Warhammer 40k Glossary — Keywords, Weapon Abilities and Rules Terms
Plain-English definitions for every Warhammer 40k rules term — unit keywords, weapon abilities, characteristics, phases, and core concepts like Deep Strike, Engagement Range and Battle-shock.
Core concepts
Advance
An Advance move — add a D6 to the unit’s Move, but it cannot charge or start an Action for the rest of the turn, and can only shoot with [ASSAULT] weapons
Anti-X
Anti-KEYWORD X+ — against units with the matching keyword, an unmodified Wound roll of X+ is a Critical Wound
Assault shooting
How a unit that made an Advance move can still shoot — with its [ASSAULT] weapons only
Attached unit
A unit with a Leader attached — the Leader and its Bodyguard unit count as one unit while they are together
Attack dice
The pool of dice gathered for a weapon before any Hit rolls — abilities like [BLAST], [CLEAVE] and [RAPID FIRE] add to it
Attacker and Defender
The two roles both players roll off for before the battle — some secondary missions are only available to one of them
Aura
An ability with a radius — the bearer is always inside its own aura, and being in range of the same aura twice still only applies it once
Battle Round
One full cycle of both players’ turns — a battle runs five battle rounds
Battle Size
The game size agreed before mustering armies — Incursion (1000 pts), Strike Force (2000 pts) or Onslaught (3000 pts)
Battle-shock
A failed Battle-shock roll — the unit’s Objective Control drops to "-", your Stratagems cannot target it, and it cannot start or finish an Action
Benefit of Cover
Worsens the attack’s Ballistic Skill by 1 — a unit has it while every model is Infantry, Beasts or Swarm inside a terrain area, or is screened from the shooter by intervening terrain
Bodyguard unit
The squad a Leader is attached to — while any Bodyguard models remain, attacks cannot be allocated to the Leader
Central objective
An objective in the middle of the battlefield, away from either deployment zone — the ground both armies have to walk into
Charge move
The move a charging unit makes — pick targets within 12", roll the charge, and end within Engagement Range of one of them
Close-quarters shooting
How an engaged unit shoots — with [CLOSE-QUARTERS] weapons, or as a Monster or Vehicle, targeting what it is engaged with
Coherency
Every model within 2" horizontally of another model in its unit and within 9" of all of them — units out of coherency lose models at the end of the turn
Command Points
CP — the currency of Stratagems; both players gain 1CP at the start of each battle round
Consolidation move
The move a unit makes after fighting — Ongoing Consolidation keeps it locked with what it fought, Engaging Consolidation reaches a unit within 3"
Critical Hit
An unmodified Hit roll of 6 — always hits, and triggers abilities like Sustained Hits and Lethal Hits
Critical Wound
An unmodified Wound roll of 6 — always wounds, and triggers abilities like Devastating Wounds
Damaged
Damaged X — while the model is down to X wounds or fewer it is damaged, and subtracts 1 from its Hit rolls
Declare Battle Formations
The pre-battle step where you attach Leaders to units, embark units in Transports, and place units into Reserves
Deep Strike
When the unit makes an ingress move it can be set up anywhere more than 8" horizontally from every enemy unit — even inside your opponent’s deployment zone
Dense terrain
Buildings, ruins, woods — Infantry, Beasts, Swarms and Mobile models pass through it; everything else goes over or around
Deployment map
The pattern that carves the board into the two deployment zones — Dawn of War, Hammer and Anvil, Search and Destroy and the rest
Deployment Zone
The region of the battlefield the mission gives each army to set up in
Destroyed
A model is destroyed when its wounds reach zero, and a unit is destroyed once its last model is — which is the moment most kill-scoring missions count
Detachment
The army-wide plan of attack chosen at muster — it brings its own rule, its own Stratagems and its own Enhancements
Detachment Points
The budget a Detachment is bought with, set by battle size — 2 DP at Incursion, 3 at Strike Force, 4 at Onslaught
Disembark move
Leaving a Transport — a Rapid Disembark after the Transport moved, or a Tactical Disembark from a Transport that stayed put
Emergency disembark move
Bailing out of a Transport that was just destroyed — every model takes a Hazard roll as the unit is set up around the wreck
