Guide contents (3 of 10)
  1. What you need before you start
  2. Building a legal list
  3. How to read a datasheet
  4. Setup: terrain, missions, deployment
  5. The battle round and every phase
  6. Resolving an attack
  7. Scoring and winning
  8. Ten mistakes new players make
  9. What to do after game one
  10. Glossary

How to read a datasheet

Every unit you can field has a datasheet: a card or page that tells you everything about how it plays. Once you can read one, you can read any of them.

This page describes the parts every datasheet has, using the Core Rules' own structure and terms. We still don't reproduce any real datasheet — that's Games Workshop's content — so look up your own units in your Faction Pack or the app.

The parts every datasheet has

  1. Datasheet name.
  2. Profiles — a statistics line for each type of model in the unit, with the following characteristics:
    • Move (M) — how far the model can move. A model with an M of "–" can be set up but never moved.
    • Toughness (T) — its resilience to harm; a lower Strength attacking it needs a worse wound roll.
    • Save (Sv) — a dice result (e.g. 4+) showing the protection its armour gives.
    • Invulnerable Save (InSv) — some models also have this, from force fields or similar; not every model has one.
    • Wounds (W) — how much damage the model can take before it's destroyed.
    • Leadership (Ld) — a dice result (e.g. 7+) used for battle-shock and similar tests.
    • Objective Control (OC) — how effectively the model controls an objective; "–" means it can't control objectives at all.
  3. Abilities — special rules that apply to this unit, written out in plain English on the sheet itself.
  4. Weapons — a profile for each weapon the unit can use:
    • Range (R) — how far a ranged weapon reaches; melee weapons show "Melee" instead.
    • Attacks (A) — how many attack dice that weapon makes each time it's used.
    • Ballistic Skill (BS) / Weapon Skill (WS) — a dice result showing how accurate the model is with that ranged or melee weapon.
    • Strength (S) — the higher it is relative to the target's Toughness, the easier it is to wound them.
    • Armour Penetration (AP) — a negative modifier to the target's save roll; the larger the modifier, the better the weapon cuts through armour.
    • Damage (D) — how much damage a successful attack inflicts.
  5. Keywords — short tags (faction keywords and other keywords) that other rules refer to. If a stratagem or ability says "each <Keyword> unit", it means every unit with that tag, not just this one.
  6. Unit composition and other rules — how many models are in the unit by default, their default wargear, and any rules about which units it can join or embark within.
  7. Wargear options — what you're allowed to swap or add when you include the unit in your army.

See Resolving an attack for how the hit, wound, save and damage stats above actually get used at the table.

How to actually use one at the table

  1. Before the game, skim every datasheet in your list once, so nothing is a surprise mid-turn.
  2. When it's this unit's turn to act, re-read its abilities section — it's easy to forget a rule that only matters once or twice a game.
  3. Check keywords when an opponent's stratagem or ability mentions a keyword you don't recognise — it might apply to your unit too.

Find your own datasheets in your Faction Pack or the official app — this guide won't reproduce them here.