a melee weapon.
    A model makes attacks using the close combat weapon 
  profile if it has no other melee weapons.
    If a unit attacks with multiple weapons, all attacks 
  made with weapons that have the same profile must be 
  resolved before resolving attacks with the next.
    Consolidate: Move up to 3".
    Must end closer to the closest enemy model.
  For example: James selects a unit of Chaos Terminators to fight. 
  After the models have piled in, James makes attacks with his 
  unit. This unit consists of five models that are in Engagement 
  Range of an enemy unit. One of James’ models has an Attacks 
  characteristic of 3 and is equipped with a lightning claw. The 
  other four models each have an Attacks characteristic of 2, and 
  two are equipped with power fists and two are equipped with 
  lightning claws. The Chaos Terminators are only in Engagement 
  Range with one enemy unit; therefore they make seven attacks 
  against that unit using the lightning claws, and four using power 
  fists. James resolves the attacks made using power fists first, and 
  once they have all been resolved, James then resolves the attacks 
  made using the lightning claws. After all of the unit’s attacks 
  have been resolved, the Terminators then consolidate.
  22
  
  MORALE PHASE
  Even the bravest heart may quail when the horrors of battle take their toll. With peril looming on all sides and 
  comrades falling one by one, only the heroic, the monstrous or the hopelessly insane will stand their ground.
  The Morale phase is split into two steps� First you take 
  Morale tests for your units� Then you remove any out-of-
  coherency models�
  1. MORALE TESTS
  2. UNIT COHERENCY CHECKS
  1. MORALE TESTS
  Starting with the player whose turn is taking place, the players 
  must alternate selecting a unit from their army that has had models 
  destroyed this turn and taking a Morale test for it� If no units on the 
  battlefield need to take a Morale test, progress to the Unit Coherency 
  Checks step of the Morale phase�
  A unit only needs to take one Morale test in each phase� If one player 
  has finished taking Morale tests for all the units from their army that 
  have had models destroyed this turn, the opposing player then takes 
  all their remaining Morale tests, one at a time� Once all Morale tests 
  have been taken (if any), progress to the Unit Coherency Checks step 
  of the Morale phase�
  MORALE TESTS
  To take a Morale test, roll one D6 and add the number of models from 
  the unit that have been destroyed this turn� If the result is equal to or 
  less than the highest Leadership (Ld) characteristic in the unit, the 
  Morale test is passed and nothing else happens� An unmodified roll of 
  1 also always results in a passed Morale test, irrespective of the total 
  result� In any other case, the Morale test is failed, one model flees that 
  unit, and you must then take Combat Attrition tests for the remaining 
  models in the unit (see opposite)� You decide which model from your 
  unit flees – that model is removed from play and counts as having 
  been destroyed, but it never triggers any rules that are used when a 
  model is destroyed�
  COMBAT ATTRITION TESTS
  If a unit fails a Morale test, then after the first model has fled the unit, 
  you must take Combat Attrition tests� To do so, roll one D6 for each 
  remaining model in that unit, subtracting 1 from the result if the 
  unit is below Half-strength (pg 6); for each result of 1, one additional 
  model flees that unit� You decide which models from your unit flee 
  – those models are removed from play and count as having been 
  destroyed, but they never trigger any rules that are used when a model 
  is destroyed�
  2. UNIT COHERENCY CHECKS
  Each player must now remove models, one at a time, from any of the 
  units in their armies that are no longer in unit coherency, as defined 
  on page 4, until only a single group of models from the unit remains 
  in play and in unit coherency� The models removed count as having 
  been destroyed, but they never trigger any rules that are used when a 
  model is destroyed� Models removed because of this do not cause their 
  unit to take another Morale test�
    Players alternate taking Morale tests for units from their 
  army that have suffered casualties this turn. 
    If one player has no more units left to take Morale 
  tests, their opponent then takes Morale tests for their 
  remaining units, one at a time. 
    Once all units have taken Morale tests, progress to the 
  Unit Coherency Checks step (see opposite).
    Morale test = D6 + number of models destroyed 
  this turn.
   Unmodified roll of 1 always a success (no models flee).
    If Morale test exceeds unit’s Ld, one model flees and 
  other models must take Combat Attrition tests.
  For example: In the Morale phase, Stu needs to take a Morale 
  test for his unit of Skitarii Rangers. This unit started the 
  battle with ten models and it is led by a Ranger Alpha, with a 
  Leadership characteristic of 7. Five models were destroyed in 
  this unit this turn, so Stu rolls one D6, getting a 4, and adds 5 
  to the result. The result of 9 is greater than the unit’s Leadership 
  characteristic, so their Morale test is failed and one model in 
  the unit flees and is removed. Stu now needs to take Combat 
  Attrition tests for the remaining four models in his unit. Stu rolls 
  a 1, a 2, a 5 and a 6. As the unit is now below Half-strength, he 
  subtracts 1 from each of these dice rolls. The final results mean 
  that two additional models flee the unit and are also removed.
     Combat Attrition tests: Roll one D6 for each remaining 
  model in unit; for each 1, one additional model flees.
    Subtract 1 from Combat Attrition tests if unit is 
  below Half-strength.
    Remove models from units in your army that are not in 
  unit coherency (pg 4).
    Once all out of coherency models have been removed (if 
  any), the Morale phase ends.
    The player’s turn then ends and, unless the battle ends, 
  the next player’s turn begins (pg 9).
  23
  
