Warhammer 40k 11th Edition Cheat Sheet

Warhammer 40k 11th Edition cheat sheet

This is a one-page quick reference for Warhammer 40,000 11th Edition. Keep it open at the table for the turn sequence, the numbers you’ll check most (engagement range, coherency, charges), the hit and wound tables, and the core keywords. Every section links to a fuller guide if you need the detail.

For the big picture, start at our 11th Edition hub or the 11th Edition rules changes. Brand new? Read how to play Warhammer 40k first.

Turn sequence

A battle normally lasts five battle rounds. Each round, both players take a turn. Each turn runs:

StepWhat happens
Start of turn“Start of turn” rules trigger
1. CommandBoth players gain 1 CP, battle-shock rolls, then command abilities
2. MovementEvery unit picks a move: remain stationary, normal, advance (M + D6) or fall back. Reserves arrive here
3. ShootingUnits shoot using a shooting type (normal, assault, close-quarters, indirect)
4. ChargeRoll 2D6, then pick targets within 12″ and within the roll
5. FightAll pile-ins (3″), Fights First units, remaining units, then consolidate (3″)
End of turnUnits out of coherency remove models until back in coherency

Your mission tells you when and how you score. See 11th Edition missions explained, secondary objectives and deployment maps.

Key numbers

Rule11th Edition number
Engagement range2″ horizontally, 5″ vertically (was 1″ in 10th)
Unit coherencyWithin 2″ (5″ vertically) of another model, and within 9″ of every model in the unit
AdvanceM + D6; no charging afterwards
ChargeWithin 12″; roll 2D6 for the max distance; charging units get Fights First that turn
Pile-in / consolidateUp to 3″ each
Deep Strike / reserves set-upMore than 8″ horizontally from all enemy units
InfiltratorsMore than 8″ from the enemy deployment zone and all enemy units
Objective marker range (if used)3″ horizontally, 5″ vertically
Hidden (detection range)Visible only within 15″
Lone OperativeCan’t be seen from more than 12″ (unless attached)
Fire Overwatch / snap shootingTarget within 24″, hits only on an unmodified 6
Hazard rollFails on 1–2: 1 mortal wound (3 if all Monsters/Vehicles)
Battle-shock test2D6, pass on equal to or above Ld
Detachment Points2 DP at 1,000 pts (Incursion), 3 DP at 2,000 pts (Strike Force); at Incursion a single 3 DP detachment is allowed if it’s your only one

More on army building in Detachment Points explained.

Hit rolls

Roll a D6 per attack and compare to the weapon’s BS (shooting) or WS (melee).

RollResult
Unmodified 1Always fails
Unmodified 6Critical hit (always hits; triggers Lethal/Sustained Hits)
Equal to or above BS/WSHit

BS and WS can’t be improved past 2+ or worsened past 6+. Automatic hits (e.g. Torrent) are never criticals.

Wound rolls

Strength vs ToughnessYou need
S is double T or more2+
S greater than T3+
S equals T4+
S less than T5+
S is half T or less6+

An unmodified 1 always fails; an unmodified 6 is a critical wound (triggers Devastating Wounds). For how criticals interact, see Lethal Hits vs Devastating Wounds.

Saves and damage

RuleHow it works
Armour saveRoll D6, apply AP, pass on equal to or above Sv
Invulnerable saveUnmodified roll vs the invulnerable save; AP doesn’t affect it
Save capSaves can’t be improved to 1+
AllocationWounded non-Characters first; Characters last unless targeted with Precision
Mortal woundsNo saves; 1 wound each; resolved after normal damage
Feel No Pain X+Roll each time a wound would be lost; on X+ it isn’t

Full walkthrough: how combat works in 40k.

Cover and terrain

RuleEffect
Benefit of coverWorsen the attacker’s BS by 1 (ranged only). Replaces 10th’s +1 save
Who gets itEvery model is Infantry/Beasts/Swarm in a terrain area, or not fully visible due to intervening terrain
Plunging Fire+1 BS when shooting from 3″+ high (or a Towering model within 12″) at targets on the ground
HiddenInfantry/Beasts/Swarm in light/dense terrain that haven’t shot this turn or last turn: visible only within 15″
Ignores CoverRemoves cover, including from Stealth

See line of sight in 40k.

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Objectives

RuleEffect
ObjectivesTerrain areas are the objectives; you’re in range while inside that area
ControlAt the end of every phase and turn, total the OC of your models in range; highest total controls
TiesNobody controls it unless one player has it secured
Secured objectivesStay yours with no models nearby until the opponent’s level of control is higher at the end of a phase
Battle-shocked modelsOC counts as “-” (contribute nothing)

Battle-shock

RuleEffect
WhenYour Command phase: test each unit that’s battle-shocked or at/below half-strength
Test2D6 vs Ld; pass to avoid (or clear) battle-shock
EffectsOC becomes “-“, no stratagems can target it, can’t start or complete actions, must use Desperate Escape to fall back
Change from 10thIt sticks until you pass a later test

More in how morale works.

Command points and stratagems

RuleEffect
CP gain1 CP per player in each Command phase
LimitA unit can benefit from one stratagem per phase; each stratagem once per phase
Command Re-roll (1 CP)Re-roll one die (charge rolls re-roll in full)
Fire Overwatch (1 CP)Snap shoot at the end of the opponent’s Movement phase
Heroic Intervention (1 CP, +1 CP for Into the Fray)Charge in the opponent’s turn
Counteroffensive (2 CP)Give an eligible unit Fights First; it fights next
Insane Bravery (1 CP)Auto-pass a battle-shock test, once per battle

Read what stratagems are, command points and Overwatch in 11th Edition.

Common keywords

KeywordEffect
Deep StrikeArrive anywhere more than 8″ from enemies, even in their deployment zone. See Deep Strike in 11th Edition
Leader / SupportAttach before the battle; each bodyguard can take one Leader and one Support. See Leader rules
StealthUnit always has the benefit of cover vs ranged attacks
Lone OperativeNot visible beyond 12″ unless attached
Fights FirstFights in the Fights First step
Feel No Pain X+Ignore lost wounds on X+
Scouts X”Pre-battle move of up to X”, ending more than 8″ from enemies
Deadly Demise XWhen destroyed, on a 6 each unit within 6″ suffers X mortal wounds
Heavy / Assault / Blast / Torrent…See 40k weapon abilities explained

Unfamiliar term? Check the Warhammer glossary, or grab the official core rules via our free 40k rules guide.

FAQ

What is engagement range in 11th Edition?

2″ horizontally and 5″ vertically, up from 1″ in 10th.

How far can you charge in 11th Edition?

You can declare a charge against units within 12″. Roll 2D6 for the maximum distance, then pick targets within that distance.

Does cover still give +1 to saves?

No. In 11th, cover worsens the attacker’s Ballistic Skill by 1 against ranged attacks.

When do you take battle-shock tests?

In your Command phase, for each unit that’s at or below half-strength or already battle-shocked.

How do Leader rules work in 11th Edition?

In 11th Edition you attach Leader characters to a bodyguard unit before the battle starts. Each bodyguard unit can take one Leader and one Support character, and the attached characters fight as part of that unit. Which characters can join which units is set by each datasheet, so check your army’s rules before you build the list.

Can you charge after advancing in 11th Edition?

No. A unit that Advances in the Movement phase adds D6 to its Move characteristic but can’t declare a charge that turn. If you want to charge, make a Normal move instead and then roll 2D6 in the Charge phase, picking targets within 12″ and within the roll.