Rules wiki
All 92 game keywords and terms, explained in plain words with their rulebook section. Names stay in English, as printed on the cards.
Part of a terrain piece linking two elevations (ladder, door, portal, the ends of a ramp). You can only change elevation by passing through one. Coherency Links may pass through them.
Double-sided marker placed next to a Unit that has acted: arrow up = done in Phase 1; reverse = done in Phase 2. In Phase 3 it is removed after fighting.
The player whose turn it is. If both want to react to the same event, they resolve first.
The target suffers −X to its Evade Roll against this attack. It never goes beyond 6+.
Recruitment slots by type (Core, Elite, Support, Air, Hero). The Faction Card provides the first ones and Tactical Cards add more. Each Unit fills as many as its starting Supply. Unused slots are lost.
Supply Pool minus the Supply of your Units on the table. A Unit may only enter if its Supply fits. No limit in the final Round.
All models firing the same weapon at the same target. Each Batch is declared and fully resolved before the next.
Any terrain with Effective Size 1 or more. It may block LoS under the Cover rules; whether it can be crossed is decided by the movement rules.
BUFF [characteristic] (X): bonus until End of Round. For Target Numbers (Armour, Hit) lower it by X; for values (Speed, RoA) raise it by X. Two BUFFs to the same thing do not stack.
This weapon cannot make a Ranged Attack while the Unit is Engaged.
Status. Grants HIDDEN (regained at the start of each Round); Size 0; Supply 0 for Disengage checks; cannot contest markers; rolls Evade against every attack; may only Deploy, Move, Disengage, Run, Hold and Close Ranks, and any of them except Hold removes it. Others may move through it without ending within 1". If Engaged in Combat it must activate and only attacks if it first Closes Ranks (which unburrows it).
If the target is within Y", the weapon’s RoA increases by X.
At the end of any repositioning action, every model must be Wholly Within 3" of the Leading Model with a Coherency Link. Out of Coherency = cannot contest markers. Casualties never break it.
Chain of lines model to model within the Unit back to the Leading Model. It cannot cross other Units, terrain or gaps the leader could not pass; it may cross Engaged enemies and ACCESS POINTS. Flying Units trace it freely.
The attack cannot remove more than X models; any leftover damage is discarded (not kept on the Damage Marker).
Whoever commands a Unit, model or token: they decide and roll for it. Some abilities (Neural Parasite) transfer control.
Move X dice from the Armour Pool straight to the Damage Pool, skipping Armour (never more than there are).
A Unit’s Supply right now based on models remaining (Supply Profile). Update it as soon as it drops a bracket. Used for deploying, marker control, Tactical Mass and scoring.
DEBUFF [characteristic] (X): penalty until End of Round. Target Numbers go up by X; values go down by X (minimum 0).
Phase 1 action to enter from Reserves: needs Available Supply; the Leading Model enters from your Entry Edge moving up to its Speed; it cannot end in the enemy Zone of Influence or Out of Coherency.
A Unit with no models left. Its effects end and its tokens are removed (unless STAY IN PLAY); effects it applied to others remain. It does not return unless a rule says so.
Move along the centre-to-centre line away from the furthest target model; you cannot end closer. You must move the maximum (FAQ).
Move along the centre-to-centre line towards the closest target model, going around obstacles by the shortest route; you cannot end further away. You must move the maximum (FAQ).
Phase 1 action to leave melee. Models that cannot get beyond 1" die; if the Leading Model cannot, it fails. Afterwards it cannot shoot or charge in the Assault, unless it has Tactical Mass.
The Leading Model may end overlapping this token or Unit; the Leading Model’s controller then sets it in base contact with it (or as close as possible).
When attacked, reduce by X the dice moved to the Damage Pool by Surge or CRITICAL HIT (minimum 0).
Model Size + Size of the terrain it stands on (terrain on terrain stacks too). It decides Cover. Flying models count as taller than any terrain.
GROUND LEVEL (mat), MID GROUND (horizontal Size 1–2 terrain) or HIGH GROUND (Size 3+). If a base spans several, use the highest.
