Warhammer 40k Rules Basics

Warhammer 40,000 looks complicated from across the table, but the core rules are simpler than the pile of dice suggests. Every turn follows the same five phases, and once those click, the rest is just tactics.

What warhammer 40k actually is

It’s a tabletop strategy game. You and an opponent each command an army of miniatures on a battlefield built from terrain, and you fight over objectives rather than just wiping each other out.

Most games are won by scoring more points than your opponent, usually by holding objectives at the right moments. Killing stuff helps, but it’s not the whole story.

The five phases of a turn

A battle is played in rounds. In each round, both players take a turn, and every turn runs through the same phases in the same order. You finish all five, then your opponent does the same.

The order matters. You can’t shoot before you move, and you can’t fight before you charge. Learning the sequence is most of the battle.

PhaseWhat happens
CommandGain command points and resolve start-of-turn abilities
MovementMove, advance, or fall back with your units
ShootingFire ranged weapons at visible enemies in range
ChargeTry to get into engagement range for melee
FightResolve close combat attacks

Command and movement

In the command phase, both players gain a command point. You spend those on stratagems, which are one-off tricks that boost attacks, defence, or positioning.

This is also when battle-shock is checked. If a unit has lost more than half its models (or wounds, for single-model units), you roll two dice against its Leadership. Fail, and it’s battle-shocked until your next command phase, meaning it can’t hold objectives and can’t be targeted by friendly stratagems.

In the movement phase, units not within an inch of an enemy can stay put, make a normal move up to their Move value, or advance by adding a D6. Advancing stops you shooting (except with assault weapons) and stops you charging. Units already in engagement range can only stay still or fall back, and falling back means no shooting or charging that turn.

Shooting, charging, and fighting

Shooting happens one unit at a time. A model can fire each of its ranged weapons, and if it has several, they can target different enemy units, but you declare all targets before rolling.

Weapons have a profile: range, number of attacks, Ballistic Skill or Weapon Skill, Strength, Armour Penetration, and Damage. You roll to hit, then to wound, then your opponent rolls saves, and failed saves take damage.

After shooting, you can declare charges. Roll two dice and try to get within an inch of an enemy unit. If you make it, you fight in the fight phase, where both sides trade blows and the charger usually strikes first.

There are several ways to play, from small Combat Patrol games up to full Strike Force battles, but the phase sequence stays the same.

Key facts

  • A battle is played in rounds, and both players take a turn in each round.
  • Every turn runs through five phases: command, movement, shooting, charge, and fight.
  • Command points are gained in the command phase and spent on stratagems.
  • Battle-shock is checked when a unit has lost more than half its models or wounds.
  • Advancing adds a D6 to movement but stops you shooting (except assault weapons) and charging.
  • Weapons use a profile of range, attacks, skill, strength, AP, and damage.

FAQ

How long does a game of Warhammer 40k take?

It depends on the size. Small Combat Patrol games can wrap up in about an hour, while a full Strike Force battle often takes two to three hours once you know the rules.

Do I need to paint my models before playing?

No. Painted armies look great, but nothing in the core rules requires it. Plenty of people play with grey plastic while they’re still learning.

What are command points for?

They’re a resource you spend on stratagems. You gain one at the start of each of your command phases, and stratagems let you pull off tricks like re-rolling a key dice roll or firing overwatch.

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