Bench & Table

At the table

Every word on the datasheet, in one list.

A datasheet is mostly shorthand. [SUSTAINED HITS 2], Feel No Pain 5+, TOWERING — each of those is a rule printed somewhere else, and the datasheet assumes you already know it. This is that somewhere else. Type in the box to filter; tap an entry for what it actually does and a link to the rule in GW's own PDF.

Reading a datasheet

Three different kinds of shorthand share one card, and they behave differently. Telling them apart is most of the battle.

  1. In square brackets, in a weapon's row: a weapon ability Written like [TORRENT] or [MELTA 2], right after the weapon's name. It only applies to attacks made with that weapon — not to the model's other guns, and not to the unit.
  2. In the Abilities box, not bracketed: a unit ability Written like Deep Strike or Feel No Pain 5+. It applies to the unit itself, all the time. Some of them only work if every model in the unit has it — Deep Strike, Infiltrators, Stealth and Fights First all say so.
  3. In capitals along the bottom: keywords INFANTRY, VEHICLE, CHARACTER, and so on. On their own they do nothing. They are handles other rules grab onto — "this stratagem targets an INFANTRY unit," "[ANTI-VEHICLE 4+] applies to a VEHICLE target." The faction keywords on the left are for army building; the rest work the same as each other.

Three rules that catch everyone out, and are worth reading before the lists below:

  • The same ability twice does nothing twice stacking

    If a unit ends up with two copies of the same core or weapon ability, they don't add together — you pick which one applies. That holds even when the numbers differ: [SUSTAINED HITS 1] plus [SUSTAINED HITS 2] is a choice between them, not three hits, and [ANTI-VEHICLE 4+] plus [ANTI-INFANTRY 2+] is a choice too.

    Scouts is the odd one out. Where models in a unit have different Scouts distances, you have to use the lowest one not shared by every model in the unit.

    24.02Duplicated AbilitiesCore Rules p.78 →
  • A keyword after a weapon ability narrows it targeting

    Some weapon abilities are printed with one or more keywords attached, like [LETHAL HITS: VEHICLE]. The ability then only applies when the target unit has one of those keywords. Against anything else the weapon fires as if the ability weren't there.

    24.01Abilities — how weapon abilities are writtenCore Rules p.78 →
  • A character joining a unit hands over its keywords attached units

    An attached unit — a leader plus its bodyguard squad — counts as having every keyword of both. Attach a PSYKER character to a squad of infantry and the whole squad is now a legal target for [ANTI-PSYKER], however the damage gets allocated. The models themselves don't gain each other's keywords, but attacks target units, not models.

    19.03Keywords in Attached UnitsCore Rules p.67 → Mixed Keywords in Units (rules appendix)Core Rules p.87 →

Weapon abilities

The bracketed ones, in a weapon's row. Every one of these applies only to attacks made with that weapon. Alphabetical, same order as the rulebook.

  • [ANTI-X Y+] wound roll

    Written with a keyword and a number — [ANTI-VEHICLE 4+], [ANTI-INFANTRY 3+]. Against a target with that keyword, an unmodified wound roll of that number or better is a critical wound instead of needing a 6.

    On its own that changes nothing: a critical wound is still just a wound. It matters because other abilities key off critical wounds — [DEVASTATING WOUNDS] most of all.

    24.03[ANTI]Core Rules p.79 →
  • [ASSAULT] shoot after advancing

    A unit carrying at least one assault weapon can advance and still shoot, using assault shooting. The catch: while shooting that way you may only fire the [ASSAULT] weapons, so the rest of the unit's guns sit the phase out.

    24.04[ASSAULT]Core Rules p.79 → 10.05Assault Shooting — the restrictionsCore Rules p.35 →
  • [BLAST] extra attacks vs big units

    One extra attack dice for every five models in the target unit, rounding down, counted when you picked targets. Six models is one extra, ten is two, four is none. [BLAST 2] gives two per five instead.

    Blast weapons can never target a unit that is engaged, including one your own unit is engaged with.

