Warhammer 40,000
Field Manual
11th Edition · Core Rules Reference
Start of Phase

Resolve any abilities that trigger at the start of the Command phase.

Gain CP

Both players gain 1 Command Point (CP).

Battle-Shock

Make one roll for each unit that is currently battle-shocked OR at or below half-strength (models or wounds remaining).

The Roll

Roll 2D6 and compare to the unit's Leadership (Ld) characteristic. Equal to or higher = pass.

Battle-Shocked Result (on fail)
  • OC characteristic becomes
  • Cannot be targeted by Stratagems
  • Cannot start or complete Actions
⚠ Half-Strength A unit is at half-strength if the number of models (or wounds, for single-model units) remaining is at or below half the starting count for the battle.
Command Abilities

Resolve any other Command phase rules — faction abilities, special rules, etc.

End of Phase

Resolve any abilities that trigger at the end of the Command phase.

Move Types
Normal Move
M"

Unit must be unengaged.

Advance
M + D6"

Unengaged. Cannot charge or start action this turn.

Fall Back
M"

Engaged units only. Cannot shoot, charge, or start action.

Remain Stationary

Any unit. No restrictions.

Fall Back — Modes
  • Ordered Retreat — only if not battle-shocked
  • Desperate Escape — mandatory if battle-shocked; Hazard roll per model; can move through enemy models
⚠ Engagement Range 2" horizontal + 5" vertical.
⚠ Coherency Check (End of Turn) Every model must be within 2" of ≥1 other model AND within 9" horizontal / 5" vertical of every other model in the unit.
Flying & Surging
  • Surge — when triggered, if not battle-shocked, unengaged, and has not moved this phase. Must move toward closest enemy.
  • Take to the Skies — declare before moving; subtract 2" from max distance; can move through all models and terrain.
Embarking

After a normal, advance, or fall-back move:

  • All models must end within 3" of the transport
  • Unit must not have been set up this turn
  • Transport must have sufficient capacity
Disembarking
  • Rapid — set up within 3"; transport made a normal or ingress move; cannot declare charge.
  • Tactical — set up within 3"; transport stationary or not yet moved; unit then makes a normal or advance move.
  • Combat — set up within 6"; any other circumstance; Hazard roll per model; battle-shocked; cannot charge.
  • Emergency — transport was destroyed; Hazard roll per model; set up wholly within 6"; battle-shocked; cannot charge.
Strategic Reserves & Ingress
  • Max 50% of points. Arrive from battle round 2 onwards.
  • Set up wholly within 6" of a battlefield edge, more than 8" from all enemies.
  • Before round 3: cannot set up in opponent's deployment zone.
  • Not arrived by end of battle round 3 = destroyed (except units in arrived transports and repositioned units).
⚠ After an Ingress Move A unit that made an ingress move cannot make any other move until the start of the next Charge phase.
Shooting Types
  • Normal — unengaged, did not advance.
  • Assault — unengaged, advanced; only [ASSAULT] weapons may be used.
  • Close-Quarters — engaged, did not advance, has [CLOSE-QUARTERS] weapons or is MONSTER/VEHICLE.
    • Non-MONSTER/VEHICLE: [CLOSE-QUARTERS] weapons only; must target an engaged enemy unit.
    • MONSTER/VEHICLE: −1 to hit unless using [CLOSE-QUARTERS] vs engaged target. [BLAST] weapons cannot target engaged units.
  • Indirect — unengaged, did not advance, has [INDIRECT FIRE]; target need not be visible; target has BoC; cannot re-roll hits; unmodified 1–5 fail (1–3 if unit remained stationary and target visible to a friendly).
Targeting Rules
  • Normal/Assault: target must be visible, within range, and unengaged.
  • Engaged MONSTER/VEHICLE can be targeted; −1 to hit.
  • Different weapons on the same model may target different units; one weapon cannot be split across targets.
Attack Sequence
1
Hit Roll

Roll D6 ≥ BS/WS. Unmodified 1 always fails. Unmodified 6 = Critical Hit.

2
Wound Roll

Roll D6 vs S/T table. Unmodified 1 always fails. Unmodified 6 = Critical Wound.

