All warhammer

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/309

encourage image

There's no tags or description

Looks like no tags are added yet.

310 Terms

1
New cards

What are the five phases of a player turn?

Command → Movement → Shooting → Charge → Fight.

2
New cards

How many player turns are in one battle round?

Two: each player takes one turn.

3
New cards

What do both players gain in the Gain Core CP step?

Each gains 1 Command Point.

4
New cards

What are the five steps of the Command phase?

Start → Gain Core CP → Battle-shock → Command abilities → End.

5
New cards

Which units test for Battle-shock in your Command phase?

Units that are already Battle-shocked, or are at or below half-strength.

6
New cards

How do you make a Leadership roll in 11th edition?

Roll 2D6; succeed if the result equals or exceeds a Leadership characteristic in the unit.

7
New cards

What happens if a unit fails a Battle-shock roll?

It becomes Battle-shocked: OC becomes “–”, it cannot be targeted by your Stratagems, and it cannot start/complete actions.

8
New cards

Does Battle-shock automatically disappear at the start of your next Command phase?

No. Previously Battle-shocked units test again; a successful roll clears it.

9
New cards

What does Objective Control (OC) measure?

How strongly a model contributes toward controlling objectives.

10
New cards

What does a profile’s Movement (M) value mean?

Maximum distance for a normal move, in inches.

11
New cards

What does Toughness (T) do?

Compare the defender’s Toughness with attack Strength to determine the wound roll needed.

12
New cards

What does Save (Sv) represent?

The armour saving throw threshold; a successful save prevents attack damage.

13
New cards

What does Invulnerable Save (InSv) represent?

An alternate save threshold that does not get worse due to AP.

14
New cards

What does Attacks (A) on a weapon mean?

Number of D6 attack dice you roll for that weapon.

15
New cards

What does Ballistic Skill (BS) measure?

The minimum dice result needed to hit with a ranged weapon.

16
New cards

What does Weapon Skill (WS) measure?

The minimum dice result needed to hit with a melee weapon.

17
New cards

What does Armour Penetration (AP) do in 11th edition?

It modifies the defender’s save roll downward.

18
New cards

What does Damage (D) measure?

Wounds lost from each attack that inflicts damage.

19
New cards

How do you resolve an attack?

Hit roll → Wound roll → Save rolls → Inflict damage.

20
New cards

What is the usual wound-roll chart?

S ≥ 2×T: 2+; S > T: 3+; S = T: 4+; S < T: 5+; S ≤ half T: 6+.

21
New cards

What do unmodified 1s and 6s on hit rolls usually mean?

An unmodified 1 fails; an unmodified 6 is a critical hit.

22
New cards

What do unmodified 1s and 6s on wound rolls usually mean?

An unmodified 1 fails; an unmodified 6 is a critical wound.

23
New cards

How do you calculate D3 with a D6?

Roll a D6, divide by 2, rounding up.

24
New cards

Can you check distances at any time?

Yes; pre-measuring is permitted.

25
New cards

How is a model’s range usually measured?

From the nearest edge of the model’s base, unless a rule says otherwise.

26
New cards

Can a model split different shooting weapons between enemies?

Yes, when selecting targets, different weapons may choose different eligible units.

27
New cards

How do you group identical attacks for fast rolling?

Combine attack dice when BS/WS, S, AP, D and applicable rules match.

28
New cards

Who makes the save rolls?

The defending (opposing) player.

29
New cards

Which models normally take damage first in a unit?

Allocate to wounded models first within the relevant allocation group; non-CHARACTER groups precede CHARACTER groups.

30
New cards

How does ordinary damage spill over to another model?

Normally it does not; any excess from that attack is lost.

31
New cards

What is the 11th-edition horizontal Engagement Range?

Within 2 inches horizontally (and 5 inches vertically).

32
New cards

What are the two coherency requirements in 11th edition?

Each model must be within 2" horizontal/5" vertical of another model AND within 9" horizontal/5" vertical of every other model in its unit.

33
New cards

What is a Normal Move?

An unengaged unit moves up to its M and must finish unengaged.

34
New cards

What is an Advance Move?

An unengaged unit rolls D6 and may move up to M + that result; usually cannot charge or start an action that turn.

35
New cards

Can a unit ordinarily shoot after Advancing?

Only with Assault shooting using its [ASSAULT] weapons or a special rule.

36
New cards

What is a Fall Back Move?