    24.05[BLAST]Core Rules p.79 →
  • [CLEAVE X] extra melee attacks

    The melee counterpart to [BLAST]: X extra attack dice for every five models in the target unit, rounding down. It only pays out if you point all of that weapon's attacks at a single unit — split them between two targets and you get nothing.

    24.06[CLEAVE]Core Rules p.79 →
  • [CLOSE-QUARTERS] shoot while engaged

    Lets a unit shoot while it's engaged, using close-quarters shooting — but only at units it's engaged with, and only with the [CLOSE-QUARTERS] weapons.

    The trade runs the other way too. Any time such a model shoots normally, it picks either its close-quarters weapons or its other ranged weapons for that phase, not both. Monsters and vehicles are exempt from that restriction.

    24.07[CLOSE-QUARTERS]Core Rules p.80 → 10.06Close-quarters ShootingCore Rules p.35 →
  • [DEVASTATING WOUNDS] skips saves

    A critical wound with this weapon ends the attack there and inflicts mortal wounds equal to the weapon's Damage instead — no save roll of any kind, including invulnerable saves.

    The spillover is capped: each critical wound can only damage one model, and any mortal wounds left over after that model dies are lost. A Damage 3 weapon that kills a 2-wound model wastes the third.

    24.10[DEVASTATING WOUNDS]Core Rules p.80 →
  • [EXTRA ATTACKS] extra melee attacks

    Fought in addition to the model's other melee weapons, not instead of one. When you pick weapons to fight with, that model takes all of its [EXTRA ATTACKS] weapons plus one of its normal melee weapons.

    Usually a mount, a tail, a headbutt — something the model does alongside whatever it's holding.

    24.11[EXTRA ATTACKS]Core Rules p.81 →
  • [HAZARDOUS] risk to yourself

    After the unit finishes attacking, make one hazard roll for each hazardous weapon you chose to fire or fight with. A 1 or 2 costs your own unit a mortal wound — three of them if the unit is a single monster or vehicle model.

    24.15[HAZARDOUS]Core Rules p.81 → 06.03Hazard Rolls — what a failed roll costsCore Rules p.24 →
  • [HEAVY] hit roll

    +1 to the hit roll in your Shooting phase, if all three of these are true of the firing unit: it isn't engaged, it wasn't set up on the battlefield this turn, and no model in it moved more than 3" this turn.

    So a small shuffle to clear line of sight is fine; a real move, arriving from reserves, or being tied up in melee each cost you the bonus. Nothing here is about being a vehicle — infantry with heavy weapons get it on the same terms.

    24.16[HEAVY]Core Rules p.82 →
  • [IGNORES COVER] cancels cover

    The target can't have the benefit of cover against this attack — from terrain or from anything that hands out cover, Stealth and the Smokescreen stratagem included. In 11th that means it removes a −1 to hit, not an improved save.

    24.18[IGNORES COVER]Core Rules p.82 →
  • [INDIRECT FIRE] shoot what you can't see

    Lets the unit use indirect shooting and fire at units it can't see. It is deliberately bad at it: the target gets the benefit of cover, you can't re-roll hit rolls, and the attack needs a 6 to hit — a 4+ instead if your unit stayed completely still this turn and one of your other units can see the target.

    The unit must be unengaged and must not have advanced. Its other weapons can still shoot visible targets normally.

    24.19[INDIRECT FIRE]Core Rules p.82 → 10.07Indirect Shooting — the penaltiesCore Rules p.35 →
  • [LANCE] wound roll on the charge

    +1 to the wound roll if the attacking model's unit made a charge move this turn. Charging first, then fighting with a lance weapon, is the whole plan for a lot of melee units.

    24.21[LANCE]Core Rules p.82 →
  • [LETHAL HITS] skips the wound roll

    A critical hit — normally an unmodified 6 — can be turned into an automatic wound. Saves still apply.

    It's a choice, not automatic, and sometimes you decline: an auto-wound never becomes a critical wound, so taking it switches off [DEVASTATING WOUNDS] and anything else that triggers on critical wounds.

