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Summary of the core rules and weapon abilities for Warhammer 40,000 10th Edition.
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Benefit of Cover
An ability that adds 1 to armor saving throws against ranged attacks, unless the armor save is 3+ and the ranged attack has an armor penetration of 0.
The 5 Phases of a Turn
The sequence of play consisting of Command, Movement, Shooting, Charge, and Fight.
Command Points
Resources awarded to players, specifically 1 command point given to each player on a player's turn.
Battle-shock test Trigger
A test taken by a unit when it is below half strength.
Battle-shock test Procedure
A player rolls 2D6; the unit passes if the roll is greater than or equal to its leadership characteristic, otherwise it fails.
Failing a Battle-shock test
Results in the unit's objective control characteristic becoming 0, the requirement to take a desperate escape test if falling back, and the inability to be targeted by stratagems from its controlling player.
Below half-strength
A status reached when a unit's model count is less than half its starting number or, for a single-model unit, when its remaining wounds are less than half its wounds characteristic.
Attached unit
A unit composed of a character unit and bodyguard units.
Advance Constrictions
Unless specified otherwise, a unit that advances during the movement phase cannot shoot or charge.
Movement Phase Options
A unit not in engagement range of an enemy can choose to move normally, advance, or remain stationary.
Normal move
A movement based on the unit's move characteristic.
Advance move
A move calculated by adding the result of a D6 to the move characteristic of the unit.
Fall back move
A movement utilizing the move characteristic for a unit in engagement range of an enemy unit; the unit cannot move through enemy units and usually cannot shoot or charge afterward.
Desperate escape move
A move used while in engagement range of an enemy unit where the model can move through enemy units as if they were not there.
Desperate escape test
A test where a D6 is rolled for each model; for each roll of 1 or 2, one model from the unit is destroyed.
Terrain Height Rule
Ground units can move freely over terrain that is up to 2 inches high.
Fly keyword
A keyword allowing a model to move over enemy units as if they were not there.
Reserves Limit
The maximum portion of an army that can be placed in reserves is 25%.
Feel No Pain x+
An ability where a D6 is rolled each time a model would lose a wound; if the result is ≥x, the wound is ignored.
Deadly Demise x
An ability where, on a roll of 6 when the model is destroyed, each unit within 6" suffers the number of mortal wounds denoted by x.
Assault
A weapon ability allowing a unit to be eligible to shoot in the Shooting phase even if it Advanced that turn.
Pistol
A weapon ability allowing a unit to shoot while within Engagement Range of enemy units, provided it only targets an enemy unit within that range.
Rapid Fire x
An ability that increases the Attacks characteristic of a weapon by the amount denoted by x when targeting a unit within half the weapon's range.
Ignores Cover
A weapon ability that prevents the target from receiving the Benefit of Cover against that attack.
Twin-Linked
An ability that allows the player to re-roll the attack's Wound roll.
Torrent
A weapon ability that causes the attack to automatically hit the target.
Lethal Hits
A weapon ability where a Critical Hit automatically wounds the target.
Lance
A weapon ability that adds 1 to an attack's Wound roll if the bearer made a Charge move that turn.
Indirect Fire
An ability allowing attacks against targets not visible to the attacker; however, the attacker must subtract 1 from the Hit roll and the target gains the Benefit of Cover.
Blast
A weapon ability that adds 1 attack for every five models in the target unit (rounding down); it cannot be used against units within Engagement Range of the attacker's army.
Precision
An ability allowing the attacker to allocate successful wounds to a visible Character model in an Attached unit instead of the normal sequence.
Melta x
An ability that increases the weapon's Damage characteristic by the amount x when targeting a unit within half the weapon's range.
Heavy
A weapon ability that adds 1 to the attack's Hit roll if the attacking model's unit Remained Stationary that turn.
Hazardous
An ability requiring a Hazardous test (D6) after a unit shoots or fights; a roll of 1 results in a model being destroyed or, for Characters, Monsters, and Vehicles, taking 3 mortal wounds.
Sustained Hits x
An ability where a Critical Hit scores a number of additional hits denoted by x.
Extra Attacks
An ability allowing a model to make attacks with the specified weapon in addition to its chosen weapon; the number of attacks cannot be modified by other rules.
Devastating Wounds
An ability where a Critical Wound inflicts mortal wounds equal to the weapon's Damage characteristic and ends the attack sequence.
Anti-keyword x+
A weapon ability where an unmodified Wound roll of x+ against a target with the matching keyword results in a Critical Wound.