An engaged unit moves up to its M, finishing unengaged. Usually cannot shoot, charge or start an action that turn.

37
New cards

What is Ordered Retreat?

The Fall Back mode available to a unit that is not Battle-shocked, avoiding Desperate Escape hazard rolls.

38
New cards

What does Desperate Escape risk?

A hazard roll for every model (1–2 fails) and potentially a Battle-shock roll, under its conditions.

39
New cards

What are the four normal shooting types?

Normal, Assault, Close-quarters, and Indirect shooting.

40
New cards

Who can use Normal Shooting?

An unengaged unit that did not Advance this turn, unless another rule changes this.

41
New cards

What may a basic ranged weapon target?

An enemy unit visible to the attacking model, in weapon range, and normally unengaged.

42
New cards

Can infantry ordinarily fire non-Close-quarters guns while engaged?

No. Engaged non-MONSTER/non-VEHICLE models normally use [CLOSE-QUARTERS] weapons only.

43
New cards

How do MONSTERS or VEHICLES shoot while engaged?

They may use close-quarters shooting, but usually subtract 1 from hit rolls with non-[CLOSE-QUARTERS] weapons. Blast cannot target units they are engaged with.

44
New cards

How long is a usual charge roll?

2D6 inches; it is the maximum charge move distance.

45
New cards

When is a unit ineligible to declare a charge?

If engaged, if it Advanced or Fell Back this turn, or if no enemy unit is within 12" (unless an exception applies).

46
New cards

What does a successful charge give you until end of turn?

Every model in the charging unit gains Fights First.

47
New cards

Do you select charge targets before or after rolling 2D6 in 11th?

After the charge roll, when attempting the charge move; targets must be within the roll’s maximum distance and other limits.

48
New cards

In what phase do both players make melee attacks?

The Fight phase.

49
New cards

How do you choose melee weapons to attack with?

Normally one melee weapon per model, plus all weapons with [EXTRA ATTACKS].

50
New cards

What are Pile In and Consolidate used for?

Pile In positions models for combat; Consolidate repositions models after fighting. Follow each move’s restrictions.

51
New cards

Does rotating a based model use up its movement in 11th edition?

No. Rotating about the centre of its base normally costs no distance.

52
New cards

What does Benefit of Cover do in 11th edition?

Worsens the attacking weapon’s Ballistic Skill by 1 against that target.

53
New cards

When can infantry get Benefit of Cover from terrain?

When every model in the target unit is within a terrain area, or when all are not fully visible due to intervening terrain, per the cover conditions.

54
New cards

What is Hidden in 11th edition?

An INFANTRY/BEASTS/SWARM model in light/dense terrain that did not fire this or the previous turn can only be seen inside its detection range.

55
New cards

What is the standard detection range for a Hidden model?

15 inches, unless another rule modifies it.

56
New cards

What is an Obscuring terrain area?

An area with light or dense terrain that blocks line of sight when all sight lines between two outside models cross it, per conditions.

57
New cards

What does Solid do for dense terrain?

Blocks line of sight through enclosed gaps 3" or less above ground level.

58
New cards

What does Gone to Ground change?

A qualifying hidden model concealed by dense terrain reduces its detection range by 3".

59
New cards

What is a terrain objective?

A mission-designated terrain area treated as an objective; models inside the area contribute OC.

60
New cards

How do you control an objective?

Add the OC of friendly models in range. The player with the higher total controls it.

61
New cards

When is control of objectives checked?

At the end of each phase and each turn, before other end-of-phase/turn rules.

62
New cards

What happens to an un-secured objective on tied OC?

Neither player controls it.

63
New cards

What is a Secured objective?

A sticky objective: you retain it after leaving until the opponent’s level of control exceeds yours at the end of a phase.

64
New cards

When can the same Stratagem usually be used again?

Not more than once in the same phase for that player; it can usually be used in later phases.

65
New cards

Can you target the same unit with two Stratagems in one phase?

Generally no, unless a specific rule says otherwise.

66
New cards

How much CP does Command Re-roll cost?

1 CP. Re-roll an eligible roll; for a Charge roll you must re-roll the full 2D6.

67
New cards

What does Epic Challenge do?

1 CP: when a CHARACTER unit is selected to fight, give one CHARACTER model [PRECISION] on melee weapons until phase end.

68
New cards

What does Insane Bravery do?

