GENERAL QUESTIONS
Q. What does within 1" mean? Does it mean any distance up to 1", or does it mean any distance up to and including 1"?
A. It means any distance up to and including 1".
Q. Can you clarify what the difference is between ‘wholly within’ and ‘within’ for rules purposes?
A. If a rule says it affects units/models that are ‘wholly within’ then it only applies if the entire unit/model is within. If it just says ‘within’, however, then it applies so long as any part of the unit/model is within.
For example, units gain the benefit of cover if every model in the unit is either on or within terrain. So long as all the models in that unit are either on or partially within the terrain, they gain the benefit of cover.
Q. When a rule refers to the ‘nearest’ unit/model, and two are equidistant, who decides which is the nearest?
A. Unless stated otherwise, the player controlling the unit that is using the rule decides.
For example, if a psyker manifested the Smite psychic power, and two enemy units were both exactly 4" away, the player controlling the psyker could choose which is the ‘closest’ and hence which suffers damage from the power.
Similarly, if in your Shooting phase an enemy Character and another enemy unit were both exactly 10" away from your firing model, you could choose which is the closest before resolving the shots – so you could choose to shoot the Character if you want. If two enemy Characters are equidistant from a firing model (and there is no other closer enemy unit) then the firing model’s controller can choose which of the two Characters is closest before resolving the model’s shots. Note that it cannot choose for them both to be the closest, so cannot split its fire between the two.
If neither player controls the origin of the rule in question (e.g. if a mission’s rules include gigantic rocks that are crashing indiscriminately into the battlefield) then the players should roll off. Whoever wins decides which unit/model is nearest.
Q. Can I set up a unit, or finish any sort of move with a unit, so that its models form several separate groups (where each group consists of models from that unit that are within 2" horizontally and 6" vertically of at least one other model from their group)?
A. No. The unit must set up or finish any sort of move as a single group.
Q. Can a unit fire Overwatch at a Character if, when it declares its charge at them, there are other visible enemy models that are closer?
A. Yes.
Q. Can I use the Command Re-roll Stratagem to retroactively re-roll a dice? For example, if I take a Psychic test, and then my opponent successfully Denies the Witch, could I use the Stratagem to try and increase the result of the original Psychic test?
A. No. You must use the Stratagem as soon as you have rolled your dice, before anything else occurs.
Q. Do units that are not Infantry (Vehicles, Monsters etc.) gain the benefit of cover from woods, ruins etc. if they are at least 50% obscured by that piece of terrain but are not actually on or within it?
A. No. Unless they are Infantry, such a unit must meet the two following conditions to gain the benefit of cover:
• All of its models must be either on or within the terrain.
• The unit must be at least 50% obscured from the point of view of the firer (note that it doesn’t matter what is obscuring the target, only that it is obscured).
Q. In the narrative play missions that use the Reserves mission rule, what happens with units such as Terminators that have abilities that allow them to be set up on the battlefield mid- battle? Can they be set up at the end of any Movement phase, as indicated by the ability, or can they only do so when they arrive from Reserves?
A. If the unit is deployed somewhere other than the battlefield (for instance, in a teleportarium chamber) then it is only set up on the battlefield when it arrives from Reserves.
Q. Some rules allow me to add models to a unit during the battle (e.g. the Poxwalker’s Curse of the Walking Pox ability). Where are those models set up?
A. Unless otherwise stated, these new models are placed anywhere that is more than 1" from any enemy model and still within unit coherency of a model in its own unit that was itself on the battlefield at the start of the phase in which the new model was created. Note that if you cannot set up a new model on the battlefield because there is no room, it is simply not set up.
Q: For the purposes of the Tactical Reserves matched play rule, do units that act separately after they have been set up (e.g. Mek Gunz and their Grot Crew, T’au Battlesuits and their Drones, units that have the Vehicle Squadron ability, etc.) count as being a single unit, or several units?
A: Such units are a single unit for the purposes of the Tactical Reserves rule.
Q: For the purposes of the Tactical Reserves matched play rule, do units that act separately after they have been set up (e.g. Mek Gunz and their Grot Crew, T’au Battlesuits and their Drones, units that have the Vehicle Squadron ability, etc.) count as being a single unit, or several units?
A: Such units are a single unit for the purposes of the Tactical Reserves rule.
REINFORCEMENTS
Q. If a rule creates a new unit during the battle in a Matched Play game and adds them to my army, must I pay for the unit with my reinforcement points?
A. Yes (unless the rule itself says otherwise). If you don’t have enough reinforcement points, you cannot add that unit to your army.
Q. What about rules that transform one model into another model – such as turning an enemy Character into a Chaos Spawn; do I still need to pay reinforcement points to add the Chaos Spawn to my army?
A. Again, yes (unless the rule itself says otherwise).
Q. What about rules that add models to existing units; do I need to pay reinforcement points for those models?
A. No (unless the rule itself says otherwise).
TRANSPORTS
Q. Where Detachments say that you may include 1 Dedicated Transport for each other choice, what does that mean?
A. It means that for each unit you include in the Detachment that does not have the Dedicated Transport Battlefield Role, you can include one Dedicated Transport.
Q. How do transports work with regards to disembarking units upon the transport’s destruction?
A. Disembarking from a destroyed transport operates as follows:
1. If the transport has the Explodes ability (or equivalent) roll to see if it explodes and resolve any resulting damage to nearby units.*
2. All models inside immediately disembark following the standard rules for disembarkation.
3. Roll a number of D6 equal to the number of models disembarked in this fashion.
4. Each result of a 1 yields a slain model, and must be allocated to one of the models which disembarked; the controlling player may choose which model.
5. Remove the destroyed transport model.
*Note that if the transport does explode, units being transported are not affected as they are not yet on the battlefield.
