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Rules glossary

Quick definitions for weapon abilities and core terms. Summaries for reference — see the official core rules for exact wording.

Weapon abilities

AssaultCan be fired even if the bearer's unit Advanced this turn.
Rapid FireAdd the listed value to the weapon's Attacks when targeting a unit within half range.
Ignores CoverThe target cannot use the Benefit of Cover against this weapon.
Twin-linkedRe-roll the Wound roll for attacks made with this weapon.
PistolCan be fired even while within Engagement Range (only at an enemy in that combat); a unit shooting Pistols cannot also shoot non-Pistols.
TorrentAttacks hit automatically — no Hit roll is made.
Lethal HitsA Critical Hit (unmodified 6 to hit) automatically wounds the target.
LanceAdd 1 to the Wound roll for attacks made with this weapon if the bearer made a Charge move this turn.
Indirect FireCan target and shoot units not visible to the attacker, with penalties: -1 to Hit and the target gains the Benefit of Cover.
PrecisionIf the bearer's target is a unit with an attached Character, the attacker may allocate the wound to that Character.
BlastAdd 1 to the Attacks for every 5 models in the target unit; cannot target units within Engagement Range of the bearer.
MeltaImprove the weapon's Damage by the listed value when targeting a unit within half range.
HeavyAdd 1 to the Hit roll if the bearer's unit Remained Stationary this turn.
HazardousAfter firing, roll one D6 per Hazardous weapon used; on a 1 or 2, a model in the unit is destroyed (Characters/Monsters/Vehicles instead take 3 mortal wounds).
Devastating WoundsA Critical Wound (unmodified 6 to wound) inflicts its damage as mortal wounds — no saves of any kind are allowed.
Sustained HitsEach Critical Hit (unmodified 6 to hit) scores the listed number of additional hits.
Extra AttacksThese attacks are made in addition to the model's other melee weapon attacks; they cannot be modified by other 'extra attacks' weapons.
AntiAn unmodified Wound roll of the listed value or better against the listed keyword counts as a Critical Wound.
One ShotThe weapon can be shot only once per battle.
ConversionImprove the Strength and AP when targeting a unit more than 12" away.
PsychicA Psychic weapon/ability; interacts with rules affecting Psychic attacks.

Core terms

Mortal woundsDamage that bypasses saving throws; allocated one at a time and does not spill over when a model is destroyed.
Feel No PainEach time a model loses a wound, roll a D6; on the listed value or better, that wound is not lost.
Benefit of CoverSubtract 1 from the attacking model's Hit roll for ranged attacks against this unit, regardless of the weapon's AP.
Objective Control (OC)A model's contribution to controlling objective markers; the side with the higher total OC within range controls the objective.
Battle-shockUnits at or below half strength test in the Command phase; failing sets OC to "–" (cannot hold objectives) and blocks Stratagems and Actions, lasting until the unit later passes a test.
LeaderA Character with this ability can attach to one of the listed Bodyguard units to form a single Attached unit.
Deep StrikeCan be set up in Reserves and arrive from the second round, more than 8" from all enemy models.
ScoutsThe unit can make a Normal move of up to the listed distance before the first turn begins.
Lone OperativeCannot be selected as the target of a ranged attack unless the attacker is within 12".
StealthSubtract 1 from Hit rolls for ranged attacks targeting this unit.
InfiltratorsCan be set up anywhere on the battlefield more than 9" from the enemy deployment zone and enemy models.
Fights FirstFights in the Fights First step of the Fight phase, before units that lack it.
Deadly DemiseWhen destroyed, roll a D6; on a 6, each unit within 6" suffers the listed mortal wounds.
Firing DeckUp to the listed number of embarked models can shoot through the Transport as if they were the Transport.

Tabletop slang

MEQMarine-Equivalent: a T4, 3+ save, ~2-wound body used as a balance yardstick.
GEQGuard-Equivalent: a cheap T3, 1-wound, 5+/6+ save body.
TEQTerminator-Equivalent: a tough multi-wound 2+/4++ model.
MSUMultiple/Minimum-Sized Units: spamming small units for flexibility and scoring.
TACTake All Comers: a balanced list meant to handle any opponent.
WAACWin At All Costs: a victory-over-fun attitude (pejorative).
NPENegative Play Experience: a rule or unit that is un-fun to face (also 'feel-bad').
Alpha strikeFront-loading overwhelming damage on the first turn.
DeathstarOne oversized, hard-to-kill blob, often a unit with several attached Characters.
Blob / HordeA single large unit (blob), or an army of many cheap bodies (horde).
ScreeningUsing cheap forward units to block enemy movement, charges, or deep strikes.
ChaffDisposable cheap units used as screens or speed bumps.
GunlineA static, shooting-heavy army.
CastlingClustering your army in one defensible area for mutual support.
Board controlDominating table space to limit enemy options and hold objectives.
TradingDeliberately sacrificing one of your units to remove a more valuable enemy unit.
Action economyGetting more useful activations per turn than your opponent.
FootsloggingMoving infantry across the board on foot, with no transport or deep strike.
TabledHaving your entire army destroyed.
The metaThe current dominant set of lists and strategies.
NetlistAn optimized army list copied wholesale from the internet.
Proxy / Counts-asUsing a model to represent a different datasheet.
WYSIWYGWhat You See Is What You Get: a model must visibly show the wargear it uses.
Rule of CoolChoosing models or lists because they look awesome rather than for optimality.

