Dakkapedia
Core rules Missions FAQ & errata Glossary

Core rules

Condensed quick-reference summary of the 10th-edition core rules, in our own words. For exact wording and edge cases, consult Games Workshop's free Core Rules.

The Battle Round

Turn structureEach battle round both players take a turn. A turn has five phases in order: Command, Movement, Shooting, Charge, Fight. Most games last five battle rounds.

Command phase

Command PointsBoth players gain 1 CP at the start of the Command phase. CP is spent on Stratagems.
Battle-shockEach of your units that is Below Half-strength must take a Battle-shock test (2D6 ≥ Leadership). Battle-shocked units have Objective Control 0 and cannot be affected by your Stratagems until your next Command phase.

Movement phase

Move typesRemain Stationary, make a Normal move (up to M"), Advance (M" + D6", but can't shoot/charge unless a rule allows), or Fall Back (leave Engagement Range; can't shoot/charge unless a rule allows).
Unit coherencyModels must stay within 2" horizontally and 5" vertically of another model in their unit (two such models if the unit has 7+ models).
Reinforcements / Deep StrikeUnits in Reserves arrive from the second battle round. Deep Strike units set up anywhere more than 9" from all enemy models.

Shooting phase

EligibilityUnits that Advanced or Fell Back can't shoot (unless a rule like Assault allows). Units within Engagement Range can only shoot Pistols, and only at enemies they're in combat with.
Making attacksSelect targets, then for each weapon: Hit roll (vs BS/WS), Wound roll (Strength vs Toughness), allocate to a model, saving throw (Armour Save, modified by AP, or an Invulnerable Save), then inflict Damage.
CoverA unit with the Benefit of Cover improves its Armour Save by 1 against ranged attacks (Infantry can't improve a save better than 3+ this way).

Charge phase

ChargingPick a target within 12", roll 2D6" for the charge distance. The charge succeeds only if every model can move into Engagement Range (within 1") of a target while staying in coherency. A successful charge grants no bonus to hit by itself but enables fighting.

Fight phase

SequenceUnits that charged, or have Fights First, fight first; then players alternate selecting eligible units. A fighting unit can Pile In 3", make melee attacks, then Consolidate 3".
Melee attacksResolve like shooting but using the Weapon Skill (WS) and only against targets within Engagement Range.

Wound & save sequence

Wound rollCompare Strength (S) to Toughness (T): S≥2×T wounds on 2+, S>T on 3+, S=T on 4+, S<T on 5+, S≤½T on 6+.
SavesMake the better of the Armour Save (modified by the weapon's AP) or the Invulnerable Save (never modified). A failed save inflicts the weapon's Damage; Feel No Pain (if any) can then ignore wounds on the listed roll.
Mortal woundsMortal wounds ignore saves entirely and are allocated one at a time.

Leaders & attached units

AttachingA Character with the Leader ability can join one of its listed Bodyguard units to form an Attached unit. While they're together, the Character can't be targeted directly by ranged attacks (allocate to a Bodyguard model first).

Objectives & scoring

Controlling objectivesTotal the Objective Control (OC) of your models within range of an objective marker; the side with the higher total controls it. Battle-shocked models contribute 0.
Primary & secondaryScore Victory Points from primary objectives (usually holding objective markers) and secondary objectives (mission-specific tactical goals). Most missions cap VP at the end of the game.

Army construction

Building a listPick one Faction and one Detachment (granting a Detachment rule, Enhancements and Stratagems). Spend points up to the agreed battle size: Incursion 1000, Strike Force 2000, Onslaught 3000.
EnhancementsUp to 3 Enhancements from your Detachment can be given to Characters (one each), adding to their points cost.

Terrain & strategic reserves

TerrainTerrain features can block visibility and movement and grant the Benefit of Cover. Ruins block visibility through their walls for non-Infantry/non-Beast units.
Strategic ReservesUnits placed in Strategic Reserves arrive from battle round 2, set up wholly within your deployment zone or (from round 3) more than 6" from enemy models and battlefield edges per the rules.