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Warhammer Rules - Warhammer 40,000 -
New Player's Guide
How Warhammer 40,000 Works
Warhammer 40,000 is a tabletop battle game played with Citadel miniatures, where two armies fight across a scale battlefield of terrain and objectives. Below is a complete breakdown of how a game actually flows โ€” from the quick-start basics through every advanced rule in the book.
1The Battle Round, At a Glance

A game is played over several battle rounds (five, in a standard mission). In each round, both players take a full turn, one after the other, always resolved in this order:

PHASE 1

Command

Gain Command Points and test whether any shaken units become Battle-shocked.

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PHASE 2

Movement

Move your units across the battlefield.

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PHASE 3

Shooting

Ranged units pick targets and resolve attacks.

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PHASE 4

Charge

Declare charges and move into melee range.

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PHASE 5

Fight

Units in combat resolve melee attacks in a set order.

2Making an Attack, At a Glance

Every attack in the game โ€” shooting or melee โ€” follows the same four-step sequence:

STEP 1

Hit Roll

Meet or beat the weapon's skill value to score a hit.

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STEP 2

Wound Roll

Target number depends on Strength vs. Toughness.

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STEP 3

Save Roll

The defender rolls to save, modified by Armour Penetration.

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STEP 4

Damage

Failed saves remove wounds until the unit is destroyed.

Quick reference โ€” Strength vs. Toughness:

Weapon Strength vs. Target ToughnessRoll needed to wound
Double (or more) the target's Toughness2+
Greater than the target's Toughness3+
Equal to the target's Toughness4+
Less than the target's Toughness5+
Half (or less) of the target's Toughness6+
3Key Concepts

Objective Control

Add up the OC of your models near an objective โ€” whoever has more controls it. Battle-shocked units lose their OC entirely.

Command Points & Stratagems

Both players bank CP each Command phase and spend them on one-off tactical effects.

Battle-shock

Heavy losses can trigger a failed Leadership test, leaving a unit unable to hold objectives or use Stratagems.

Terrain & Cover

Ruins, craters, and other terrain block line of sight and grant defensive bonuses.

Strategic Reserves & Deep Strike

Some units start off-battlefield and arrive later, sometimes dropping in close via Deep Strike.

Transports & Attached Units

Vehicles carry infantry into the fight; Characters can attach to a squad and fight as one unit.

Core Rules ยท Part 1
Basic Rules
The essential building blocks every other rule rests on: dice, datasheets, movement, and the general attack sequence.
1Core Concepts

Dice Notation

"2+" means roll 2 or higher. "2D6" means roll two dice and add them. "D3" means roll one die and halve it, rounding up.

Active vs. Opposing Player

Control briefly flips to whichever player is moving, shooting, or fighting with a given unit, even mid-opponent's-turn.

Measuring Distances

Everything's in inches, and you can measure at any time โ€” no committing to a move blind.

Leadership Rolls

Roll 2D6 against a unit's Ld. Equal or higher succeeds โ€” the same mechanic underlies Battle-shock tests.

Battle-shock

A failed Leadership roll strips a unit's Objective Control and blocks Stratagems/Actions until it recovers.

2Reading a Datasheet

Every datasheet is built from four parts: Name, Profiles, Abilities, and Weapons.

M
Move
T
Toughness
Sv
Save
W
Wounds
Ld
Leadership
OC
Objective Control
BS / WS
Ballistic / Weapon Skill
S
Strength
AP
Armour Penetration
D
Damage
A
Attacks
R
Range
3Moving

Coherency

Multi-model units must stay together: within 2" of at least one squadmate, within 9" of every other model in the unit.

Engagement

The space within 2" of a model. Opposing models within each other's engagement range are "engaged," triggering melee.

Setting Up a Unit

Any placement must land in coherency, unengaged, and clear of other models/terrain โ€” or the whole move fails.

4Making Attacks โ€” The Outer Sequence
STEP 1

Select Weapons

Choose which weapons each model attacks with.

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STEP 2

Select Targets

Pick a target for each selected weapon.

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STEP 3

Resolve Attacks

Gather dice and resolve hit/wound/save/damage for each target.

Identical Attacks

Matching weapons targeting the same unit get pooled into one combined roll.

Splitting Melee Attacks

A melee weapon can divide attacks across more than one engaged target.

5Other Concepts

Visibility

"Visible" means any part can be seen; "fully visible" means every part facing the observer can be seen.

Mortal Wounds

Skip the save roll, removing wounds one at a time โ€” non-Character models get picked first.