3
Save Roll

D6 − AP vs Sv, or D6 vs InSv. Unmodified 1 always fails.

4
Damage

Model loses wounds equal to D characteristic. Excess damage is lost.

Wound Roll Table
ConditionRoll needed
S ≥ 2×T2+
S > T3+
S = T4+
S < T5+
S ≤ ½T6+
Wound Allocation

Groups: One group per CHARACTER; one group per matching Wounds/Sv/InSv set for non-CHARACTERs.

Order: Wounded non-CHARACTER → unwounded non-CHARACTER → CHARACTER (last).

⚠ CHARACTER Protection No CHARACTER group may be allocated wounds before any non-CHARACTER group remains. Once all non-CHARACTERs are removed, wounds reach CHARACTERs normally.

Work through saves lowest to highest. Within a group, select the model with lost wounds first.

Benefit of Cover (BoC)

Worsen the attacker's BS by 1 if every model in the target unit is INFANTRY / BEASTS / SWARM within a terrain area OR not fully visible due to intervening terrain or obscuring area.

Mortal Wounds & Hazard Rolls

Mortal Wounds: 1 MW = 1 wound lost, no saves. Inflicted after all normal damage from the same attack. FNP rolls can still be made.

Hazard Roll: Roll D6. On 1–2: suffer 1 MW (or 3 MW if MONSTER/VEHICLE).

Declaring a Charge
  • Targets must be within 12" (need not be visible).
  • Select all charge targets before rolling.
Charge Roll

Roll 2D6 — this is the maximum distance of the charge move.

Charge Move Conditions
  • Each model must end closer to a charge target; within 1" if possible; engaged if possible.
  • Must end engaged with all declared charge targets.
  • Cannot end engaged with non-targets.
  • Each model in the charging unit gains Fights First.
1. Pile In

Both players; active player first.

  • Up to 3" if engaged OR made a charge move OR was selected for an overrun fight.
  • Select targets first: every engaged enemy unit (if engaged); or ≥1 within 5" (if not).
  • Models in base contact cannot move. Each moved model must end closer to its closest target and engaged if possible.
  • Must end engaged. Each model that started engaged must remain engaged.
2. Fight Order

Eligible: Engaged at start of Fight step, OR made a charge move.

Step A — Fights First

Alternate selections; active player starts. Units with the Fights First keyword fight here.

Step B — Remaining Combats

Start with the player who moved into this step; alternate selections.

Fight Types
  • Normal Fight — unit is currently engaged.
  • Overrun Fight — unit is unengaged (or was at start of step); one extra pile-in move, then fights.
⚠ New Fights First Units If a Fights First unit becomes eligible during Remaining Combats, return to the Fights First step. When all eligible units are more than 5" from all enemies, a player may pass.
3. Consolidate

Both players; active player first. Up to 3" if the unit was eligible to fight this phase.

Select mode (first applicable)
  • Ongoing — unit engaged. Stay engaged; move closer to enemies.
  • Engaging — within 3" of enemies. Must end engaged; newly engaged enemy units that have not fought must fight next.
  • Objective — within 3" of objective. Must end within range of it.
Using Stratagems
  • Select targets → reduce CP by cost → resolve effect.
  • Cannot use the same stratagem more than once per phase.
  • Cannot target the same unit with more than one stratagem per phase (unless stated).
  • Additional cost sections (+1CP etc.) require that extra payment.
Command Re-Roll
1CP
Either Player's Turn Any phase

When: Just after making an Advance, Charge, Damage, Hazard, Hit, Save, Wound roll, or a roll to determine attacks for a friendly unit/model.

Effect: Re-roll that roll. Rolling multiple dice: select one die. Charge rolls must be re-rolled in full.

Epic Challenge
1CP
Your Turn Fight phase

When: Just after a friendly CHARACTER unit is selected to fight.

Effect: Select one CHARACTER model. Until end of phase, that model's melee weapons gain [PRECISION].

Insane Bravery
1CP
Your Turn Command phase — Battle-Shock step

When: Just before making a battle-shock roll for a friendly unit.

Effect: That battle-shock roll automatically succeeds.

Once per battle.