For example, a Razorback is transporting a Tactical Squad of five models and one Space Marine Captain when it is destroyed. The Razorback rolls a 6 for its Explodes ability, inflicting D3 mortal wounds on each unit within 6". The six models inside now disembark, and six D6 are rolled. Two of the results are a 1, so two models are slain – the Space Marine player chooses two of the Space Marines from the Tactical Squad. The Razorback model is now removed from the battlefield.
UNIT AND WEAPON ABILITIES
Q. If I have a weapon that can target enemy units that are not visible to the firer (such as a mortar), can I shoot at an enemy Character that has a Wounds characteristic of less than 10 if it is not the closest enemy model?
A. No.
Q. Lots of aura abilities say they grant an ability to nearby units that are within range of any such models. Are the bonuses cumulative (i.e. if I am within range of two models with identical aura abilities, is the bonus doubled)?
A. Unless stated otherwise, no. The bonus for such an ability applies once if any (i.e. one or more) of these models are within range.
Q. Can abilities that are used ‘instead of shooting’, such as Smoke Launchers, be used if the model using them has Fallen Back, Advanced or has enemy models within 1" of it?
A. Yes. A model can use such an ability so long as it does not shoot – it does not matter whether this is because the model cannot shoot or it chooses not to.
Q: If both players have units with abilities that allow them to be set up during deployment ‘after both armies are fully deployed’ (e.g. Ratlings’ Find the Best Spot), which player deploys their units first?
A: The players should roll off and the winner decides.
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.
Q: If a unit starts its Movement phase within 1" of an enemy unit but elects to remain stationary, but subsequently uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, is it considered to have Fallen Back this turn?
A: No.
Q. Lots of abilities allow a unit to arrive during the battle and be set up more than 9" from any enemy models. If I use such an ability to set up as close as allowed towards an enemy unit and then select it as the target of the charge, what is the minimum charge distance I need to roll to make a successful charge (assuming no modifiers)?
A. 9.
Q. If a weapon such as a rail rifle has an ability that can inflict a mortal wound on the target in addition to the normal damage, but the ‘normal damage’ is subsequently saved, does the target still suffer the mortal wound?
A. Yes. Note that if the ‘normal damage’ was not saved, the wound would be allocated on the target unit first (and any resulting damage inflicted) before the mortal wound was inflicted.
Q. If a unit has an ability that allows it to fight twice in the Fight phase (e.g. Berzerkers), at what point during the Fight phase do they fight for the second time?
A. Treat each time the unit is able to fight as a separate unit selected to fight for all purposes.
So, if such a unit charged this turn, it will fight both times before any units that did not charge. If the unit did not charge this turn, then, after all units that did charge have fought, you can select this unit to fight with, then your opponent can select a unit to fight with, then you can select your unit to fight with for the second time (you need not consecutively use both of the unit’s opportunities to fight – unless of course there are no other eligible units to select to fight with).
Note that any rule that interrupts the normal sequence of who fights first (such as the Counter-Offensive Stratagem, or the Slaanesh Daemon Quicksilver Reflexes ability) may be used to fight in between the unit’s first and second ‘fight’.
Q. If a model has an ability that allows it to ‘shoot twice’ (e.g. Maugan Ra and his Whirlwind of Death ability), do I need to shoot the same target each time or can I choose different targets?
A. Unless otherwise stated, you can shoot different targets each time it shoots. Resolve the first shooting attack completely before resolving the second.
Q: If an ability instructs me to resolve an attack with a different characteristic (e.g. a Culexus Assassin’s Etherium ability) does this happen before or after any other modifiers that also apply to that characteristic (e.g. the Drukhari Serpentin Combat Drug)?
A: When resolving such an attack, change the relevant characteristic to the new value before applying any modifiers to that new value.
In the example above, the Weapon Skill of the model attacking a Culexus Assassin is treated as being 6+ because of the Etherium ability, but the Serpentin then boosts it to 5+.
Q: If an ability instructs me to resolve an attack with a different characteristic (e.g. a Culexus Assassin’s Etherium ability) does this happen before or after any other modifiers that also apply to that characteristic (e.g. the Drukhari Serpentin Combat Drug)?
A: When resolving such an attack, change the relevant characteristic to the new value before applying any modifiers to that new value.
In the example above, the Weapon Skill of the model attacking a Culexus Assassin is treated as being 6+ because of the Etherium ability, but the Serpentin then boosts it to 5+.
Q. If a model is equipped with two chainswords, do they get to make 2 extra close combat attacks?
A. Yes (though both must be made with a chainsword).
Q. Can abilities such as Disgustingly Resilient be used to ignore wounds if they were inflicted by mortal wounds?
A. Yes.
Q: If a model has two rules that allow it to ignore wounds, such as the Disgustingly Resilient ability and the Tenacious Survivor Warlord Trait, can I use them both?
A: Unless stated otherwise, yes.
For example, if a model had the two aforementioned abilities and lost a wound, you could roll a D6 due to the Disgustingly Resilient ability and on a roll of 5+ that wound would be ignored. If you rolled less than 5, you could then roll another D6 because of the Tenacious
Survivor Warlord Trait, and this time the wound would be ignored on a 6.
Q: If a model has an ability that halves damage suffered (rounding up) such as Marneus Calgar’s Armour of Antilochus ability, how is that resolved when I am attacked by several attacks at once? Do I halve the total of all the damage suffered, or do I halve the damage inflicted by each attack separately?
A: Halve the damage suffered by each attack separately. Remember that wounds are allocated one at a time.
For example, if Marneus Calgar was wounded by four boltgun attacks (Damage characteristic 1) and each saving throw resulted in a failure, Calgar would suffer 0.5 wounds (which is rounded up to 1) four times, and would therefore lose 4 wounds.
Q: If an ability allows me to add 1 to saving throws, does it apply to both normal saving throws and invulnerable throws?
A: Yes, unless otherwise stated. Remember that invulnerable saves are unaffected by the +1 bonus models receive to their saving throws for the benefits of cover.
Q: If a unit has an ability that allows it to attempt to Deny the Witch (e.g. the Flesh Hounds’ Collar of Khorne, or a Canoptek Spyder’s Gloom Prism), at what range can it attempt to Deny the Witch?
