40k

Core Rules Quick Reference (11th ed)

Shared by every army. My own summaries of the 11th-edition core rules, from Wahapedia, read October 2026. Check exact wording in the app or the core rules PDF.

Armies: Adeptus Mechanicus · Necrons · Adeptus Custodes


Contents

Turn structure · Moves · Transports · Shooting · Objectives · Actions · Weapon keywords · Unit abilities · Core stratagems

Turn structure

Each player turn runs: Command → Movement → Shooting → Charge → Fight.

Moves

Transports (Dunerider)

Units can get out only if the transport didn’t Advance or Fall Back that phase.

Shooting essentials

Objectives and battle-shock

Actions

A unit doing an action can’t shoot or charge that turn, unless a rule allows it (Battleclade, Holy Avarice). Moving cancels the action. Units can’t start one if they Advanced, Fell Back, are engaged or are battle-shocked.

Weapon keywords (short form)

Unit abilities (short form)

Core stratagems