Engagement Range
Within 2" horizontally and 5" vertically of a model — models inside each other’s Engagement Range, and their units, are engaged
Enhancement
An upgrade bought for a Character at muster from the detachment’s enhancement list
Expansion objective
An objective out towards the flanks rather than the centre — held by spreading out instead of by massing
Exposed terrain
Craters, razorwire, scattered debris — crossed freely by anything, and it offers no cover
Fall Back
A Fall-Back move out of combat. A steady unit makes an Ordered Retreat; a Battle-shocked one is forced into a Desperate Escape, taking a Hazard roll per model
Feel No Pain
Feel No Pain X+ — each time the model would lose a wound, roll a D6; on X+ that wound is ignored
Fights First
While every model in the unit has it, the unit fights in the Fights First combats step — ahead of the units resolving normal combats
Fire Overwatch
A Stratagem — at the end of your opponent’s Movement phase, one of your unengaged units shoots using snap shooting
Fixed mission
A secondary mission marked Fixed — taken up front and kept for the whole battle instead of being drawn and cycled
Force Disposition
The stance your detachments give your army — Take and Hold, Purge the Foe, Reconnaissance, Priority Assets or Disruption — which decides the primary mission you are dealt
Frame
A model measured to and from its closest point rather than a base — most baseless Monsters and Vehicles carry the keyword
Half-strength
At or below half its Starting Strength (or half its Wounds, for a single model) — the unit must take a Battle-shock roll each Command phase
Heroic Intervention
A Stratagem — at the end of your opponent’s Charge phase, one of your unengaged units within 12" resolves a charge of its own
Hidden
Infantry, Beasts or Swarm inside light or dense terrain that has not shot since your opponent’s last turn — only visible within 15"
Home objective
The objective inside your own deployment zone — the one most primary missions pointedly refuse to pay you for holding
Hover
The unit takes to the skies without the usual 2" penalty — it keeps its full move while airborne
Indirect shooting
Shooting at units you cannot see with [INDIRECT FIRE] weapons — the target has the Benefit of Cover against those attacks
Infiltrators
Deploys anywhere on the battlefield, so long as it stays over 8" horizontally from both the enemy deployment zone and every enemy unit
Ingress move
How a unit arrives from Strategic Reserves — set up near a battlefield edge, more than 8" horizontally from every enemy unit
Invulnerable save
A saving throw that is never modified by Armour Penetration — it can be used in place of the armour save
Leader
A unit that leads a Bodyguard unit, paired while mustering — the two form an attached unit that counts as one unit all battle
Level of Control
The total Objective Control of your models within range of an objective — the higher level at the end of a phase or turn takes it
Light terrain
Barricades, low walls, statuary — everything can move through it, and it can give cover but not concealment
Lone Operative
Not visible to enemy models more than 12" away, and out of reach of [INDIRECT FIRE] past that range — unless it has joined an attached unit
Mission matchup
Your Force Disposition crossed with your opponent’s — the pairing that names each player’s primary mission, and outside a mirror the two of you are usually playing different ones
Mortal wound
Damage that skips the Hit roll, Wound roll and saving throws entirely — each mortal wound deals 1 damage straight to the unit
No Man’s Land
The ground between the two deployment zones — neither player’s territory, and where most missions are won or lost
Normal Move
The plain Movement phase move, up to the unit’s Move characteristic — it must be unengaged to make one and unengaged when it ends
Objective
A marker both armies fight to hold — you control it while your models’ Level of Control within range beats your opponent’s
Obscuring
A terrain area holding light or dense terrain — two models with every line of sight crossing one cannot see each other
Operation marker
A token a mission has you place to record something you did there — a consecration, a decoy, a sabotage — which later scoring then counts
Overrun fight
How a unit that is not engaged still fights — it makes an extra pile-in move first, then attacks
Pile-in move
The move made before fighting, toward the units it will attack — an unengaged unit that overruns can reach targets within 5"