A: 24".
A: Your opponent cannot achieve the Priority Orders Tactical Objective and you can discard it as you normally would.
Q: If a model has two rules that allow it to ignore wounds, such as the Disgustingly Resilient ability and the Tenacious Survivor Warlord Trait, can I use them both?
A: Unless stated otherwise, yes.
For example, if a model had the two aforementioned abilities and lost a wound, you could roll a D6 due to the Disgustingly Resilient ability and on a roll of 5+ that wound would be ignored. If you rolled less than 5, you could then roll another D6 because of the Tenacious
Survivor Warlord Trait, and this time the wound would be ignored on a 6.
Q: If a model has an ability that halves damage suffered (rounding up) such as Marneus Calgar’s Armour of Antilochus ability, how is that resolved when I am attacked by several attacks at once? Do I halve the total of all the damage suffered, or do I halve the damage inflicted by each attack separately?
A: Halve the damage suffered by each attack separately. Remember that wounds are allocated one at a time.
For example, if Marneus Calgar was wounded by four boltgun attacks (Damage characteristic 1) and each saving throw resulted in a failure, Calgar would suffer 0.5 wounds (which is rounded up to 1) four times, and would therefore lose 4 wounds.
Q: If an ability allows me to add 1 to saving throws, does it apply to both normal saving throws and invulnerable throws?
A: Yes, unless otherwise stated. Remember that invulnerable saves are unaffected by the +1 bonus models receive to their saving throws for the benefits of cover.
Q: If a unit has an ability that allows it to attempt to Deny the Witch (e.g. the Flesh Hounds’ Collar of Khorne, or a Canoptek Spyder’s Gloom Prism), at what range can it attempt to Deny the Witch?
A: 24".
MISSIONS
Q: If I am playing the Spoils of War mission, and I generate the Priority Orders Received Tactical Objective, which then generates a Secure Objective X Tactical Objective, can my opponent achieve it and/or can I discard it?A: Your opponent cannot achieve the Priority Orders Tactical Objective and you can discard it as you normally would.
CRAFTWORLDS
CRAFTWORLDS
Q: Do units with the Battle Focus ability still suffer the -1 penalty to their hit rolls for moving and firing Heavy weapons?
A: Yes.
Q: If Eldrad Ulthran passes two Psychic tests and manifests two psychic powers in his Psychic phase, does he get +1 or +2 to the Psychic test when attempting to manifest his third power?
A: +1.
Q: Does Fuegan gain the bonuses granted by his Unquenchable Resolve ability if he suffers a wound which is subsequently ignored due to his Last to Fall ability?
A: No.
Q. If, in a matched play game, I use the Swooping Hawk’s Skyleap ability to remove the unit from the battlefield during the third or subsequent battle round, does the Tactical Reserves rule mean they count as destroyed?
Q: Do units with the Battle Focus ability still suffer the -1 penalty to their hit rolls for moving and firing Heavy weapons?
A: Yes.
Q: If Eldrad Ulthran passes two Psychic tests and manifests two psychic powers in his Psychic phase, does he get +1 or +2 to the Psychic test when attempting to manifest his third power?
A: +1.
Q: Does Fuegan gain the bonuses granted by his Unquenchable Resolve ability if he suffers a wound which is subsequently ignored due to his Last to Fall ability?
A: No.
Q. If, in a matched play game, I use the Swooping Hawk’s Skyleap ability to remove the unit from the battlefield during the third or subsequent battle round, does the Tactical Reserves rule mean they count as destroyed?
A. No. The unit must already have arrived on the battlefield before the end of the third battle round in order to be able to use the Skyleap ability.
However, if the unit used its Children of Baharroth ability to set up in the skies during deployment, and it had not arrived by the end of third battle round, then it would count as destroyed in a matched play game due to the Tactical Reserves rule.
DRUKHARI
Q: If an Archon suffers a mortal wound, does its Shadowfield cease to function?
A: No.
Q: Can I use the Dodge ability of Wyches or Hekatrix Bloodbrides in the Shooting phase when my unit is shot by an enemy unit firing Pistols if my unit is within 1" of the firing unit?
A: No.
Q: If I shoot a haywire blaster at a Vehicle and roll a wound roll of 4, do I still inflict a mortal wound on that unit even though the wound roll might not be high enough to successfully wound it?
A: Yes.
YNNARI
Q: When an Aeldari Psyker become Ynnari and gains the Ynnari keyword, do they also gain access to powers from the Revenant Discipline?
A: No. Only Yvraine and the Yncarne generate their psychic powers from this discipline.
Q. If a transport is destroyed whilst an Ynnari unit is embarked inside, can that unit make a Soulburst action after it disembarks?
A: No. Only Yvraine and the Yncarne generate their psychic powers from this discipline.
Q. If a transport is destroyed whilst an Ynnari unit is embarked inside, can that unit make a Soulburst action after it disembarks?
A. No.
Q. Can any Ynnari unit embark on any Ynnari transport?
A. No. Whilst both units have gained the Ynnari keyword, the Transport ability on the transport’s datasheet does not change. So, for example, an Ynnari Starweaver can still only transport ‘6 <Masque> Infantry models’.
NECRONS
Q. How many wounds do Necron models have when they return to a unit using Reanimation Protocols?
A. They are returned with their full complement of wounds.
Q. Can Quantum Shielding be used to prevent damage caused by mortal wounds?
A. No. Mortal wounds are inflicted one at a time, and as quantum shielding can never prevent a single point of damage from being suffered, it cannot prevent mortal wounds.
Q: Can Necrons that have fled the battlefield return using Reanimation Protocols?
A: No. This ability only allows models that were slain to return, not models that have fled. You may find it useful to place Necron models that flee to one side as a reminder that they cannot return using their Reanimation Protocols ability
Q: Can Necrons that have fled the battlefield return using Reanimation Protocols?