Everything belonging to the opponent (and their teammates). You may not attack Friendly Units unless a rule allows it.
A Ground Unit with any model within 1" of an enemy Ground model, with no Size 2+ terrain between and no HIGH/GROUND LEVEL split. The whole Unit is Engaged. It cannot make a normal Move and may only shoot what Engages it.
1" horizontally from the base. You cannot end a move or PLACE there except by Charging (or if a rule allows it).
The table edge assigned to each player by the Deployment Card, from which their Units deploy.
Secondary defence. Only rolled if something grants it (Engaged and shot, HIDDEN, BURROWED, High Ground Cover, INDIRECT FIRE without LoS, abilities). With “–” it is never rolled.
A card flipped face down after using its ability or resource. It provides nothing until Refreshed in Phase 4.
Models within 1" of an enemy model. They strike in the Combat Phase.
Its holder decides who activates first each Phase. It goes to the first player to Pass in Phases 1 and 2, and at the end of the Round to whoever has fewer VP (tie: Roll-Off).
Moves point to point ignoring terrain and gaps; never Engaged (must end 1" from enemy Flying Units); ignores Full Cover and never gets Direct Cover or High Ground Cover; cannot contest markers; cannot charge or be charged; does not fight in Phase 3; ignores elevation; does not destroy Grass passing over (it does if it ends on it).
Everything of yours and your teammates.
Special Size 2 terrain: does not block movement but does block LoS. If a Leading Model’s path crosses it or any model ends on it, it is removed for the rest of the game. Flying Units only destroy it by ending on it.
Standing directly on the mat. Effective Size = own Size. Cannot Engage HIGH GROUND; MID GROUND only beside the same ACCESS POINT.
Remove X accumulated Damage. It does not return models or restore SHIELDED.
Standing on horizontal Size 3+ terrain. Effective Size = Size + terrain. Cannot Engage GROUND LEVEL. If the whole Unit is there, it rolls Evade against shots from below (High Ground Cover).
The Unit suffers X automatic hits: X dice straight into the Armour Pool, Damage Y. No Surge.
IMPACT (X) Y: after a successful Charge, each model in the Fighting or Supporting Rank generates X dice (split if facing several Units); each Y+ result puts a die in the Armour Pool. No Surge, Damage 1. HIDDEN is immune.
Terrain with no ACCESS POINT to another level: it cannot be crossed, climbed or ended on. Size 0 and 1 can be crossed.
May ignore LoS when choosing the target and resolving damage (Range still needed). If the target is out of sight, it rolls Evade. If at least one model is visible, no Evade (FAQ).
Enemies cannot declare or resolve Reactions against attacks from this weapon.
The model you pick to move first in a Move, Deploy, Run, Charge, Disengage or Close Ranks. Its path is measured; the others are set In Coherency. Its Size decides Gap Clearance.
2D top-down view: a line from any part of one base to any part of the other. If it crosses Blocking Terrain, check Full Cover, Direct Cover and Dead Zone. It is mutual.
The weapon adds X to its RoA if the target has STATIONARY Status.
Maximum Range becomes X". Models firing beyond the normal Range suffer −1 to Hit (rolled separately within the same Batch).
Standing on horizontal Size 1–2 terrain (ramps too). Effective Size = Size + terrain. Engages HIGH or GROUND LEVEL only beside the same ACCESS POINT.
Numbered 32 mm markers with Activated/Deactivated sides: 1 & 3 red, 2 & 4 blue, 5 neutral. Contested with Supply within 3", with LoS and on the same elevation; control is sticky.
Changes the Target Number before rolling: +X lowers it, −X raises it. Different sources add up. Always between 2+ and 6+. Not the same as a fixed addition.
MORPH (Unit) X: with enough Available Supply, set that model in base contact with the active Unit and remove X of its models. It forms a new Unit, cannot be within 1" of enemies and cannot activate for the rest of the Round. The Supply drop gives the opponent VP (FAQ).
Adds X to the Damage Marker without killing models, even beyond their HP. If normal damage follows, the combined total causes casualties. It removes SHIELDED like normal damage (FAQ).