  MISSIONS
  Before you can wage war in a game of Warhammer 40,000, you must first select a mission. The basic rules 
  include a single mission – Only War – that is ideal to get the action started quickly. Others can be found in 
  other books, or you could play a mission of your own creation. If you and your opponent can’t agree which 
  mission to play, the players must roll off, and the winner decides.
  MISSION INSTRUCTIONS
  All missions include a set of instructions that describe how a battle 
  is fought� These should be followed in order, and will typically 
  include the following steps: 
  1. Muster Armies
  Each mission will guide players on what size armies they should 
  muster, and may include further rules that could affect how you pick 
  your armies� 
  2. Read Mission Briefing
  Each mission has a description of the circumstances of the battle, 
  and what the mission’s Primary Objectives are (this will tell you how 
  to secure victory)� Some missions may also include one or more 
  special rules� These cover unique situations, or abilities that can be 
  used in the battle� 
  3. Create the Battlefield
  Each mission will include details of the size of battlefield that you 
  will need� Each mission will also instruct you if any terrain features 
  or objective markers must be set up, and will provide details of 
  where to set them up� Otherwise, it is assumed you are using the 
  guidelines in the Warhammer 40,000 Core Book to create your 
  battlefield� If you are using a battlefield that is a different size 
  or shape, you will need to adjust distances, and the location of 
  deployment zones, objective markers and terrain features, in an 
  appropriate way�
  4. Deploy Forces
  Each mission includes a deployment map that shows where each 
  player can set up the models in their army (called the army’s 
  deployment zone), and will list any restrictions that apply to 
  setting up� 
  5. Determine First Turn
  Each mission will tell you how to determine which player has the 
  first turn�
  6. Resolve Pre-battle Rules
  Players should now resolve any pre-battle rules their army has 
  (if any)� 
  7. Begin the Battle
  The first battle round begins� Players continue to resolve battle 
  rounds until the battle ends� 
  8. Ending the Battle
  Each mission will tell you when the battle ends� This will typically 
  be after a set number of battle rounds have been completed, or when 
  one player has achieved a certain victory condition�
  9. Determine Victor
  Each mission will tell you what you need to do in order to win the 
  game� If neither player manages to achieve a victory then the game 
  is considered to be a draw�
  OBJECTIVE MARKERS 
  Many missions use objective markers – these represent sites of tactical or 
  strategic import that both sides are attempting to secure� If a battle has 
  any objective markers, then the mission will say where they are located on 
  the battlefield� These can be represented using any suitable marker, but we 
  recommend using round markers that are 40mm in diameter�
  When setting objective markers up on the battlefield, always place them so 
  they are centred on the point specified by the mission� When measuring 
  distances to and from objective markers, always measure to and from the 
  closest part of that objective marker�
  A model is in range of an objective marker if it is within 3" horizontally and 
  5" vertically of that objective marker� 
  Unless otherwise noted, a player controls an objective marker while they 
  have more models within range of it than their opponent does� A model 
  can only be counted towards controlling one objective marker per turn – if 
  one of your models could be counted towards controlling more than one 
  objective marker, you must select which one they are counted towards that 
  turn� Aircraft units and units with the Fortifications Battlefield Role can 
  never control objective markers – exclude these units when determining 
  which player controls an objective marker�
  ADVANCED RULES
    Objective marker: 40mm round marker
    Model in range of objective marker if within 3" horizontally and 
  5" vertically.
    Objective marker controlled by player with most models 
  in range.
    Aircraft and Fortifications cannot control objective markers.
    Objective Secured: Player controls objective marker if any of 
  their models in range have this ability.
  The locations of objective markers on the 
  battlefield are typically shown on the deployment 
  map of the mission being played, and are 
  represented by the icon to the left.
  OBJECTIVE SECURED
  Some units have an ability called Objective Secured� A player controls an 
  objective marker if they have any models with this ability within range of 
  that objective marker, even if there are more enemy models within range 
  of that objective marker� If an enemy model within range of an objective 
  marker also has this ability (or a similar ability), then the objective marker 
  is controlled by the player who has the most models within range of that 
  objective marker as normal�
  24
  