    24.23[LETHAL HITS]Core Rules p.82 →
  • [MELTA X] damage up close

    Add X to the weapon's Damage if the target was within half the weapon's Range when you selected targets. A [MELTA 2] weapon with Damage D6 does D6+2 inside half range and D6 outside it.

    Half range is measured once, at target selection — models moving afterwards don't change it.

    24.25[MELTA]Core Rules p.83 →
  • [ONE SHOT] once per battle

    The weapon can be selected to attack with once in the whole game. If the model is destroyed and later returned to the unit, a one-shot weapon it already fired stays spent.

    24.26[ONE SHOT]Core Rules p.83 →
  • [PISTOL] same as close-quarters

    Identical to [CLOSE-QUARTERS] for every rules purpose. GW is renaming the ability as 11th edition goes on, so older datasheets say Pistol and newer ones say Close-quarters — read them as the same thing.

    24.27[PISTOL]Core Rules p.83 →
  • [PRECISION] shoot the character

    Normally a character hiding in a squad takes damage last. A precision weapon lets you aim at one instead: if a character in the target unit is visible to your attacking models, you can point these attacks at that character's allocation group directly.

    It lasts until those attacks are done or that character is destroyed, whichever comes first.

    24.28[PRECISION]Core Rules p.84 →
  • [PSYCHIC] ignores hit modifiers

    You can ignore any or all modifiers to the attack's BS or WS and to the hit roll — which is how psychic weapons shoot through cover's −1. Wound roll modifiers are untouched.

    Attacks made with these weapons count as psychic attacks, which other rules (defences against psykers, mostly) look for by name.

    24.29[PSYCHIC]Core Rules p.84 →
  • [RAPID FIRE X] extra attacks up close

    X extra attack dice if the target was within half the weapon's Range when you selected targets. A Rapid Fire 1 weapon with Attacks 1 fires twice inside half range.

    24.30[RAPID FIRE]Core Rules p.84 →
  • [SUSTAINED HITS X] extra hits

    Each critical hit scores X additional hits on top of itself. [SUSTAINED HITS 2] on a critical hit means three hits total, all of which then roll to wound as normal.

    24.36[SUSTAINED HITS]Core Rules p.85 →
  • [TORRENT] auto-hits

    The attack hits automatically — no hit roll at all. Flamers, and anything else that sprays. Nothing that modifies hit rolls matters against it, cover included, since there's no roll to modify.

    24.37[TORRENT]Core Rules p.85 →
  • [TWIN-LINKED] re-roll wounds

    Re-roll the wound roll. Note it is the wound roll, not the hit roll — a common table mix-up.

    24.38[TWIN-LINKED]Core Rules p.85 →

Unit abilities

The unbracketed ones, in the Abilities box. These belong to the unit rather than to a weapon. Where an ability needs every model in the unit to have it, that's called out below.

  • Deadly Demise X when it dies

    Each time a model with this is destroyed, roll a D6. On a 6, every unit within 6" — yours included — takes X mortal wounds. If X is a dice value, roll separately for each unit.

    Order matters: passengers get their emergency disembark move first, then the demise roll, then the wreck comes off the table.

    24.08Deadly DemiseCore Rules p.80 →
  • Deep Strike arrives from reserves

    When the unit arrives from reserves it can be set up anywhere on the battlefield more than 8" horizontally from every enemy unit — including inside your opponent's deployment zone.

    Every model in the unit needs the ability for it to work.

    24.09Deep StrikeCore Rules p.80 →
  • Feel No Pain X+ shrugs off damage

    Each time the model would lose a wound, roll a D6; on X or better, it doesn't lose it. This is per wound, not per attack, so a Damage 3 hit gets three separate rolls.

    It works against mortal wounds too, which is what makes it the best defence in the game against [DEVASTATING WOUNDS].

    24.12Feel No PainCore Rules p.81 →
  • Fights First fight order

    The unit fights in the Fights First step, before ordinary combats are resolved. Every model in the unit needs the ability.

    You don't need the ability printed on a datasheet to get it — any unit that made a charge move this turn counts as Fights First for that phase.