1 CP: automatically pass a Battle-shock roll in your Command phase; once per battle.

69
New cards

What does Explosives (formerly Grenade) do?

1 CP: an eligible GRENADES/EXPLOSIVES unit picks an enemy within 8" and visible; roll 6D6, each 4+ inflicts 1 mortal wound.

70
New cards

What does Crushing Impact (formerly Tank Shock) do?

1 CP after a MONSTER/VEHICLE charges; roll D6 equal to chosen model’s Toughness. Each 5+ deals a mortal wound (max 6), each 1 hurts your unit.

71
New cards

What does Rapid Ingress do?

1 CP: at end of enemy Movement phase, a non-AIRCRAFT unit in Strategic Reserves makes an ingress move; not round 1.

72
New cards

When does Fire Overwatch happen in 11th edition?

For 1 CP, at the end of your opponent’s Movement phase, an unengaged non-TITANIC unit makes Snap Shooting.

73
New cards

How does Snap Shooting work?

Shoot one visible enemy unit within 24"; only unmodified 6s hit, those are not critical, and no hit re-rolls.

74
New cards

What does Smokescreen do?

1 CP at start of opponent’s Shooting phase: your SMOKE unit, or units obscured by it, gain Benefit of Cover against relevant attacks.

75
New cards

What does Counteroffensive do?

2 CP: in opponent’s Fight phase after an enemy unit attacks, choose an eligible friendly unit; it gains Fights First and fights next.

76
New cards

What does Heroic Intervention generally allow?

1 CP at end of opponent’s Charge phase: an eligible nearby unengaged friendly unit can attempt a reactive charge, following mode restrictions.

77
New cards

Can a Battle-shocked unit start or complete an action?

No, under core rules. Also, it cannot be targeted by your Stratagems.

78
New cards
79
New cards

[LETHAL HITS]

On a critical hit, you may choose to have that attack automatically wound.

80
New cards

[SUSTAINED HITS X]

Each critical hit adds X extra hits.

81
New cards

[DEVASTATING WOUNDS]

A critical wound ends that attack sequence and deals mortal wounds equal to weapon Damage; each such attack can damage at most one model.

82
New cards

[ANTI-X Y+]

Against a target with keyword X, an unmodified wound roll of Y+ becomes a critical wound.

83
New cards

[RAPID FIRE X]

Add X attack dice when the target was within half the weapon’s range at target selection.

84
New cards

[BLAST]

Add 1 attack die per full 5 models in the target unit. [BLAST X] adds X per full 5 models.

85
New cards

[CLEAVE X]

In melee, add X attack dice per full 5 models of your chosen target if all those attacks target only one unit.

86
New cards

[ASSAULT]

Allows assault shooting after Advancing, using Assault weapons only.

87
New cards

[HEAVY]

Add 1 to hit rolls if unengaged, not set up this turn, and no model in the unit moved more than 3" this turn.

88
New cards

[IGNORES COVER]

Target cannot receive Benefit of Cover against this attack, including cover granted by Stealth.

89
New cards

[INDIRECT FIRE]

Enables Indirect shooting at targets you cannot see, with accuracy and cover penalties.

90
New cards

[TORRENT]

Attacks automatically hit; no hit rolls required.

91
New cards

[TWIN-LINKED]

You may re-roll wound rolls with the weapon.

92
New cards

[LANCE]

Add 1 to the wound roll if the bearer’s unit made a charge move this turn.

93
New cards

[MELTA X]

Within half range, add X to the weapon’s Damage characteristic.

94
New cards

[PRECISION]

Lets the attacker choose an eligible visible CHARACTER allocation group when attacks target an attached unit.

95
New cards

[PSYCHIC]

Psychic attacks may ignore modifiers to their BS/WS or hit rolls; some other rules interact with psychic attacks.

96
New cards

[ONE SHOT]

A weapon may be selected to attack only once per battle.

97
New cards

[HAZARDOUS]

Make hazard rolls after attacks, based on selected Hazardous weapons.

98
New cards

[EXTRA ATTACKS]

A model uses its Extra Attacks melee weapons in addition to its other selected melee weapon.

99
New cards

[CLOSE-QUARTERS] / [PISTOL]

Allows close-quarters shooting while engaged. In 11th, [PISTOL] is functionally identical to [CLOSE-QUARTERS].

100
New cards

FEEL NO PAIN X+

Each time the model would lose a wound, roll D6; on X+, that wound is not lost.