A: No. This ability only allows models that were slain to return, not models that have fled. You may find it useful to place Necron models that flee to one side as a reminder that they cannot return using their Reanimation Protocols ability
Q. If I use the Time’s Arrow C’tan Power on a unit whose models have different Wounds characteristics, what happens?
A. A model of the owning player’s choice is removed if the roll exceeds the highest Wounds characteristic in the unit.
BLOOD ANGELS
Q. When Astorath uses his Mass of Doom ability, do you roll one D6 and apply that result to all affected units, or do you roll for each unit separately?
A. Roll for each unit separately.
Q. Are the +1 Strength boosts from the Blood Chalice and Red Grail abilities cumulative, for a total of +2 Strength?
A. No. It’s only +1 Strength, even if the unit is withinrange of both these abilities.
SPACE WOLVES
Q: Can Svangir and Ulgir embark on a transport?A: Yes. Treat these models as if they were Space Wolves Infantry for all rules purposes.
ASTRA MILITARUM
Q: If an Astra Militarum unit equipped with Assault weapons Advances in their Movement phase and subsequently has the ‘Forwards, for the Emperor!’ order issued to them, is the -1 penalty for Advancing and firing Assault weapons waived?
A: No.
Q. Are ‘Officio Prefectus’ and ‘Militarum Auxilla’ Regiments? I.e. could I choose for my Company Commander to replace his <Regiment> keyword with Militarum Auxilla?
A. No.
Q: Can a Tank Commander or Knight Commander Pask issue a Tank Order to themselves?
A: No.
Q: Can a Tank Commander or Knight Commander Pask issue a Tank Order to themselves?
A: No.
ADEPTA SORORITAS
Q. If I can use more than one Act of Faith during the same turn, how do I resolve them? Do I resolve them one at a time and do I need to declare which ones I will attempt before rolling to see if they are performed?
A. You roll for and resolve Acts of Faith one at a time. There is no need to declare which Acts of Faith you will choose in advance.
Q. Does Celestine’s ability to return to the battle via Miraculous Intervention require the controlling player to have reinforcement points for it?
A. No.
OFFICIO ASSASSINORUM
Q: If a unit of Dark Reapers (which have the Inescapable Accuracy ability) shoots at a Culexus Assassin (which has the Etherium ability), what roll do the Dark Reapers require to successfully hit the Assassin?A: 3+. This is because while the Dark Reapers treat their Ballistic Skill as 6+ because of the Etherium ability, they always score a hit on rolls of 3+ because of their Inescapable Accuracy ability, which is irrespective of their Ballistic Skill characteristic or any modifiers.
THE INQUISITION
Q: Can I use the Dominate psychic power to fire a model’s plasma weapon on its supercharged profile in the hope of killing or injuring it?A: Yes.
Q: If a psyker manifests a psychic power that affects the nearest enemy unit (e.g. Smite) and that unit happens to be either a Culexus Assassin or a Sisters of Silence unit with the Abomination/Psychic Abomination ability, what happens? Does that psychic power then affect the next nearest unit instead?
A: No, the power simply has no effect.
VARIOUS
Q: If a psyker manifests a psychic power that affects the nearest enemy unit (e.g. Smite) and that unit happens to be either a Culexus Assassin or a Sisters of Silence unit with the Abomination/Psychic Abomination ability, what happens? Does that psychic power then affect the next nearest unit instead?A: No, the power simply has no effect.
CHAOS
Q. Can I use the All is Dust ability to add 1 to invulnerable saving throws?
A. Yes, but only against attacks that have a Damage characteristic of 1.
Q. Can I use the All is Dust ability to add 1 to my saving throws against attacks that have a Damage characteristic of D3, or D6, but only inflict 1 damage?
A. No. The Damage characteristic is not ‘1’. Furthermore, the roll to inflict damage would occur after the saving throw would be taken (i.e. you cannot retroactively pass a saving throw).
Q. The points values for certain units are different in Index: Chaos to the Dark Imperium Death Guard booklet. Which should I use?
A. Use the values printed in the Index book.
Q. If Skarbrand is within 8" of model that can Fly and has a minimum speed (such as a some Flyers), and that unit starts its Movement phase within 1" of an enemy unit, what happens? Is that unit destroyed because it cannot Fall Back and so cannot move its minimum speed?
A. Correct, the unit is destroyed.
Note, however, that some Flyers have an ability that, when used, means they no longer have a minimum speed that turn (e.g. the Stormraven Gunship’s Hover Jet ability). If such a unit ends up in the situation described in the question, we recommend using their ability to avoid crashing into the ground!
Q. If I use Xirat’p’s Sorcerous Barrage to automatically manifest a psychic power in a matched play game, can I still attempt to manifest the same power with a different psyker that turn?
A. No, unless that power was Smite.
Q: If a Burning Chariot takes its option to be accompanied by three Blue Horrors, does this mean I add three Blue Horror models from the Horrors datasheet and form a mixed unit?
A: No. This option is referring to the optional Blue Horror crew that come with the Burning Chariot kit and are placed on top of the chariot alongside the Exalted Flamer. If you have them, you simply get the benefits listed in the Burning Chariot’s Irritating Chant ability.
Q: There is no datasheet for a Herald of Nurgle on a Palanquin of Nurgle – which datasheet should I use for this model?
A: Use the Epidemius datasheet from Index: Chaos.
Q: If a Burning Chariot takes its option to be accompanied by three Blue Horrors, does this mean I add three Blue Horror models from the Horrors datasheet and form a mixed unit?
A: No. This option is referring to the optional Blue Horror crew that come with the Burning Chariot kit and are placed on top of the chariot alongside the Exalted Flamer. If you have them, you simply get the benefits listed in the Burning Chariot’s Irritating Chant ability.
Q: There is no datasheet for a Herald of Nurgle on a Palanquin of Nurgle – which datasheet should I use for this model?
A: Use the Epidemius datasheet from Index: Chaos.