Plunging Fire
Improves the attack’s Ballistic Skill by 1 when shooting down at a unit on ground level from 3" up — or from a Towering model within 12"
Primary mission
The mission your matchup deals you and the bulk of your score — capped at 15 victory points in a battle round and 45 across the game
Remain Stationary
The unit is not moved or rotated at all, so nothing that triggers on starting or ending a move goes off
Reserves
Units set up off the battlefield during deployment and brought on mid-battle — via Deep Strike, Strategic Reserves or similar rules
Scout move
The pre-battle move granted by Scouts X" — made from wholly within your deployment zone, ending more than 8" horizontally from every enemy unit
Scouts
Scouts X" — before the first turn the unit makes a Scout move of up to X", or redeploys out of Strategic Reserves into your deployment zone
Secondary mission
An extra scoring card played alongside your primary — you hold a hand of them, and both players draw from their own deck rather than sharing the matchup’s
Secured objective
An objective that stays yours after your units leave — until your opponent’s Level of Control over it beats yours at the end of a phase
Smokescreen
A Stratagem for Smoke units — for the phase, attacks against the unit (and against anything it screens) are resolved as though the target had the Benefit of Cover
Snap shooting
Reaction fire at one visible unit within 24" — only unmodified Hit rolls of 6 land, and Hit rolls cannot be re-rolled
Starting Strength
The number of models a unit had at the start of the battle — used to judge when it is Below Half-strength
Stealth
While every model in the unit has it, ranged attacks against the unit are resolved as though it had the Benefit of Cover
Stratagem
A Command Point ability — spend CP to use one at the moment it names; the same Stratagem cannot be used twice in one phase
Strategic Reserves
Units held off the battlefield, capped at half your points — from the second battle round they arrive with an ingress move, and any still waiting at the end of the third are destroyed
Super-Heavy Walker
Moves through models and low terrain; can take the Mobile keyword for a move, risking Battle-shock on a 1
Support
Like Leader — a support unit leads a Bodyguard unit to form an attached unit, and a Bodyguard unit can take one Leader and one Support
Surge move
A reactive move toward the closest enemy unit, ending engaged with it where possible — the unit must be unengaged, unshaken and not yet moved this phase
Table quarter
One of the four corners the battlefield divides into — missions that reward spreading out count how many of them you are standing in
Take to the skies
A Flying unit’s optional airborne move — 2" shorter, but it ignores vertical distance and passes over models and terrain
Terrain area
The footprint a terrain feature occupies — what units are measured into, hide inside, and contest objectives from
Terrain layout
One of the recommended board setups for your matchup — where every ruin, barricade and objective sits before a single model deploys
Terrain objective
An objective that IS a terrain area — a model is within range of it while it is inside that area
Territory
Your half of the battlefield — wider than your deployment zone, and what missions mean by pushing into your opponent’s
Unengaged
A unit with no model inside an enemy model’s Engagement Range — the state most moving and shooting requires
Victory points
The score a game is decided on — primary and secondary missions both pay in them, and the higher total when the last battle round ends wins
Warlord
Your army’s nominated leader — chosen at muster; some rules and missions key off the Warlord
Phases
Command phase
The first phase of a turn — both players gain 1CP, Battle-shock tests are taken, and start-of-turn abilities resolve
Movement phase
The phase where your units make Normal Moves, Advance, Fall Back or Remain Stationary, and Reserves arrive
Shooting phase
The phase where your eligible units shoot their ranged weapons
Charge phase
The phase where your units declare charges and roll 2D6 to reach combat
Fight phase
The phase where units in Engagement Range pile in and attack with melee weapons — units that charged strike first
Characteristics
Move characteristic
M — how far the model can move in inches when it makes a Normal Move, Advances or Falls Back
Toughness characteristic
