Warhammer 40k - 10th Edition Core Rules

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Summary of the core rules and weapon abilities for Warhammer 40,000 10th Edition.

Last updated 10:22 PM on 6/26/26
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38 Terms

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Benefit of Cover

An ability that adds 11 to armor saving throws against ranged attacks, unless the armor save is 3+3+ and the ranged attack has an armor penetration of 00.

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The 5 Phases of a Turn

The sequence of play consisting of Command, Movement, Shooting, Charge, and Fight.

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Command Points

Resources awarded to players, specifically 11 command point given to each player on a player's turn.

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Battle-shock test Trigger

A test taken by a unit when it is below half strength.

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Battle-shock test Procedure

A player rolls 2D62D6; the unit passes if the roll is greater than or equal to its leadership characteristic, otherwise it fails.

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Failing a Battle-shock test

Results in the unit's objective control characteristic becoming 00, the requirement to take a desperate escape test if falling back, and the inability to be targeted by stratagems from its controlling player.

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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.

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Attached unit

A unit composed of a character unit and bodyguard units.

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Advance Constrictions

Unless specified otherwise, a unit that advances during the movement phase cannot shoot or charge.

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Movement Phase Options

A unit not in engagement range of an enemy can choose to move normally, advance, or remain stationary.

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Normal move

A movement based on the unit's move characteristic.

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Advance move

A move calculated by adding the result of a D6D6 to the move characteristic of the unit.

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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.

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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.

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Desperate escape test

A test where a D6D6 is rolled for each model; for each roll of 11 or 22, one model from the unit is destroyed.

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Terrain Height Rule

Ground units can move freely over terrain that is up to 2 inches2\text{ inches} high.

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Fly keyword

A keyword allowing a model to move over enemy units as if they were not there.

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Reserves Limit

The maximum portion of an army that can be placed in reserves is 25%25\%.

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Feel No Pain x+

An ability where a D6D6 is rolled each time a model would lose a wound; if the result is x≥ x, the wound is ignored.

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Deadly Demise x

An ability where, on a roll of 66 when the model is destroyed, each unit within 6"6" suffers the number of mortal wounds denoted by xx.

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Assault

A weapon ability allowing a unit to be eligible to shoot in the Shooting phase even if it Advanced that turn.

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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.

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Rapid Fire x

An ability that increases the Attacks characteristic of a weapon by the amount denoted by xx when targeting a unit within half the weapon's range.

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Ignores Cover

A weapon ability that prevents the target from receiving the Benefit of Cover against that attack.

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Twin-Linked

An ability that allows the player to re-roll the attack's Wound roll.

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Torrent

A weapon ability that causes the attack to automatically hit the target.

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Lethal Hits

A weapon ability where a Critical Hit automatically wounds the target.

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Lance

A weapon ability that adds 11 to an attack's Wound roll if the bearer made a Charge move that turn.

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Indirect Fire

An ability allowing attacks against targets not visible to the attacker; however, the attacker must subtract 11 from the Hit roll and the target gains the Benefit of Cover.

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Blast

A weapon ability that adds 11 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.

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Precision

An ability allowing the attacker to allocate successful wounds to a visible Character model in an Attached unit instead of the normal sequence.

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Melta x

An ability that increases the weapon's Damage characteristic by the amount xx when targeting a unit within half the weapon's range.

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Heavy

A weapon ability that adds 11 to the attack's Hit roll if the attacking model's unit Remained Stationary that turn.

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Hazardous

An ability requiring a Hazardous test (D6D6) after a unit shoots or fights; a roll of 11 results in a model being destroyed or, for Characters, Monsters, and Vehicles, taking 33 mortal wounds.

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Sustained Hits x

An ability where a Critical Hit scores a number of additional hits denoted by xx.

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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.

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Devastating Wounds

An ability where a Critical Wound inflicts mortal wounds equal to the weapon's Damage characteristic and ends the attack sequence.

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Anti-keyword x+

A weapon ability where an unmodified Wound roll of x+x+ against a target with the matching keyword results in a Critical Wound.