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What are the five phases of a player turn?
Command → Movement → Shooting → Charge → Fight.
How many player turns are in one battle round?
Two: each player takes one turn.
What do both players gain in the Gain Core CP step?
Each gains 1 Command Point.
What are the five steps of the Command phase?
Start → Gain Core CP → Battle-shock → Command abilities → End.
Which units test for Battle-shock in your Command phase?
Units that are already Battle-shocked, or are at or below half-strength.
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.
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.
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.
What does Objective Control (OC) measure?
How strongly a model contributes toward controlling objectives.
What does a profile’s Movement (M) value mean?
Maximum distance for a normal move, in inches.
What does Toughness (T) do?
Compare the defender’s Toughness with attack Strength to determine the wound roll needed.
What does Save (Sv) represent?
The armour saving throw threshold; a successful save prevents attack damage.
What does Invulnerable Save (InSv) represent?
An alternate save threshold that does not get worse due to AP.
What does Attacks (A) on a weapon mean?
Number of D6 attack dice you roll for that weapon.
What does Ballistic Skill (BS) measure?
The minimum dice result needed to hit with a ranged weapon.
What does Weapon Skill (WS) measure?
The minimum dice result needed to hit with a melee weapon.
What does Armour Penetration (AP) do in 11th edition?
It modifies the defender’s save roll downward.
What does Damage (D) measure?
Wounds lost from each attack that inflicts damage.
How do you resolve an attack?
Hit roll → Wound roll → Save rolls → Inflict damage.
What is the usual wound-roll chart?
S ≥ 2×T: 2+; S > T: 3+; S = T: 4+; S < T: 5+; S ≤ half T: 6+.
What do unmodified 1s and 6s on hit rolls usually mean?
An unmodified 1 fails; an unmodified 6 is a critical hit.
What do unmodified 1s and 6s on wound rolls usually mean?
An unmodified 1 fails; an unmodified 6 is a critical wound.
How do you calculate D3 with a D6?
Roll a D6, divide by 2, rounding up.
Can you check distances at any time?
Yes; pre-measuring is permitted.
How is a model’s range usually measured?
From the nearest edge of the model’s base, unless a rule says otherwise.
Can a model split different shooting weapons between enemies?
Yes, when selecting targets, different weapons may choose different eligible units.
How do you group identical attacks for fast rolling?
Combine attack dice when BS/WS, S, AP, D and applicable rules match.
Who makes the save rolls?
The defending (opposing) player.
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.
How does ordinary damage spill over to another model?
Normally it does not; any excess from that attack is lost.
What is the 11th-edition horizontal Engagement Range?
Within 2 inches horizontally (and 5 inches vertically).
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.
What is a Normal Move?
An unengaged unit moves up to its M and must finish unengaged.
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.
Can a unit ordinarily shoot after Advancing?
Only with Assault shooting using its [ASSAULT] weapons or a special rule.
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.
What is Ordered Retreat?
The Fall Back mode available to a unit that is not Battle-shocked, avoiding Desperate Escape hazard rolls.
What does Desperate Escape risk?
A hazard roll for every model (1–2 fails) and potentially a Battle-shock roll, under its conditions.
What are the four normal shooting types?
Normal, Assault, Close-quarters, and Indirect shooting.
Who can use Normal Shooting?
An unengaged unit that did not Advance this turn, unless another rule changes this.
What may a basic ranged weapon target?
An enemy unit visible to the attacking model, in weapon range, and normally unengaged.
Can infantry ordinarily fire non-Close-quarters guns while engaged?
No. Engaged non-MONSTER/non-VEHICLE models normally use [CLOSE-QUARTERS] weapons only.
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.
How long is a usual charge roll?
2D6 inches; it is the maximum charge move distance.
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).
What does a successful charge give you until end of turn?
Every model in the charging unit gains Fights First.
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.
In what phase do both players make melee attacks?
The Fight phase.
How do you choose melee weapons to attack with?
Normally one melee weapon per model, plus all weapons with [EXTRA ATTACKS].
What are Pile In and Consolidate used for?
Pile In positions models for combat; Consolidate repositions models after fighting. Follow each move’s restrictions.
Does rotating a based model use up its movement in 11th edition?
No. Rotating about the centre of its base normally costs no distance.
What does Benefit of Cover do in 11th edition?
Worsens the attacking weapon’s Ballistic Skill by 1 against that target.
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.
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.
What is the standard detection range for a Hidden model?
15 inches, unless another rule modifies it.
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.
What does Solid do for dense terrain?
Blocks line of sight through enclosed gaps 3" or less above ground level.
What does Gone to Ground change?
A qualifying hidden model concealed by dense terrain reduces its detection range by 3".
What is a terrain objective?
A mission-designated terrain area treated as an objective; models inside the area contribute OC.
How do you control an objective?
Add the OC of friendly models in range. The player with the higher total controls it.
When is control of objectives checked?
At the end of each phase and each turn, before other end-of-phase/turn rules.
What happens to an un-secured objective on tied OC?
Neither player controls it.
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.
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.
Can you target the same unit with two Stratagems in one phase?
Generally no, unless a specific rule says otherwise.
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.
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.
What does Insane Bravery do?
1 CP: automatically pass a Battle-shock roll in your Command phase; once per battle.
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.
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.
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.
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.
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.
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.
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.
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.
Can a Battle-shocked unit start or complete an action?
No, under core rules. Also, it cannot be targeted by your Stratagems.
[LETHAL HITS]
On a critical hit, you may choose to have that attack automatically wound.
[SUSTAINED HITS X]
Each critical hit adds X extra hits.
[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.
[ANTI-X Y+]
Against a target with keyword X, an unmodified wound roll of Y+ becomes a critical wound.
[RAPID FIRE X]
Add X attack dice when the target was within half the weapon’s range at target selection.
[BLAST]
Add 1 attack die per full 5 models in the target unit. [BLAST X] adds X per full 5 models.
[CLEAVE X]
In melee, add X attack dice per full 5 models of your chosen target if all those attacks target only one unit.
[ASSAULT]
Allows assault shooting after Advancing, using Assault weapons only.
[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.
[IGNORES COVER]
Target cannot receive Benefit of Cover against this attack, including cover granted by Stealth.
[INDIRECT FIRE]
Enables Indirect shooting at targets you cannot see, with accuracy and cover penalties.
[TORRENT]
Attacks automatically hit; no hit rolls required.
[TWIN-LINKED]
You may re-roll wound rolls with the weapon.
[LANCE]
Add 1 to the wound roll if the bearer’s unit made a charge move this turn.
[MELTA X]
Within half range, add X to the weapon’s Damage characteristic.
[PRECISION]
Lets the attacker choose an eligible visible CHARACTER allocation group when attacks target an attached unit.
[PSYCHIC]
Psychic attacks may ignore modifiers to their BS/WS or hit rolls; some other rules interact with psychic attacks.
[ONE SHOT]
A weapon may be selected to attack only once per battle.
[HAZARDOUS]
Make hazard rolls after attacks, based on selected Hazardous weapons.
[EXTRA ATTACKS]
A model uses its Extra Attacks melee weapons in addition to its other selected melee weapon.
[CLOSE-QUARTERS] / [PISTOL]
Allows close-quarters shooting while engaged. In 11th, [PISTOL] is functionally identical to [CLOSE-QUARTERS].
FEEL NO PAIN X+
Each time the model would lose a wound, roll D6; on X+, that wound is not lost.