T — how hard the model is to wound; the attacker compares their weapon’s Strength against it
Save characteristic
Sv — the D6 roll needed to shrug off an attack, worsened by the attack’s Armour Penetration
Wounds characteristic
W — how much damage the model can take before it is destroyed
Leadership characteristic
Ld — the 2D6 score the unit needs to pass Battle-shock and other Leadership tests
Objective Control characteristic
OC — how much each model counts for when contesting an objective marker
Weapon Skill characteristic
WS — the D6 roll a melee weapon needs to hit
Ballistic Skill characteristic
BS — the D6 roll a ranged weapon needs to hit
Range characteristic
The maximum distance in inches a ranged weapon can shoot
Attacks characteristic
A — how many attack dice the weapon rolls
Strength characteristic
S — how hard the weapon hits; compared against the target’s Toughness to find the Wound roll needed
Armour Penetration characteristic
AP — how much the weapon worsens the target’s armour saving throw (AP -2 turns a 3+ save into a 5+)
Damage characteristic
D — how much damage each successful, unsaved attack inflicts on the target
Rolls & tests
Advance roll
The D6 added to a unit’s Move characteristic when it Advances
Battle-shock roll
A Leadership roll taken in the Battle-shock step — fail it and the unit becomes Battle-shocked; pass it and an already-shocked unit recovers
Charge roll
The 2D6 a charging unit rolls — it must be enough to end the move in Engagement Range of every target
Damage roll
The roll made for a weapon with a variable Damage characteristic (D3, D6…) to see how much damage an unsaved attack inflicts
Desperate Escape
The Fall-Back mode a Battle-shocked unit is forced into — one Hazard roll per model, and it may move through enemy models
Hazard roll
One D6 — on a 1 or 2 the unit takes 1 mortal wound, or 3 instead if every model in it is a Monster or Vehicle
Hit roll
A D6 per attack — meeting the weapon’s WS/BS scores a hit. An unmodified 6 always hits (a Critical Hit); a 1 always misses
Leadership roll
2D6 against the unit’s Leadership — it succeeds if the result matches or beats any Ld characteristic in the unit
Save roll
The defender’s D6 to shrug off an attack — armour worsened by AP, or an unmodifiable invulnerable save, taken group by group down the allocation order
Saving throw
The defender’s D6 roll to ignore a wound — the armour save modified by AP, or an unmodifiable invulnerable save, whichever is better
Wound roll
The D6 that turns a hit into a wound — the score needed comes from comparing the weapon’s Strength with the target’s Toughness. An unmodified 6 always wounds (a Critical Wound)
Weapon abilities
Assault
Lets the unit use assault shooting — it can still shoot after an Advance move, but only with its [ASSAULT] weapons
Blast
One extra attack dice for every five models in the target unit
Cleave
Cleave X — if every attack goes at one target, add X attack dice for each five models in it
Close-Quarters
Lets the unit use close-quarters shooting while engaged; under any other shooting type each model fires either these weapons or its other guns
Deadly Demise
Deadly Demise X — when the model is destroyed, roll a D6; on a 6, units nearby suffer X mortal wounds
Devastating Wounds
A Critical Wound ends the attack sequence and deals mortal wounds equal to the weapon’s Damage, one model per Critical Wound
Extra Attacks
Made on top of the model’s other melee attacks — take all of its [EXTRA ATTACKS] weapons plus one other melee weapon
Firing Deck
Firing Deck X — when this Transport shoots, X embarked models can fire their weapons through it
Hazardous
Once the unit has resolved its attacks, make one Hazard roll for each [HAZARDOUS] weapon it fired
Heavy
Add 1 to Hit rolls while the unit is unengaged, was not set up this turn, and no model moved more than 3"
Ignores Cover
The target cannot have the Benefit of Cover — including cover granted by rules such as Stealth
Indirect Fire
Lets the unit use indirect shooting at targets it cannot see — those targets get the Benefit of Cover
Lance
Add 1 to the Wound roll if the bearer charged this turn
Lethal Hits
A Critical Hit can be taken as an automatic wound — no Wound roll, so no chance of a Critical Wound
Melta
Melta X — inflicts X extra Damage at half range
One Shot
Can only be fired once per battle
Pistol
Identical to [CLOSE-QUARTERS], which supersedes it — the unit can shoot while engaged
Precision
Attacks can be aimed at a Character group in the target unit rather than the models shielding it