  MISSION
  ONLY WAR
  1. MUSTER ARMIES
  In order to play this mission, you and your opponent must first each 
  muster an army from the miniatures in your collection� Your armies 
  can use any models from your collections that you wish� It is up to 
  the players to agree how big their armies will be – there is no reason 
  why the two armies need to be the same size, though if that is what 
  the players want they should agree to this now� If this is your first 
  game of Warhammer 40,000, we recommend each player grabs a 
  small handful of units� The table below gives a rough guide of how 
  long the battle should take based on the size of the armies used; note 
  that this is the combined Power Level (see the Warhammer 40,000 
  Core Book) of both your and your opponent’s army�
  BATTLES
  BATTLE SIZE
  SIZE OF ARMIES 
  (Combined Power Levels)
  BATTLE DURATION
  Combat Patrol
  50
  Up to 1 hour
  Incursion
  100
  Up to 2 hours
  Strike Force
  200
  Up to 3 hours
  Onslaught
  300
  Up to 4 hours
  Once you have mustered your army, select one of your models to 
  be your Warlord� That model gains the Warlord keyword� If your 
  Warlord has the Character keyword, they will have a Warlord Trait, 
  which you choose now� Any Warlord can have the Inspiring Leader 
  Warlord Trait (see below)� Alternative Warlord Traits can be found 
  in other publications�
  Inspiring Leader (Warlord Trait, Aura)
  Add 1 to the Leadership characteristic of friendly units while they 
  are within 6" of this Warlord�
  2. MISSION BRIEFING
  The time has come to prove your worth as the greatest commander 
  in the galaxy! All that stands between you and ultimate glory is an 
  opposing force bent upon your destruction� Destroy the enemy 
  army and secure strategic sites littered across the battlefield while 
  stopping your foe from doing likewise�
  Mission Objectives:
  Slay the Warlord: A player scores 1 victory point if the enemy 
  Warlord is destroyed at the end of the battle�
  Capture and Control: At the end of each player’s Command phase, 
  the player whose turn it is scores 1 victory point for each objective 
  marker they currently control (see opposite for details of how to 
  set up Objective Markers)� Players control objective markers as 
  described on page 24� In addition, if one player controls more 
  objective markers than their opponent does at the end of the battle, 
  they score 1 bonus victory point�
  3. CREATE THE BATTLEFIELD
  The players now create the battlefield and set up terrain features 
  using the guidelines in the Warhammer 40,000 Core Book� The 
  minimum size of your battlefield depends on the battle size you have 
  selected, as shown in the table below:
  BATTLEFIELDS
  BATTLE SIZE
  BATTLEFIELD SIZE 
  (Minimum)
  Combat Patrol/Incursion
  44" x 30"
  Strike Force
  44" x 60"
  Onslaught
  44" x 90"
  The players must then alternate setting up objective markers on 
  the battlefield, starting with whichever player wins a roll-off (pg 6), 
  until a total of four have been placed� Objective markers cannot be 
  placed within 6" of any battlefield edge, or within 9" of any other 
  objective markers�
  4. DEPLOY FORCES
  Once the battlefield has been created, the players must roll off again� 
  The winner chooses one of the two deployment zones to be theirs� 
  The players then alternate deploying their units, one at a time, 
  starting with the player who did not pick their deployment zone� 
  Models must be set up wholly within their own deployment zone� 
  Continue setting up units until both players have set up all the units 
  in their army, or you have run out of room to set up more units� 
  If one player has finished setting up their army, their opponent 
  continues to set up the remaining units from their army� 
  If both players have units with abilities that allow them to be set up 
  after both armies have deployed, the players must roll off after all 
  other units have been set up and alternate setting up these units, 
  starting with the winner�
  5. DETERMINE FIRST TURN
  The players should roll off again, and the winner can choose to take 
  the first or second turn�
  6. RESOLVE PRE-BATTLE RULES
  Players should now resolve any pre-battle rules their army has 
  (if any)� 
  7. BEGIN THE BATTLE
  The first battle round begins� Players continue to resolve battle 
  rounds until the battle ends� 
  8. ENDING THE BATTLE
  The battle ends when all of the models in one player’s army have 
  been destroyed, or once the fifth battle round has ended (whichever 
  comes first)� 
  9. DETERMINE VICTOR
  If, at the end of the battle, one army has been destroyed, the player 
  commanding the opposing army is the victor� Otherwise, the player 
  with the most victory points is the victor (in the case of a tie, the 
  battle is a draw)�
  25
  
  Player B Battlefield Edge
  Player A Battlefield Edge
  Centre of  
  Battlefield
  Player A 
  Deployment 
  Zone
  Player B 
  Deployment 
  Zone
  12"
  12"
  26
  
SOURCE: textdata/thevault/Warhammer/40k/9th Edition - Warhammer 40K/01) Rulebooks & Missions/1.) Rules/WH40k 9e - Basic Core Rules.pdf