Hazard Rolls

Roll a die: on a 1-2 the unit suffers a mortal wound (three, for an all Monster/Vehicle unit).

Core Rules ยท Part 2
The Battle Round, In Detail
What actually happens inside Movement, Shooting, Charge, and Fight โ€” beyond just "this phase happens third."
1Movement Phase

Every unit gets selected to move exactly once, even if that move is to hold position.

Move TypeDistanceNotes
Remain Stationaryโ€”No models move. Doesn't trigger "start/end of move" rules.
Normal MoveUp to MStandard move. Must end unengaged.
Advance MoveM + D6Faster, but forfeits charging/Actions this turn.
Fall-back MoveUp to MThe only way an engaged unit disengages. "Desperate Escape" risks hazard rolls.
2Shooting Phase

Normal Shooting

Unengaged, and didn't Advance this turn.

Assault Shooting

Shoot after Advancing, but only with Assault weapons.

Close-Quarters Shooting

The only way an engaged unit can shoot โ€” restricted weapons and targets.

Indirect Shooting

Targets non-visible units, at the cost of granting cover and reduced accuracy.

3Charge Phase
STEP 1

Declare Charge

Pick a unit within 12" of an enemy that hasn't Advanced/Fallen Back.

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STEP 2

Charge Roll

Roll 2D6 โ€” the maximum distance for the charge move.

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STEP 3

Attempt Charge

If every model can end engaged, the move happens and the unit gains Fights First.

4Fight Phase
STAGE 1

Pile In

Engaged units shuffle up to 3" closer to maximize engagement.

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STAGE 2

Fight

Fights First units all go before anyone else gets a turn.

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STAGE 3

Consolidate

Units that fought shuffle up to 3" toward enemies or a nearby objective.

Fights First Priority

Charging units resolve attacks before regular combats in the same phase.

Overrun Fights

A unit whose target was wiped out can still pile in toward a new enemy and fight.

Core Rules ยท Part 3
Battlefields & Tactics
Terrain shapes what's possible, objectives decide who's winning, and Stratagems and Actions are the tactical toolkit both players draw on.
1Terrain
CategoryExamplesEffect
ExposedCraters, razorwire, debrisNo real protection โ€” moved through freely.
LightBarricades, low walls, statuesCan grant cover but won't block much sight.
DenseBuildings, ruins, woodsBlocks sight, restricts movement, can hide units entirely.

Benefit of Cover

Sheltering or partly blocked units worsen the attacker's skill roll by 1.

Hidden

Infantry in dense terrain who haven't shot recently can vanish beyond 15".

Obscuring

Terrain areas can block sight between two units entirely.

Solid

Dense terrain blocks sight through small gaps near ground level.

2Objectives

At the end of every phase and turn, both players add up the Objective Control of every model within range. Higher total controls it; a tie means nobody does (unless secured).

Securing an Objective

Keeps control even after pulling units away, until the opponent's total actually overtakes theirs.

Battle-shock Impact

A shaken unit's OC drops to nothing โ€” it contributes zero to the fight for control.

3Stratagems

Every army has access to these twelve Core Stratagems, spent with Command Points:

1CP

Command Re-roll

Re-roll almost any single die.

1CP

Epic Challenge

Gives a Character's melee weapons Precision for the phase.

1CP

Insane Bravery

Auto-passes one Battle-shock test per battle.

1CP

Explosives

Grenades hurled at a nearby enemy for extra mortal wounds.

1CP

Crushing Impact

A Monster/Vehicle rams an engaged enemy for mortal wounds.

1CP

Rapid Ingress

Brings a reserve unit on early, at the end of the opponent's Movement phase.

1CP

Fire Overwatch

Snap-shoots at an enemy during their Movement phase.

1CP

Smokescreen

Grants the benefit of cover for the rest of the phase.

1CP

Heroic Intervention

A surprise charge at the end of the opponent's Charge phase.

2CP

Counteroffensive

Grants Fights First, jumping to the front of the fight queue.

4Actions

Starting an Action

Can't start if Battle-shocked, no OC, engaged, or already moved/started one this turn. Costs the ability to shoot or charge.

Completing an Action

Any further move (besides pile-in/consolidation) cancels it. Stay put and the effect resolves.

Core Rules ยท Part 4
Advanced Rules
Special cases layered on top of everything else: Monsters and Vehicles, Transports, attached Characters, reserves, and units that fly.
1Monsters & Vehicles

Moving Through Models

Can pass through friendly and enemy models (not other Monsters/Vehicles) on a normal/advance move.

Frame Keyword

Baseless large models measure distances from the closest point of the model itself.