Psychic
A psychic attack — you may ignore any or all modifiers to the attack’s BS/WS and to its Hit roll
Rapid Fire
Rapid Fire X — makes X extra attacks at half range
Sustained Hits
Sustained Hits X — a Critical Hit scores X extra hits
Torrent
Automatically hits its target — no Hit roll
Twin-linked
Re-roll the Wound roll
Unit keywords
Aircraft
Fly-only with special movement and targeting rules
Battleline
Counts as a Battleline unit for detachment composition requirements
Battlesuit
T’au battlesuit chassis — targeted by battlesuit-only rules and stratagems
Beast
Treated as Infantry for most rules; usually fast and melee-focused
Cavalry
Mounted unit — fast and benefits from Cover
Character
Can attach to a bodyguard unit; targetable rules vary based on attachment
Daemon
Warp-spawned daemon — affected by anti-Daemon and daemonic rules
Dedicated Transport
Can carry friendly units inside; embarked units stay safe until disembark
Dreadnought
Dreadnought chassis — targeted by Dreadnought-specific rules
Epic Hero
Named character — only one of this exact unit per army
Explosives
Can use the Explosives Stratagem to hurl demolition charges at a nearby unit
Fly
Can move over models and terrain freely during the Movement phase
Fortification
Static defence you set up in your deployment zone
Grenades
Superseded by EXPLOSIVES — the unit can use the Explosives Stratagem
Infantry
Foot troops — can move through dense terrain and are hidden inside a terrain area
Jump Pack
Jump-pack equipped — special deployment and movement rules apply
Markerlight
Equipped with markerlights — grants extra benefits when spotting targets
Mobile
Moves through dense terrain as Infantry do — granted for a move by rules such as Super-Heavy Walker
Monster
Large creature — vulnerable to Anti-Monster; moves like a war machine, not Infantry
Mounted
Mounted unit — fast and benefits from Cover
Psyker
Has Psychic abilities — affected by anti-Psyker weapons and rules
Smoke
Can use the Smokescreen Stratagem, gaining the Benefit of Cover
Swarm
Multi-creature swarm — small bases, high model count, low individual durability
Synapse
Projects the Hive Mind’s will — steadies nearby Tyranids against Battle-shock
Terminator
Terminator-armoured elite — Terminator-only rules and transports apply
Titanic
Colossal model — cannot embark in Transports, and nothing can move through it
Towering
Very tall model — visible over most terrain, and its Plunging Fire reaches units within 12"
Transport
Can carry friendly units inside; embarked units stay safe until disembark
Vehicle
Mechanical unit — vulnerable to Anti-Vehicle weapons; cannot Fall Back from combat normally
Walker
Vehicle that moves like Infantry — and can be picked out by Heroic Intervention
Battlefield roles
Characters
Leaders and heroes — many can attach to squads to lead them
Fortifications
Static defences you set up in your deployment zone
Monsters
Massive creatures — powerful in melee and hard to bring down
Mounted & Beasts
Fast-moving riders and creatures — strike quickly, then reposition
Transports
Carriers that ferry a squad safely across the battlefield
Vehicles
Armoured machines — durable, but vulnerable to anti-tank fire
Faction keywords
Aeldari
Of the Aeldari race — Aeldari-wide rules and abilities apply
Chaos
Sworn to the Dark Gods — Chaos-only rules and abilities apply
Imperium
Loyal to the Imperium — Imperium-wide rules and leaders apply
Khorne
Marked by Khorne — interacts with Khorne-dedicated rules
Nurgle
Marked by Nurgle — interacts with Nurgle-dedicated rules
Slaanesh
Marked by Slaanesh — interacts with Slaanesh-dedicated rules
Tzeentch
Marked by Tzeentch — interacts with Tzeentch-dedicated rules
Undivided
Devoted to Chaos as a whole — Undivided-keyed rules apply
Faction mechanics
Act of Faith (Adepta Sororitas)
The Adepta Sororitas army rule — spend a Miracle die to replace a roll (hit, wound, save, charge…) with the die’s value
Afflicted (Death Guard)
Death Guard — the state of an enemy unit caught by a contagion inside Contagion Range
Battle Focus (Aeldari)
The Aeldari army rule — fluid battlefield discipline that lets units move and act with supernatural grace (tokens by edition)
Conqueror Imperative (Adeptus Mechanicus)
Adeptus Mechanicus offensive doctrine — the army advances, trading resilience for firepower (Doctrina Imperatives)
Contagion Range (Death Guard)
Death Guard aura — the range within which their diseases take hold of enemy units, degrading them while they remain inside