    24.13Fights FirstCore Rules p.81 → 12.04Fight — where the step sits in the phaseCore Rules p.40 →
  • Firing Deck X passengers shoot

    On a transport. When it shoots, pick up to X embarked models and one ranged weapon each; the transport fires those weapons as well as its own. Those passengers then can't shoot for the rest of the turn, and [ONE SHOT] weapons can't be picked this way.

    24.14Firing DeckCore Rules p.81 →
  • Hover movement

    When the unit takes to the skies, it doesn't pay the usual 2" off its move. Only useful on something that can FLY in the first place.

    24.17HoverCore Rules p.82 →
  • Infiltrators deployment

    During deployment the unit can be set up anywhere on the battlefield more than 8" horizontally from your opponent's deployment zone and from every enemy unit. Every model in the unit needs the ability.

    24.20InfiltratorsCore Rules p.82 →
  • Leader / Support joins another unit

    Before the battle, a leader or support unit picks one bodyguard unit it's allowed to lead, and the two become a single attached unit for the whole game. A bodyguard unit can normally take one leader and one support unit, no more.

    The attached unit uses the bodyguard models' highest Toughness when attacked, and has every keyword of both halves. Which units can lead which is listed in the app, not in the core rules.

    19.01Forming Attached Units — Leader 24.22 / Support 24.34Core Rules p.66 →
  • Lone Operative can't be shot from far away

    Enemies can't see the unit at all unless they're within 12", so it can't be targeted from further off, and [INDIRECT FIRE] can't reach it from beyond 12" either. Some datasheets print a different distance.

    It switches off entirely while the model is part of an attached unit — joining a squad costs it the protection.

    24.24Lone OperativeCore Rules p.83 →
  • Scouts X″ pre-battle move

    Before the first turn, a unit wholly in your deployment zone can make a free move of up to X" — and must end it more than 8" horizontally from every enemy unit. Alternatively, a unit sitting in strategic reserves can be placed wholly within your deployment zone instead.

    A dedicated transport can make the scout move itself if everyone inside it has Scouts. Every model in the unit needs the ability, and where models have different distances you use the lowest one not shared by all of them.

    24.31ScoutsCore Rules p.84 → 24.32Scout Move — the 8" restrictionCore Rules p.84 →
  • Stealth harder to hit at range

    Every ranged attack against the unit is treated as if the unit had the benefit of cover — a −1 to hit, even standing in the open. Every model in the unit needs the ability.

    It does not stack with real cover. Both give the same single −1, so a Stealth unit standing in terrain is still at −1, not −2.

    24.33StealthCore Rules p.85 → 13.08Benefit of Cover — one fixed −1Core Rules p.50 →
  • Super-heavy Walker movement

    The unit walks through other models (except TITANIC ones) and horizontally through terrain up to 4" tall.

    It can also declare it's forcing its way through dense terrain — take the MOBILE keyword for that move, then roll a D6 when the move ends and get battle-shocked on a 1.

    24.35Super-heavy WalkerCore Rules p.85 →

Keywords

The capitals along the bottom of the card. None of them do anything by themselves — these are the rules elsewhere that go looking for them. Faction keywords (ORKS, TYRANIDS) are for army building and are not listed here.

  • AIRCRAFT its own rules set

    Starts the game in strategic reserves, always. It can only ever make an ingress move onto the table, and at the end of your opponent's turn it goes straight back into reserves.

    It can't charge, and only flying units can charge it or hit it in melee. Plunging Fire doesn't apply to it in either direction, and it can't perform actions.

    23.01–23.04AircraftCore Rules p.74 →
  • BATTLELINE army building

    Marks the rank-and-file units of an army. It's used by list-building rules and by faction rules that reward troops, not by anything in the core rules.

    Not in the core rules — army building is published separately.

  • CHARACTER damage allocation

    When a unit is attacked, the defender splits it into allocation groups — one per character model — and characters can never be earlier in the order than non-characters. That's what "the character is protected by the squad" actually means mechanically.

    [PRECISION] is the way around it, and the Duel stratagem hands [PRECISION] to a character's own melee weapons.