Shooting at Engaged Monsters/Vehicles

Can still be shot from outside combat, at a -1 hit roll penalty.

2Transports
Disembark ModeWhen It AppliesCost
Tactical DisembarkTransport stayed still or hasn't moved yetUnit can still move normally after
Rapid DisembarkTransport already moved this phaseUnit can't charge this turn
Combat DisembarkTransport is engagedHazard rolls, unit becomes Battle-shocked

If the Transport is destroyed, passengers make an Emergency Disembark โ€” hazard rolls apply, and anyone who can't be placed is lost.

3Attached Units

Leader & Support

A Character can join a compatible squad, merging into one combined unit.

Targeting an Attached Unit

Attacks use the bodyguard models' Toughness, not the attached Character's.

Shared Keywords

The whole unit gains every keyword any component model has.

Ability Duration

Each side's buffs last until that side's own models are wiped out.

4Strategic Reserves

Up to half your army's points can start held back, arriving via an Ingress move (usually from round two on) more than 8" from every enemy. Anything still not arrived by the end of round three is destroyed outright.

5Flying & Surging

Taking to the Skies

A Fly unit loses 2" of movement but can pass through any model or terrain, ignoring vertical distance.

Surge Moves

A bonus move toward the nearest enemy, often triggered by taking casualties.

6Other Ability Types

Aura Abilities

Buffs radiating from a model within a stated range, never stacking with a duplicate.

Faction Abilities

Army-wide rules that only apply if your declared faction matches the datasheet keyword.

Psychic Abilities

Can ignore modifiers to their own hit roll.

Wargear Abilities

Bonuses tied to equipment, lasting as long as the carrier survives.

Plunging Fire

Shooting from elevated terrain improves the hit roll by 1 against ground targets.

7Aircraft

Deployment & Movement

Always start in reserves, only ever arrive via Ingress, and return to reserves every opponent's turn.

Charging & Fighting

Can't declare charges; can only fight other Flying units.

Core Rules ยท Reference
Complete Abilities Glossary
Datasheets reference this shared library of named abilities by name only. Here's the full set.
Weapon Abilities

Anti-X

Automatically scores a critical wound against a named keyword on a set roll or higher.

Assault

Lets a unit shoot even after it Advanced this turn.

Blast

Gains bonus attack dice the bigger the target unit is.

Cleave

Gains bonus attack dice against a large single target.

Close-Quarters

The only weapon type usable while engaged in melee.

Devastating Wounds

A critical wound skips the save, dealing mortal wounds directly.

Hazardous

Powerful but risks a mortal wound to the wielder's own unit.

Heavy

+1 to hit if the shooting unit stayed still and moved 3" or less.

Ignores Cover

The target can never claim cover against this weapon.

Indirect Fire

Can target units that aren't even visible.

Lance

+1 to wound if the attacker charged this turn.

Lethal Hits

A critical hit can auto-wound, skipping the wound roll.

Melta

Extra Damage against targets within half range.

One Shot

Can only be fired once per battle.

Pistol

Functionally identical to Close-Quarters.

Precision

Lets attacks target a visible enemy Character inside a squad.

Psychic

Can ignore modifiers to its own hit roll.

Rapid Fire

Bonus attack dice against targets within half range.

Sustained Hits

A critical hit generates extra hits on top of the original.

Torrent

Automatically hits its target โ€” no hit roll needed.

Twin-linked

Re-roll the wound roll for that attack.

Unit & Model Abilities

Deadly Demise

On destruction, a chance to explode and inflict mortal wounds on everything nearby.

Deep Strike

Can arrive from reserves anywhere more than 8" from all enemies.

Extra Attacks

A bonus melee weapon's attacks are made in addition to the model's usual attacks.

Feel No Pain

A rolled chance to shrug off a wound instead of losing it.

Fights First

Resolves melee attacks before regular combats in the Fight phase.

Firing Deck

Lets Transport passengers shoot out without disembarking.

Hover

Some Vehicles fly without losing the usual 2" movement penalty.

Infiltrators

Deploy anywhere more than 8" from the enemy deployment zone and all enemy units.

Leader

Lets a Character join a compatible squad, forming an attached unit.

Lone Operative

Can't be seen by enemies beyond a set range unless attached to a squad.

Scouts

A small pre-battle repositioning move, staying clear of the enemy after.

Stealth

Every ranged attack treats this unit as having the benefit of cover.

Support

Like Leader, for specialist non-Leader Characters.

Super-Heavy Walker

Titanic war machines that barrel through models and terrain almost unimpeded.

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