ORKS
Q: Is the Kustom Force Field ability an aura ability?
A: Yes.
Q. The Ork Battlewagon’s Mobile Fortress ability says the Battlewagon ‘ignores the penalty for moving and firing Heavy weapons’. Its Open-topped ability says that ‘restrictions and modifiers that apply to this model also apply to its passengers’. Does that mean that a unit embarked also ignores the penalty for firing Heavy weapons if the battlewagon has moved?
A: Yes.
Q. The Ork Battlewagon’s Mobile Fortress ability says the Battlewagon ‘ignores the penalty for moving and firing Heavy weapons’. Its Open-topped ability says that ‘restrictions and modifiers that apply to this model also apply to its passengers’. Does that mean that a unit embarked also ignores the penalty for firing Heavy weapons if the battlewagon has moved?
A. No.
Q. Do Spanners have a separate points cost in units of Lootas and Burnas?
A. No. They cost the same ‘points per model’ as the unit they are included in.
Q: What happens when a unit of Flash Gitz’ Gun-crazy Showoffs ability triggers, but the nearest enemy unit is not a viable target (e.g. it is not visible to the Flash Gitz, or it is within 1" of a unit from your army)?
A: If the nearest enemy unit is not a viable target then this ability has no effect this time.
Q: If I use a Stompa’s Psycho-Dakka-Blasta! Ability to shoot its supa-gatler several times, do I need to declare the targets of the attacks before making any attacks, or do I resolve the attacks one at a time?
A: Declare targets and resolve the attacks one at a time. Roll to see if the ammo has been expended before declaring the targets for second and subsequent attacks.
T’AU EMPIRE
Q: If a T’au unit – e.g. XV8 Crisis Battlesuits or a Commander – uses the Manta Strike ability to set up in a Manta hold during deployment, does that also apply to any Drones that are accompanying that unit?A: Yes. When the unit enters the fray, it and all its Drones are set up together as per the Mantra Strike ability. Once set up, they then become separate units.
Q: Can a unit of Pathfinders benefit from their own markerlights (e.g. if half the unit shoots their markerlights, and the other other half shoot the same target with other weapons)?
A: Yes. Declare which models in the unit will fire markerlights at the same time you declare targets for the unit to shoot at, then resolve the models firing markerlights first, one at a time.
Q: Can models with an early warning override Support System use it to shoot at units that use psychic powers such as Gate of Infinity or Da Jump to set up within 12"?
A: Yes.
TYRANIDS
Q. Monstrous scything talons say that if the bearer has more than one pair it can make one additional attack. How many extra attacks does a Trygon, which has three pairs of monstrous scything talons, make?
A. It makes a total of one additional attack.
A. It makes a total of one additional attack.
Q. The Onslaught psychic power says that the affected unit can Advance and fire in the same turn. Does this mean it gets to Advance again and then fire, or that it can fire even if it has Advanced this turn?
A. The unit can fire even if it has Advanced this turn. It does not get to Advance again.
Q. If a Hive Tyrant with lash whips is slain, which line of the damage table do I use when making its attacks before removing the model as a casualty?
A. Use the bottom line of the damage table, as if it still had one wound remaining.
Q: Can the Swarmlord use its Hive Commander ability on units that have no ranged weapons (the ability says ‘instead of shooting’)? A: Yes.
Q: Can the Swarmlord use its Hive Commander ability on units that were set up on the battlefield as reinforcements this turn? A: Yes.
Q. A Tervigon can only replace Termagants in a unit that is equipped with Fleshborers. If those models were equipped with adrenal glands and/or toxin sacs, can those models still be replaced?
A. Yes.
GENESTEALER CULTS
Q. If I include a Detachment of Astra Militarum in a Genestealer Cult army using the Brood Brothers rule, do the Astra Militarum units gain the Genestealer Cults keyword and the Cult Ambush ability?
A. No and no.
A. No and no.
Q. Can I have a Battle-forged army that consists of one Detachment of Genestealer Cults, one Detachment of Astra Militarum (using the Brood Brothers rule) and one Detachment of Tyranids?
A. Yes.
DARK IMPERIUM
Q. The points values for certain units is different in the Index books to the Dark Imperium booklets. Which should I use?
A. Use the values printed in the Index books.
DESIGNERS’ COMMENTARY
Since the announcement of Warhammer 40,000, some of you have been in touch with questions about the rules. Here you will find some of the most frequently asked of these questions, chosen by our group of expert and experienced playtesters, along with the answers and some guiding examples and commentary.
Q: If a rule modifies a model’s Strength characteristic, and that model is equipped with a melee weapon that also has a modifier (e.g. ‘x2’), could you explain the order in which the modifiers are applied to the characteristics and the weapon’s Strength?
A: First you must determine the model’s current Strength characteristic. To do so apply all modifiers to it that multiply or divide the value, then applyany that add or subtract to it. Having done this, you then modify this value as described by the weapon’s Strength characteristic.
For example, let’s imagine a model with a basic Strength characteristic of 3 is under the effects of two psychic powers: a friendly one that doubles their Strength characteristic, and an enemy one that subtracts 1 from their Strength characteristic. That model’s current Strength is therefore 5. If this model then fights with a weapon like a power fist, which has a Strength characteristic of ‘x2’, that attack will therefore be resolved at Strength 10.
Q: Are modifiers to dice rolls cumulative in the same way that modifiers to characteristics are? A: Yes.
For example, if a model has the benefit of cover (+1 to its saving throw) and is wounded by a plasma pistol (AP -3, so -3 to its saving throw), the total modifier to the model’s saving throwwill be -2.
Q: Can a dice roll ever be modified above 6? A: Yes.
Note that in some cases, a roll will only be successful on rolls of 7+. Poxwalkers, for example, have a Save characteristic of 7+, meaning that without at least a +1 modifier to their saving throw (such as that gained from cover) they will not be able to pass the roll.
Q: Can a dice roll ever be modified to less than 1? A: No. If, after all modifiers have been applied, a dice roll would be less than 1, count that result as a 1.