Explosives
1CP
Your Turn Shooting phase

Target: One friendly unengaged EXPLOSIVES/GRENADES unit eligible to shoot that did not advance.

Effect: Select one EXPLOSIVES/GRENADES model and one unengaged enemy unit within 8" and visible. Roll 6D6: each 4+ = 1 mortal wound on that enemy unit.

Crushing Impact
1CP
Your Turn Charge phase

When: Just after a friendly MONSTER/VEHICLE unit ends a charge move.

Effect: Select one engaged enemy unit and one model in your unit engaged with it. Roll D6s equal to that model's T: each 1 = your unit suffers 1 MW; each 5+ = enemy suffers 1 MW (max 6 MW total).

Rapid Ingress
1CP
Opponent's Turn End of opponent's Movement phase

Target: One friendly unit in strategic reserves (excluding AIRCRAFT).

Effect: Your unit makes an ingress move.

Cannot be used during the first battle round.

Fire Overwatch
1CP
Opponent's Turn End of opponent's Movement phase

Target: One friendly unengaged unit (excluding TITANIC).

Effect: Snap shooting — target one visible enemy within 24". Hits only on unmodified 6; cannot re-roll hit rolls. Unit cannot start an action until end of phase.

Smokescreen
1CP
Opponent's Turn Start of opponent's Shooting phase

Target: One friendly SMOKE unit.

Effect: Until end of phase, each time an attack targets your SMOKE unit, or a unit not fully visible due to your SMOKE unit, that target has Benefit of Cover.

Heroic Intervention
1–2CP
Opponent's Turn End of opponent's Charge phase

Target: One friendly unengaged unit within 12" of one or more enemy units (VEHICLE only if CHARACTER/WALKER).

Effect: Resolve a charge. Select mode before rolling:

  • Leap to Defend (1CP) — targets must be units that charged this phase and are within max distance.
  • Into the Fray (2CP) — charge roll result over 6 becomes 6; targets can be any enemy within 6" and within max distance.
Counteroffensive
2CP
Opponent's Turn Fight step of opponent's Fight phase

When: Just after an enemy unit has resolved its attacks.

Target: One friendly unit eligible to fight.

Effect: Until end of phase, your unit has Fights First and must be the next unit selected to fight.

Terrain — Movement by Category
Exposed & Light

All models can move freely horizontally and vertically.

Dense
  • INFANTRY / BEASTS / SWARM / MOBILE can move horizontally freely.
  • INFANTRY / BEASTS / SWARM can move vertically freely.
  • All others move horizontally through sections ≤ 2" height only; climb vertically through taller sections.
  • Cannot end on an elevated surface unless all models are INFANTRY / BEASTS / SWARM / FLY / MONSTER and no part of the base overhangs the outer edge.
Terrain — Visibility
Solid (Dense Terrain)

LOS cannot cross enclosed gaps ≤ 3" from ground level.

Obscuring Area

If every line of sight between two models crosses an obscuring area (and neither model is within it), they cannot see each other.

Hidden

INFANTRY / BEASTS / SWARM inside a dense area that received no ranged attacks this turn or last. Only visible within 15".

Plunging Fire

+1 to BS if attacker is on terrain ≥ 3" high, or has TOWERING and target is within 12".

Actions
A unit cannot start an Action if:
  • Not on the battlefield
  • AIRCRAFT or FORTIFICATION unit
  • Battle-shocked
  • OC = 0 or —
  • Engaged (unless TITANIC)
  • Made an advance or fall-back move this turn
  • Already started another action this turn
Starting an Action

Unit is not eligible to shoot (except TITANIC) or declare a charge until the action ends or the turn ends.

Action Fails to Complete if:

Unit makes any move (except pile-in/consolidation) or leaves the battlefield.

Objectives
Terrain Obj.
Objective = the terrain area itself. "Within range" = wholly within that area.
Marker Obj.
Within 3" horizontally and 5" vertically of the marker.
LOC
Total OC of all your models within range. Higher LOC controls; equal = contested.
Control
Assessed at end of each phase and each turn.
Secured
Objective remains controlled even with no models in range, until opponent's LOC exceeds yours at end of a phase.
Cmd
Mov
Sht
Chg
Fgt
Stratagems
Core Abilities