    05.03Save Rolls — allocation orderCore Rules p.19 → 24.28[PRECISION]Core Rules p.84 →
  • EXPLOSIVES / GRENADES stratagem

    Unlocks the Explosives core stratagem: 1 CP in your Shooting phase, pick an unengaged enemy unit within 8" and visible, roll six D6, and each 4+ is a mortal wound. The unit must be unengaged and must not have advanced.

    15.05Explosives (core stratagem)Core Rules p.56 →
  • FLY movement

    Before a normal, advance, fall-back or charge move, a flying unit can declare it takes to the skies. That move loses 2" but ignores vertical distance entirely and passes through models — enemies and vehicles included — and through every category of terrain.

    Hover removes the 2" cost. You choose per move, so a flying unit can also just walk.

    21.03Flying ModelsCore Rules p.71 →
  • FORTIFICATION exceptions

    Emplacements and buildings you bring as units. Like aircraft, they can't perform actions.

    16.01Performing Actions — who cannotCore Rules p.58 →
  • FRAME measuring

    Mostly large models without a base. You measure to and from the closest point of the model itself rather than a base — so a wing or a gun barrel counts for range.

    17.02FrameCore Rules p.62 →
  • INFANTRY / BEASTS / SWARM terrain

    These three get the easy route through terrain: they move horizontally and vertically through dense terrain features, where other models have to climb or squeeze past.

    They are also the only models that can be hidden — sitting in a terrain area with a dense feature in it, having not shot this turn or last turn, they can't be seen from beyond 15".

    13.06Terrain and MovementCore Rules p.48 → 13.09HiddenCore Rules p.50 →
  • MOBILE terrain

    Lets a model move horizontally through dense terrain the way infantry can. Rarely printed on a datasheet — it usually turns up as something a rule grants for the duration of one move, as Super-heavy Walker does.

    13.06Terrain and MovementCore Rules p.48 →
  • MONSTER / VEHICLE big-model rules

    They walk through other models on a normal or advance move (but not through each other). They can be shot at while engaged, at −1 to hit, and they can shoot back while engaged using close-quarters shooting, also at −1.

    They also have a harder time getting cover: standing inside a ruin's footprint isn't enough, something has to actually be blocking line of sight to them.

    17.01–17.03Monsters and VehiclesCore Rules p.62 → 13.08Benefit of CoverCore Rules p.50 →
  • PSYKER a target handle

    Marks a unit as a psyker, which mostly matters as something to be hunted: [ANTI-PSYKER] weapons and a pile of faction rules look for it. Abilities tagged Psychic are psychic abilities, and wounds they inflict count as psychic attacks.

    Attach a psyker character to a squad and the whole attached unit has the keyword.

    22.03Psychic AbilitiesCore Rules p.72 → 19.03Keywords in Attached UnitsCore Rules p.67 →
  • SMOKE stratagem

    Unlocks the Smokescreen core stratagem: 1 CP at the start of your opponent's Shooting phase, and for that phase the unit has the benefit of cover — as does anything the smoke unit is blocking sight to.

    15.10Smokescreen (core stratagem)Core Rules p.57 →
  • TITANIC exceptions

    The genuinely enormous. Titanic units can start and continue an action while engaged, and can still shoot in the turn they start one — both of which everything else is barred from. They can't be targeted by Fire Overwatch, and Super-heavy Walkers can't walk through them.

    16.01Performing Actions — the exceptionsCore Rules p.58 → 15.08Fire Overwatch — excludes TitanicCore Rules p.57 →
  • TOWERING hit roll

    Tall enough to shoot over things. A towering model gets Plunging Fire — +1 to hit against a target at ground level within 12" — without needing to stand on terrain.

    New to 11th edition, and one of the changes that most 10th-edition advice online doesn't know about.

    22.05Plunging FireCore Rules p.73 →
  • TRANSPORT / DEDICATED TRANSPORT carries units

    A transport's datasheet states its capacity and which units are allowed inside. Dedicated transports are the ones bought as part of another unit's slot, and they're the ones that can make a scout move on behalf of a Scouts unit riding in them.