Cult Ambush (Genestealer Cults)
The Genestealer Cults army rule — destroyed units can slink away and re-emerge elsewhere via ambush markers
Dacatarai Stance (Adeptus Custodes)
Adeptus Custodes fighting stance — one of the martial ka’tah forms the army adopts for a battle round
Daemonic Manifestation (Chaos Daemons)
Chaos Daemons rule — manifesting daemonic units onto the battlefield from the warp
Daemonic Terror (Chaos Daemons)
Chaos Daemons rule — the supernatural dread daemons project, pressing Battle-shock and Leadership on nearby enemies
Dark Pacts (Chaos Space Marines)
The Heretic Astartes army rule — bargain with the Dark Gods for empowered attacks at the risk of paying in blood
Doctrina Imperatives (Adeptus Mechanicus)
The Adeptus Mechanicus army rule — army-wide directives toggled between offence and defence stances
For the Greater Good (T’au Empire)
The T’au army rule — units can become Observers, marking enemy units as Spotted so Guided units shoot them more accurately
Guided unit (T’au Empire)
A T’au unit shooting at a Spotted target — its attacks’ Ballistic Skill characteristic improves by 1 (For the Greater Good)
Miracle dice (Adepta Sororitas)
Adepta Sororitas resource — dice earned through faith, spent via Acts of Faith to substitute a roll with the die’s value
Oath of Moment (Space Marines)
The Adeptus Astartes army rule — pick one enemy unit each battle round; your army re-rolls Hit rolls (and more, by edition) against it
Observer unit (T’au Empire)
A T’au unit that gives up its own shooting to mark an enemy unit as Spotted for the rest of the phase (For the Greater Good)
Pain token (Drukhari)
Drukhari resource — tokens earned as units destroy the enemy, spent to empower units with extra battle prowess
Protector Imperative (Adeptus Mechanicus)
Adeptus Mechanicus defensive doctrine — the army braces, trading offence for resilience (Doctrina Imperatives)
Reanimation Protocols (Necrons)
The Necrons army rule — units repair themselves, returning lost wounds and destroyed models over the course of the battle
Rendax Stance (Adeptus Custodes)
Adeptus Custodes fighting stance — one of the martial ka’tah forms the army adopts for a battle round
Shadow in the Warp (Tyranids)
The Tyranids army rule — once per battle, force Battle-shock tests across the enemy army while your Synapse network presses in
Spotted unit (T’au Empire)
An enemy unit marked by a T’au Observer — Guided units improve their Ballistic Skill against it (For the Greater Good)
Waaagh! (Orks)
The Orks army rule — call it once per battle to surge the whole army: extra melee aggression and durability for that battle round
Warp Charge (Thousand Sons)
Thousand Sons resource — psychic power accumulated by the cabal and spent to fuel sorcerous abilities
Factions
Adepta Sororitas
The Adepta Sororitas, colloquially called the "Sisterhood", whose military arm is also known as the Sisters of Battle and formerly as the Daughters of the…
Adeptus Custodes
The Adeptus Custodes, known as the Legio Custodes during the era of the Great Crusade and Horus Heresy, and colloquially as the "Ten Thousand," is the…
Adeptus Mechanicus
The Adeptus Mechanicus is the official Imperial name within the Adeptus Terra for the Cult Mechanicus or Cult of the Machine based on Mars which provides…
Adeptus Titanicus
The Collegia Titanica is the division of the ancient Mechanicum and the current Adeptus Mechanicus that operates and oversees the Titans, the colossal…
Aeldari
The Aeldari, or the Eldar as they were long known to outsiders, are an ancient and highly advanced species of humanoid xenos whose vast empire once…
Astra Militarum
The Astra Militarum, also known as the Imperial Guard in colloquial Low Gothic, is the largest coherent fighting force in the galaxy and serves as the…
Black Templars
The Black Templars are a Loyalist Second Founding Space Marine Chapter derived from the Imperial Fists' gene-seed and their primarch, Rogal Dorn. Their…
Blood Angels
The Blood Angels are one of the 20 First Founding Legions of the Space Marines and were originally the IX Legion before the Second Founding broke the…
Chaos Daemons
Chaos Daemons, or simply Daemons (pronounced DEE-mahns), also known as a "Neverborn" amongst the forces of Chaos, are intelligent and usually malevolent…
Chaos Knights
The Chaos Knights, also known as Renegade Knights, Daemon Knights, and the Questor Traitoris in High Gothic, are Imperial Knight combat walkers, their…