Q: If a rule or ability grants a re-roll on, for example, ‘hit rolls of 1’ (such as a Space Marine Captain’s Rites of Battle ability) does that effect trigger before or after applying modifiers to the hit rolls? A: Re-rolls always happen before modifiers, so the re-roll ability is triggered before applying modifiers.
For example, let’s imagine a Space Marine (Ballistic Skill 3+) moves and fires a heavy bolter (a Heavy 3 weapon) whilst within range of a Space Marine Captain’s Rites of Battle ability (allowing you to re-roll hit rolls of 1). The hit dice are rolled and result in a 1, 2 and 5. Re-rolls are applied before modifiers. In this example a single dice is re-rolled because of the Captain’s ability, this time resulting in a 3. Modifiers are applied after re-rolls. In this example there is a -1 modifier to the hit rolls for moving and firing a Heavy weapon. That means that the post-re-roll scores of 2, 3 and 5 are modified to 1, 2 and 4. Comparing the final results to the model’s Ballistic Skill, only one shot hits the target.
Q: When making a hit roll with a supercharged plasma weapon, do you determine whether a ‘1’ was rolled before or after applying re-rolls and modifiers?
A: You apply all re-rolls and modifiers first.
For example, if, after re-rolls and modifiers, the final result is then a 1 (or counts as a 1, as explained above), then the supercharged plasma weapon injures or kills the firer.
Q: If a rule states that an ability triggers on, for example, ‘hit rolls of 6+’, does this refer to the result of the dice rolls before or after modifiers are applied? A: It refers to the final result, after re-rolls and modifiers (if any) have been applied. The only exception to this would be abilities that specifically state, for example, ‘unmodified hit rolls of 6’, or ‘hit rolls of 6 before modifiers are applied.’
Q: Can I use the Command Re-roll Stratagem to re-roll a dice roll made by my opponent?
A: No.
Note that the rules assume that a player always rolls their own dice (instead of asking their opponent, for example, to roll hit rolls, saving throws, etc. on their behalf). That being the case, you can only use the above-mentioned Stratagem to affect dice rolls you make, and not those made by your opponent.
Q: What happens if a unit that has become split up during battle cannot re-establish unit coherency the next time it moves?
A: In this case the unit cannot move.
Note that the rules concerning unit coherency apply any time that a unit is moved, including charging, piling in, consolidating, etc. Again, if a unit cannot end such a move in unit coherency, it cannot make the move.
Q: Can Characters only perform a Heroic Intervention against enemy units that charged this turn, or can they do so against any enemy unit?
A: They can do so against any enemy unit.
Note that they can only do so if they end up closer to the nearest enemy model, whether it charged this turn or not.
Q: Some Character units can include nonCharacter models – the Genestealer Cults Patriarch and its Familiar ‘upgrade’, for example. Can such a unit be shot at even if it isn’t the closest visible enemy unit? A: No. The restrictions on targeting Characters applies to a unit whilst any model in the unit has the Character keyword (and none have 10 or more wounds).
For example, if a Patriarch takes a Familiar as an upgrade, the Patriarch is a Character, but the Familiar is not. Neither has 10 or more Wounds. Enemies can therefore only target the pair if they are the closest visible enemy models. If the Patriarch is slain and the Familiar is not, enemy units could then target the Familiar freely.
Q: If a model cannot shoot at the closest visible enemy unit for some reason (e.g. it is within 1" of one of your units) but the next closest visible enemy unit is a Character, can that model then target the character? A: No.
Q: When rolling for abilities such as ‘Disgustingly Resilient’ or ‘Tenacious Survivor’ against attacks which inflict multiple wounds, do you roll to ignore each individual wound inflicted by the attack, or do you roll only once to ignore all the wounds inflicted by the attack?
A: Roll to avoid each wound lost separately. For example, if a model with Disgustingly Resilient fails its saving throw against an attack made by a thunder hammer (Damage 3), you would roll three dice and for each result of 5+ you would ignore a single wound.
Q: When determining whether a model benefits from cover, does the model’s entire unit need to be fully on or within terrain, or just the model making a particular saving throw?
A: All of the models in a unit need to be at least partially on or within terrain if any of the models are to receive the +1 bonus to their saving throw.
Note, however, that it is possible for a unit to gain the benefit of cover as it suffers casualties during the Shooting phase by removing those models that are not on, or within terrain. As soon as the last model that was not on or within terrain is slain, the rest of the unit immediately starts to receive the benefit of cover.
Q: What happens when a model fires a weapon that can shoot at targets that are not visible to it (such as a mortar) at a target it cannot see, if the target unit is within range of a piece of terrain that grants it the benefits of cover only when it is obscured by a certain amount from the point of view of the firer (such as a unit within 3" of Imperial Statuary)? A: The unit receives the benefit of cover.
Q: Is a unit’s charge roll the same thing as its charge distance? A: Yes.
Q: Can you declare charges against units that are not visible to the charging unit? A: Yes.
Note however that the unit being charged still obeys the normal rules for targeting when it fires Overwatch, and so, if a model cannot see the charging unit, it will not be able to fire Overwatch.
Q: If any of your units are eligible to fight in the Fight phase, can you choose for them not to fight this turn? Also, if any of your units charged in the Charge phase, do they have to fight first in the Fight phase, or can you choose for them to wait until later in the phase?
A: All eligible units must fight in the Fight phase; they cannot ‘pass’ and wait for another phase. Additionally, a unit must fight when it is its time to do so; it cannot ‘hold’ in order to fight later in the phase. So if a unit charged in the preceding Charge phase, it must fight before any non-charging models in the Fight phase (barring any related abilities).
Note that when a model fights, it must do all of its close combatattacks if it can do so – you cannot choose for it not to do so (though you can still choose which weapon it uses for each close combat attack).