A Ground Zerg Unit within 6" of a Creep Tumor or a Source of Creep. It enables abilities that require it. Checked at the start of a move (FAQ).
PIERCE [tag] X: against Units with that Combat Tag, the weapon’s Damage becomes X.
May shoot Engaged enemy Units. It does not let you shoot out of a melee you are in (FAQ).
Lift the Leading Model and set it Wholly Within X" of its start; the rest In Coherency. Ignores gaps and elevation but cannot end within 1" of enemies (except in the Assault Phase, where it becomes Engaged). It is not a move.
After rolling to hit, move up to X failed dice to the Armour Pool as hits (they count for Surge too). Applies to the whole Batch.
A card’s default state: face up, it may be Exhausted for its ability or resource. All start each Round Ready.
The ability may be used more than once per Round (and per activation), paying each time. A REPEATABLE Reaction is still limited to one per activation (FAQ).
Where every Unit starts. There they cannot be targeted, their abilities do nothing, they cannot contest markers and their Supply does not count. At the end, anything left counts as Destroyed.
Return up to X Destroyed models to the Unit, in base contact with another of its models and outside 1" of enemies, without raising its Supply bracket.
Each player rolls 2D6; the higher wins and ties are re-rolled.
The Shield is added to the first model’s HP. The status is lost when Total Damage exceeds the Shield or that model is removed; it removes no HP and HEAL cannot restore it.
Used in addition to the normal weapon (breaking the one-weapon-per-model rule), in its own Batch, and may target another Unit.
Status: cannot Move, Disengage, Run, Charge or Close Ranks; only its Siege Mode weapons can be used. Lost when returned to Reserves.
The model’s height category. Used for Line of Sight, Cover and gaps (Size 0–2: 1"; Size 3+: 3").
Any named ability on a Unit, Tactical or Faction Card: Active, Passive or Reaction. None work in Reserves and the same name does not stack on a Unit.
Only one model in the Unit carries it; it cannot be bought twice. It fires in its own Batch and is lost if that model dies (FAQ).
Models of other Units (Friendly or Enemy) covered by a template. Each Unit is a separate Batch, with no RoA modifiers, no Surge and no weapon keywords.
Every Unit gains it at the start of the Round and loses it as soon as any model moves, is moved or is PLACEd.
A mode or condition on a Unit (BURROWED, SIEGE MODE, HIDDEN…). Not removed in Cleanup unless stated; tracked with markers that have STAY IN PLAY.
This token, marker or effect survives the Phase 4 Cleanup until something removes it.
SUMMON (Unit): set its Leading Model in base contact with the Parent Unit and the rest In Coherency, outside 1" of enemies and the enemy Zone of Influence, with enough Available Supply. It cannot activate that Phase; later it activates right after its Parent.
The most Supply you may have on the table: it starts at the mission’s Starting Supply, grows each Round by its Escalation and is unlimited in the final Round.
The Supply shown on the Supply Profile for the Unit’s current models. The starting value is set by the chosen Composition and defines the Army Slots it fills.
Models in base contact with a squadmate in the Fighting Rank (while not themselves within 1" of an enemy). They strike too.
If the target has the Combat Tag of the weapon’s Surge Type, the Surge Die result is how many hits go straight to the Damage Pool, skipping Armour. With templates it is not rolled: it equals the affected models.
When a Unit’s Supply exceeds the combined Supply of all enemies it is Engaged with. Disengaging that way, it may shoot and charge normally in the next Assault.
In its Armour Roll, turn up to X failures into successes.
No models within 1" of enemy Ground models (or terrain prevents Engagement). Flying Units always are. Only these Units may Move.
One or more models acting together as a single formation: they activate, move and fight together.
A model to which a valid Line of Sight can be traced. A HIDDEN model beyond 4" is never Visible.
The entire base inside the distance. A Unit is only if every base is.
Any part of the base touches or crosses into the distance. A Unit is if at least one model is.
A 6" strip from each player’s Entry Edge. The opponent cannot end a Unit’s arrival there (deploy, transport or SUMMON). It does not affect anything already on the table.