    18.01Transport CapacityCore Rules p.64 →
  • WALKER stratagem eligibility

    A vehicle that walks. In the core rules its one job is the Heroic Intervention stratagem, which only lets you pick a vehicle if that vehicle is a CHARACTER or a WALKER.

    15.11Heroic Intervention (core stratagem)Core Rules p.57 →

Terms they use

Words the entries above lean on. None of them are printed on a datasheet, but every one of them is assumed by something that is.

  • Unmodified roll dice

    The number showing on the dice, before any +1 or −1 is applied. Rules that trigger on an "unmodified 6" can't be reached by adding 1 to a 5.

    An unmodified 1 always fails, whatever the modifiers say.

    05.01–05.02Hit Rolls and Wound RollsCore Rules p.18 →
  • Critical hit / critical wound dice

    An unmodified 6 on the hit roll is a critical hit; an unmodified 6 on the wound roll is a critical wound. Both are just a hit and a wound as far as the attack sequence cares.

    Their real job is being a trigger. [SUSTAINED HITS] and [LETHAL HITS] fire on critical hits; [DEVASTATING WOUNDS] fires on critical wounds; [ANTI-X Y+] lowers the number needed for a critical wound.

    05.01–05.02Hit Rolls and Wound RollsCore Rules p.18 →
  • Mortal wounds damage

    Damage that skips hit rolls, wound rolls and saves — it just happens. Feel No Pain still applies.

    They're allocated a wound at a time, to already-wounded models first and to non-characters before characters. When an attack does both normal damage and mortal wounds, resolve the normal damage first.

    06.02Mortal WoundsCore Rules p.24 →
  • Engaged position

    A model's engagement range is 2" horizontally and 5" vertically around it. While your model is inside an enemy model's engagement range, both units are engaged with each other.

    "Unengaged" is a condition on a lot of the abilities above — [HEAVY], [INDIRECT FIRE], Fire Overwatch and actions all care.

    03.04EngagementCore Rules p.14 →
  • Benefit of cover defence

    A single −1 to the attacker's hit roll. In 11th edition cover no longer improves your save.

    It is on or off, never doubled — qualifying twice (Stealth plus real terrain, say) is still one −1.

    13.08Benefit of CoverCore Rules p.50 →
  • Half range measuring

    Half the number printed in that weapon's Range — 12" for a 24" gun. [MELTA] and [RAPID FIRE] both check it, and both check it at the moment you select targets, not when you roll.

    Not defined on its own in the core rules — the phrase is used inside the abilities that need it.

  • Aura abilities

    An ability tagged "Aura" affects everything within a stated range of the model, and the model is always within range of its own aura. A unit can sit under several different auras at once, but the same aura only ever applies to it once.

    22.01Aura AbilitiesCore Rules p.72 →
  • Faction ability abilities

    The army-wide rule in the Faction Abilities box — Waaagh!, Synapse, and so on. It only applies if the army faction you chose while mustering matches a faction keyword on that datasheet, which is what stops a mixed-faction list handing everyone everything.

    22.02Faction AbilitiesCore Rules p.72 →
  • Wargear ability abilities

    An ability that comes from a piece of kit rather than from the unit. If a single model carries it, that model is the bearer and the ability dies with it — even inside an attached unit.

    22.04Wargear AbilitiesCore Rules p.72 →

Where this disagrees with the official rules, the official rules win. Every entry above is a summary in our own words of a rule in GW's free 11th edition Core Rules PDF, linked by number and page. Errata land regularly. If something here looks wrong or out of date, fix it in the repo rather than arguing about it at the table.

This page covers the core abilities and keywords only — the ones shared by every army. Faction abilities, detachment rules and unit-specific abilities are printed on the datasheet itself, and datasheets are free in the Warhammer 40,000 app.

Two warnings about the PDF: it is about 32 MB, so on phone data it is worth opening once and keeping, and jumping straight to a page only works in a viewer that honours page links — most desktop browsers do, some mobile ones just open at page 1. The rule numbers work regardless.