Q: If a unit starts the Fight phase within 1" of an enemy unit but, due to casualties suffered and models removed, it is no longer within 1" of any enemy units later in the phase, can it still be chosen to fight?
A: No, unless the unit in question charged this turn it cannot be chosen to fight if there are no longer enemy units within 1". Note that it is possible – if heavy enough casualties have been incurred – that even a unit that did charge may not be close enough, even after a pile in move, to make close combat attacks. It can still, of course, consolidate.
Q: If a unit starts the Fight phase with no enemy units within 1", but then enemy units that have been chosen to fight move to within 1" of it as a result of their pile-in or consolidation moves, can that unit then be chosen to fight when it is your turn to choose a unit? A: Yes.
Note, however, that units can only be chosen to fight once per phase.
Q: When piling in and consolidating, does a model have to move as close as possible towards the nearest enemy model, or do they just need to move closer to it?A: If a model moves at all when piling in or consolidating, it only has to end its move closer to the nearest enemy model than where it started. It is not necessary to move as close as possible (i.e. base-to-base contact).
Note that if a model is in base-to-base contact, it cannot possibly end a move closer to the enemy, and so cannot move when its unit piles in or consolidates.
Q: If a unit piles in or consolidates into a unit it didn’t declare a charge against in the preceding Charge phase, does that unit get to fire Overwatch? A: No.
Remember though that units that charged can only make close combat attacks against units that they declared the charge against, even if pile-in moves, etc. bring them within 1" of a different unit.
Q: When is a unit considered to be ‘completely destroyed’ or ‘wiped out’? A: These two terms are used synonymously. A unit is considered to be completely destroyed when the last model in that unit is destroyed (also referred to as slain) or flees.
Q: Which player rolls the D6 to see if a vehicle explodes, or if a monster has death throes, etc. when it is destroyed? A: The player whose model has been destroyed rolls the D6.
Q: In missions where players alternate deploying units, do units that are set up somewhere other than the battlefield still count as a player’s deployment choice? What about units that begin the battle embarked within a transport?
A: Units with abilities on their datasheets that allow them to be set up somewhere other than the battlefield must still be ‘set up’ in that locale, and so still count as a deployment choice. When you choose to set up a transport, declare what units (if any) are embarked inside – these are not separate deployment choices.
For example, two players are deploying their armies for the Only War mission. The mission instructs them to alternate deploying their units. Player A starts by setting up a unit of Ork Boyz on the battlefield. Player B then sets up a unit of Intercessors on the battlefield. Player A then sets up a Battlewagon on the battlefield – as it is a transport, Player A declares it will start the battle with a Warboss and a unit of Tankbustas embarked inside. Player B then sets up a unit of Terminators, but uses their Teleport Strike ability to set them up in a teleportarium chamber instead of on the battlefield. Player A then sets up their next unit, and so on.
Q: Can a Battle-forged army ever have fewer than 0 Command Points? A: No. Regardless of how many Auxiliary Support Detachmentsyou take, you can never start a battle with fewer than 0 Command Points.
Q: What is the difference between a unit’s Power Rating and its points value? Can I play a matched play game using my army’s Power Level instead of its points total? Can I play a narrative play mission using a points total?
A: A unit’s Power Rating is a measure of its efficacy on the battlefield. The higher the Power Rating, the more powerful the unit. An army’s Power Level is calculated by adding up the Power Ratings of all the units in the army, so an army with a high Power Level is more powerful than one with a low Power Level. Power Ratings are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons and wargear it can take (they are actually based on a calculation of the unit’s average value, after considering all possible combinations of weapons and wargear the unit can have). They can therefore be used as a quick guide to establish the comparative might of each army, and are intended primarily for open and narrative play games. Points values are similar, but are designed specifically with matched play in mind because they offer more granularity. Whilst it takes a little longer to work out each unit’s points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our books reflect the fact that some weapons are more
powerful than others.
There is a relationship between the two – a unit with a high Power Rating will also have a high points value. As a result, it is perfectly legitimate to play a matched play game using Power Ratings instead of points values. Likewise, if you wish to use points values in a narrative or open play game, you can. We recommend both players use the same method as each other, but as long as you both agree, you can decide which method you prefer to use.
Q: If I can choose a keyword for a unit, such as <Regiment> for Astra Militarum, could I choose that keyword to be, for example ‘Blood Angels’ or ‘Death Guard’? A: No.
In the example above, ‘Blood Angels’ is a Chapter of the Adeptus Astartes and ‘Death Guard’ is a Legion of the Heretic Astartes – neither of which are Regiments of the Astra Militarum.
Q: If I create an Astra Militarum Regiment of my own and name them, for example, the ‘Emperor’s Finest’, and I then also create an Adeptus Astartes Chapter of my own choosing, and also call them the ‘Emperor’s Finest’, do the abilities that work on the <Regiment>
and/or <Chapter> keywords now work on both the Astra Militarum and Adeptus Astartes units?
A: No. The intent of naming Regiments, Chapters, etc. of your own creation is to personalise your collections and not to enable players to circumvent the restrictions on what abilities affect what units. It is also not intended to circumvent the restrictions on which units are able to be included in the same Detachment.
A: No. The intent of naming Regiments, Chapters, etc. of your own creation is to personalise your collections and not to enable players to circumvent the restrictions on what abilities affect what units. It is also not intended to circumvent the restrictions on which units are able to be included in the same Detachment.
Q: When a model does not have a base, as is the case with many vehicles, what exactly is the ‘hull’ of the model? A: The hull of these models refers to the main body of the model. It does not include things such as turrets, sponsons, aerials, banners, spikes etc. If there is still doubt, we recommend both players agree about what constitutes the hull of such models before the battle begins.
Q: What is the difference between a keyword and a Faction keyword? A: The only real difference is that Faction keywords are used when building an army; when Battle-forging an army, for instance, you will often only be able to include units in the same detachment if they share the same Faction keyword. Also, if you are playing a matched play game, you will need to have an Army Faction – this is a Faction keyword that is shared by all of the units in your entire army (with the exception of those that are Unaligned). Once the battle has begun, there is no functional difference between a keyword and a Faction keyword.
