Warhammer 40k Rules Search — Stratagems, Detachments and Keywords

Search every Warhammer 40k army rule, detachment, stratagem, enhancement and keyword in one place — plus every datasheet by name, across all factions.

One search box across the universal core stratagems, each faction’s army rules and detachments, every detachment stratagem and enhancement, the rules glossary, and all datasheet names. Filter by faction to narrow the results to the armies you collect.

Core stratagems

COMMAND RE-ROLL

Core Stratagem · 1CP · Either player’s turn · Any phase

WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model: • Advance roll • Charge roll • Damage roll • Hazard roll • Hit roll • Save roll • Wound roll • A roll to determine the number of attacks generated with a weapon. TARGET: That unit or model. EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).

FIRE OVERWATCH

Core Stratagem · 1CP · Opponent’s turn · Movement phase

WHEN: End of your opponent’s Movement phase. TARGET: One friendly unengaged unit (excluding TITANIC units). EFFECT: Your unit shoots using snap shooting (15.09).

CRUSHING IMPACT

Core Stratagem · 1CP · Your turn · Charge phase

WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move. TARGET: That MONSTER/VEHICLE unit EFFECT: Resolve the following sequence: 1. Select one enemy unit engaged with your unit. 2. Select one model in your unit engaged with that enemy unit. 3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit)

EPIC CHALLENGE

Core Stratagem · 1CP · Either player’s turn · Fight phase

WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight. TARGET: That CHARACTER unit. EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.

RAPID INGRESS

Core Stratagem · 1CP · Opponent’s turn · Movement phase

WHEN: End of your opponent’s Movement phase. TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT). EFFECT: Your unit makes an ingress move (20.04). RESTRICTIONS: You cannot use this stratagem during the first battle round.

HEROIC INTERVENTION

Core Stratagem · 1CP · Opponent’s turn · Charge phase

WHEN: End of your opponent’s Charge phase. TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit. EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes: • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.

INSANE BRAVERY

Core Stratagem · 1CP · Your turn · Command phase

WHEN: Battle‑shock step of your Command phase, just before you make a battle-shock roll for a friendly unit. TARGET: That unit. EFFECT: That battle-shock roll, is automatically successful RESTRICTIONS: You cannot use this stratagem more than once per battle.

SMOKESCREEN

Core Stratagem · 1CP · Opponent’s turn · Shooting phase

WHEN: Start of your opponent’s Shooting phase. TARGET: One friendly SMOKE unit. EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).

EXPLOSIVES

Core Stratagem · 1CP · Your turn · Shooting phase

WHEN: Your Shooting phase. TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn. EFFECT: Resolve the following sequence: 1. Select one EXPLOSIVES/GRENADES model in your unit. 2. Select one unengaged enemy unit within 8" of and visible to that model. 3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).

COUNTEROFFENSIVE

Core Stratagem · 2CP · Opponent’s turn · Fight phase

WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks. TARGET: One friendly unit that is eligible to fight. EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).

NEW ORDERS

Core – Strategic Ploy Stratagem · 1CP · Your turn · Command phase

WHEN: End of your Command phase. TARGET: One of your active Secondary Mission cards. EFFECT: Discard it and draw one new Secondary Mission card.

11th Edition Rules