Lore terms

GrimdarkThe setting's bleak, hopeless tone, and the sci-fi genre label it spawned.
The Warp / ImmateriumA chaotic parallel psychic dimension used for FTL travel; source of psychic power, daemons and Chaos.
WebwayAn Old One-built tunnel network through the Immaterium allowing travel without Warp exposure; now largely Aeldari-controlled.
AstronomicanThe Emperor's psychic beacon, powered from the Golden Throne, that guides Warp travel across the Imperium.
Golden ThroneThe device sustaining the mortally wounded Emperor; originally the control mechanism of the Webway Project.
Great CrusadeThe ~2-century M30-M31 campaign in which the Emperor reunited human worlds under the Imperium.
Horus HeresyThe early-M31 galactic civil war in which Horus and half the Legions turned traitor.
PrimarchOne of the 20 superhuman demigod sons engineered by the Emperor to lead the Space Marine Legions.
Gene-seedThe cultured Astartes organ-templates, grown from each Primarch's DNA, used to create Space Marines.
Cicatrix Maledictum / Great RiftA galaxy-spanning belt of Warp storms that opened ~999.M41, splitting Imperial space in two.
Imperium NihilusThe 'Dark Imperium' half cut off from Terra and the Astronomican's light by the Great Rift.
Era IndomitusThe current era (M42) following Guilliman's return and the Indomitus Crusade.
She Who ThirstsThe Aeldari name for Slaanesh, which devours unprotected Aeldari souls.
SoulstoneAn Aeldari spirit stone that captures a soul at death; interred in a Craftworld's Infinity Circuit.
STCStandard Template Construct: a lost Dark Age AI database of human tech; recovering one is a sacred Mechanicus quest.
Pariah NexusA Necron network of blackstone pylons creating null-fields that nullify psychic powers.
Black CrusadeA major Chaos invasion launched from the Eye of Terror; Abaddon has led thirteen.
Rubicon PrimarisThe dangerous surgical process by which old Firstborn Marines are upgraded into Primaris.

Hobby & painting

SlapchopA fast technique: black-to-white zenithal drybrush, then Contrast paint over it for instant shading.
Contrast paintGW's one-coat range that shades and tints in a single application.
NMMNon-Metallic Metal: faking metallic surfaces with flat paints and hand-placed highlights (advanced).
ZenithalPriming/drybrushing light from above to pre-establish highlights and shadows.
KitbashCombining parts from multiple kits into a custom model.
MagnetizeFitting magnets so weapons or parts can be swapped.
PinningDrilling and inserting wire to strengthen a glued joint.
Mould linesSeams left where the mould halves met, scraped off before painting.
DrybrushDragging a near-dry brush over the model to catch raised edges.
Wash / ShadeThin dark paint that pools in recesses for instant shadow (e.g. Nuln Oil, Agrax Earthshade).
Edge highlightA fine lighter line painted on edges to make them pop.
Battle Ready / Parade ReadyGW's two painting standards: Battle Ready (basecoat + wash + base) and Parade Ready (display quality).

Stat-line abbreviations

MMovement — how many inches the model can move per Move.
TToughness — the number an attack's Strength is compared against to wound.
SvSave (armour save) — roll equal-or-higher on a D6, worsened by AP.
WWounds — the model's 'hit points'; it is removed at 0.
LdLeadership — in 10th/11th you roll 2D6 and try to beat this value.
OCObjective Control — each model's scoring power; OC 0 can't hold objectives.
AAttacks — the number of melee attack dice (or a weapon's shot count).
BSBallistic Skill — the ranged to-hit number (e.g. '3+').
WSWeapon Skill — the melee to-hit number (e.g. '3+').
SStrength — compared to a target's Toughness for the wound roll.
APArmour Penetration — a negative modifier worsening the save (AP-2 turns 3+ into 5+).
DDamage — wounds lost per failed save.
CPCommand Points — spent on Stratagems; you gain 1 each Command phase.
VPVictory Points — the score that decides who wins the game.
FNPFeel No Pain — an 'X+' roll to ignore each wound or mortal wound suffered.
Inv (Invuln)Invulnerable Save — a fixed save unaffected by AP (e.g. 4++).
LoSLine of Sight — whether a model can 'see' a target to shoot or charge it.
Engagement RangeWithin 1" horizontally / 5" vertically of an enemy; defines being 'in combat' (11th: 2" horizontal).
MWMortal Wound — damage that bypasses saves entirely.

Hobby & community

GWGames Workshop — the British company that publishes Warhammer 40,000.
FWForge World — GW's specialist division for premium high-detail resin (and some plastic) 'Expert Kits'.
Codex / IndexA Codex is a faction's full hardback rulebook; an Index is the free launch ruleset for a faction.
MFMMunitorum Field Manual — the points-cost document; in 11th a searchable live online page updated roughly quarterly.
Balance DataslateGW's periodic free rules-balance update delivering errata, buffs and nerfs.
Chapter ApprovedSeasonal mission and rules packs — effectively the tournament mission deck.
Combat PatrolBoth a starter-army product and the ~500-point fixed-roster beginner game mode.
CrusadeThe official narrative campaign system where one army grows across linked games, gaining XP, Battle Honours and Battle Scars.
Kill TeamGW's standalone skirmish game of small operative teams, separate from core 40k (currently 3rd edition).
Warhammer LegendsFree rules home for retired models no longer supported in matched play; barred from official tournaments.
WahapediaA popular fan-run site offering free, near-complete rules and datasheets (unofficial).
GoonhammerA major community site for 40k tactics, reviews and a well-known glossary.
ITC / WTC / GTIndependent Tournament Circuit / World Team Championship / Grand Tournament — competitive formats; GT is also the standard mission pack.
AstartesThe Space Marines (Adeptus Astartes) — the Imperium's superhuman warriors.
Primaris vs FirstbornPrimaris are the newer, larger Marines (8th ed onward); Firstborn are the original smaller sculpts, many now Legends.
WAAAGH!The Orks' army-rule ability and the name for their collective combat fury, which also fuels their latent psychic energy.