Chaos Space Marines
Chaos Space Marines, also sometimes called Traitor Marines, Renegade Marines, or Heretic Astartes, are former Space Marines of the Imperium of Man who…
Dark Angels
The Dark Angels are considered amongst the most powerful and secretive of the Loyalist Space Marine Chapters. They were the I Legion of the original 20…
Death Guard
The Death Guard are one of the Traitor Legions of Chaos Space Marines. They worship and devote themselves exclusively to the Chaos God Nurgle and as a…
Deathwatch
The Deathwatch, known also as the "Long Vigil," and the "Long Watch," is a unique Chapter of the Adeptus Astartes comprised of mostly Veteran Space…
Drukhari
The Drukhari (Aeldarix malum) (pronounced Druh-KAR-ee) or "Dark Ones" in the Aeldari Lexicon, also known to outsiders as the Dark Eldar, are a forsaken…
Emperor’s Children
The Emperor's Children, also sometimes known after their fall as the Lords of Profligacy, are a Traitor Legion of Chaos Space Marines who devote…
Genestealer Cults
A Genestealer Cult is a xenos-worshipping secret society made up of and controlled by Tyranid Genestealers that thrives in the dark corners of the…
Grey Knights
The Grey Knights are a secret and mysterious Chapter of Space Marines specifically tasked with combating the dangerous Daemonic entities of the Warp and…
Imperial Agents
The Lex Imperialis, known also as the Dictates Imperialis or simply "Imperial Law" in Low Gothic, is the civil and criminal code of the Imperium of Man…
Imperial Fists
The Imperial Fists are one of the First Founding Chapters of the Space Marines and were originally the VII Legion of the Legiones Astartes raised by the…
Imperial Knights
The Imperial Knights, or Questor Imperialis in High Gothic, are piloted robotic combat walkers of small to medium size in the service of the Imperium and…
Iron Hands
The Iron Hands are a Loyalist Space Marine Chapter and one of the original First Founding Space Marine Legions created from the gene-seed of their…
Iron Warriors
The Iron Warriors are one of the nine First Founding Traitor Legions of Chaos Space Marines that turned to the service of Chaos during the Horus Heresy…
Leagues of Votann
The Leagues of Votann are the collective confederations of the species of squat but powerfully-built Abhuman clones who refer to themselves as the "Kin".…
Necrons
The Necrons are a mysterious xenos species of humanoid, robotic skeletal warriors that have lain dormant in their stasis-tombs for more than 60 million…
Orks
The Orks, also called Greenskins, are a savage, warlike, green-skinned species of bestial, asexual humanoids who are spread all across the galaxy. They…
Raven Guard
The Raven Guard is one of the original First Founding Chapters of the Space Marines and was originally the XIX Space Marine Legion before the Second…
Red Corsairs
The Red Corsairs are a Renegade Chapter and warband of Heretic Astartes who command a vast fleet of pirates composed of mortals and other Traitor Marines…
Salamanders
The Salamanders are one of the Loyalist First Founding Chapters of the Space Marines. They originally served as the Imperium's XVIII Space Marine Legion…
Space Wolves
The Space Wolves, known in their own dialect of Juvjk as the Vlka Fenryka or "Wolves of Fenris", are one of the original 20 First Founding Space Marine…
T’au Empire
The T'au Empire (pronounced "TOW" as in "WOW"), also spelled Tau Empire in older Imperial records, is a rapidly expanding, multispecies xenos stellar…
Thousand Sons
The Thousand Sons are one of the Traitor Legions of Chaos Space Marines who are sworn solely to the service of Tzeentch, the Chaos God of change, intrigue…
Titanicus Traitoris
The Traitor Titan Legions are those Legios of the Collegia Titanica that repudiated their oaths of loyalty to the Emperor of Mankind and willingly…
Tyranids
The Tyranids are an extragalactic composite species of hideous, insectoid xenos. They actually comprise an entire space-faring ecosystem comprised of…
Ultramarines
The Ultramarines are considered one of the strongest and most honoured of all the Space Marine Chapters in the Imperium of Man, and were responsible for…
White Scars
The White Scars, who call themselves the "Horde of Jaghatai" and were originally called the Star Hunters during the early Great Crusade, are a Loyalist…
World Eaters
The World Eaters are one of the Traitor Legions of Chaos Space Marines who now inhabit the Warp rift known as the Eye of Terror in the Imperium of Man's…