For example, when creating a Battle-forged army for matched play, I take two Patrol Detachments; the first contains only units with the Heretic Astartes Faction keyword, and the second contains only units with the Daemon Faction keyword. My Army Faction is ‘Chaos’ because this is a Faction keyword every unit in the entire army shares. Once the battle has begun, the distinction between keywords and Faction keywords no longer has any effect – both are used to interact with abilities identically. Imagine, then, that the Heretic Astartes Detachment contains a unit of Possessed (which does not have the Daemon Faction keyword, but does have the Daemon keyword), and I choose for them to replace their <Mark of Chaos> keyword with Khorne. If the Daemon Detachment contained a Herald of Khorne, his ability to ‘add 1 to the Strength characteristic of all Khorne Daemons’ would also apply to the unit of Possessed, as they have both the Khorne and Daemon keywords.
Q: Several missions refer to different types of victory – minor victory, major victory, heroic victory, etc. Do the different types of victory mean anything?
A: Only for determining bragging rights post-battle.
STEPPING INTO A NEW EDITION OF WARHAMMER 40,000
Since the release of Warhammer 40,000 we have received lots of questions regarding some of the rules. Many of these are from veteran players, those who have played previous versions of Warhammer 40,000 and so are used to playing using certain mechanics that have either now subtly changed or do not exist within the new rules at all. This has created some situations that are unique to these veteran players as they continue to apply preconceptions from previous editions, and so this document has been created with the purpose of guiding existing players to the rules as presented in the latest edition of Warhammer 40,000. This guide has been created alongside our expert group of playtesters – players who themselves fall into the category of veterans and who have a huge amount of experience of just this kind of transition. If you are new to Warhammer 40,000 you do not need to read this guide, as you will have no preconceptions to unlearn.
Core Rules Questions
Q: If a Vehicle model has a base, but it is itself larger than the base (such as a Stormraven Gunship), what do I measure to – the base or the hull of the vehicle?
A: Unless such a model’s datasheet has an ability saying otherwise, you measure to and from the model’s base.
Q: How do I determine if a model is visible to another model? A: The models are visible to each other if you can draw a straight, uninterrupted line between any part of one model to any part of the other.
Q: How do vertical distances work for movement and measurements? A: All distances are measured in three dimensions, so if a unit moves over a hill or scales a wall, the horizontal distance and vertical distance combined cannot exceed its Movement characteristic. This means that in order to traverse across an obstacle, you must move up to the top of that obstacle, move across the top of it, then move down it.
Q: What happens when an Infantry model cannot completely end its move on a floor of ruins when attempting to scale the walls? A: If an Infantry model is unable to complete a move to a stable position, use the Wobbly Model Syndrome guidelines in the core rules to identify with your opponent where your model’s actual location is.
Q: Can I roll to Deny the Witch with a psyker that is not targeted directly by a psychic power?
A: Yes.
Q: Does my psyker need to be visible to the enemy psyker manifesting the psychic power to attempt to Deny the Witch?
A: No. The psyker just needs to be within 24" of them.
Q: If a psychic power affects a friendly unit, does that unit need to be visible to my psyker for me to be able to manifest it upon them?
A: No, unless the specific psychic power says otherwise.
Q: Can you manifest psychic powers while embarked upon a transport, whether they have the Open-topped ability or otherwise?
A: No, unless specifically stated otherwise.
Q: When shooting with models, do I measure ranges from the model’s weapons, or from its base (or hull, if it’s a vehicle without a base)?
A: Distances are measured from the closest point of the model’s base (or from the closest point of the vehicle’s hull if it does not have a base) to the closest point of the target’s base (or hull).
Q: If a model uses a weapon that always wounds on a set value, but the roll required to successfully wound the model is worse than if that model were fighting using its basic Strength characteristic, what roll to wound is required?
A: The value described in the weapon’s abilities takes precedence.
For example, if a Grotesque (with a Strength characteristic of5) attacked an enemy unit with a Toughness characteristic of 3 using its flesh gauntlet, it would successfully wound that unit on rolls of 4+, even though its Strength is greater than the target’s Toughness.
Q: If an enemy unit is attacked by a weapon that has the ability ‘Units attacked by this weapon do not gain any bonus to their saving throws for being in cover’, do they a) not gain any bonuses for being in cover for the remainder of the battle, b) not gain any bonuses for being in cover when resolving all of the firing unit’s attacks, or c) not gain any bonuses for being in cover against attacks made by the weapon that has this ability?
A: The answer is c), the enemy unit being attacked does not gain any bonuses for being in cover when resolving the attacks made by the weapon with this ability.
Q: Can you wound models in a target unit that are not visible to the firer or that are beyond its maximum range?
A: Yes.
When resolving a shooting attack, only one model in the target unit needs to be visible and within range of the firing model in order to make the attack. Your opponent can allocate any
resulting wounds to any unwounded models in the target unit that they choose, even those that are not visible or within range of the attack.
Q: Is there any limit on the number of enemy units I can choose as targets of a charge?
A: No – so long as all the targets of the charge are within 12", you can declare as many targets of a charge as you like.
Q: Can a single-model unit declare charges against multiple units?
A: Yes.
A single model can declare charges against several units, even if it would be impossible to finish the charge within 1" of all of them. Doing so gives you more choices on where to actually move, depending upon your subsequent charge roll, but leaves you vulnerable to more Overwatch.
Q: Does a weapon have to be in range of the charging unit to fire Overwatch at it?
A: Yes.
Q: A unit has a special rule that says, for example, ‘add 3" to the dice roll(s) for determining the charge distance of the unit’. Does that mean my unit can move 15" if I roll a double 6 on 2D6?
A: Yes. Note though that you can only ever declare a charge against an enemy unit you are within 12" of, unless the charging unit has an ability that says otherwise.
Q: Must a unit end its charge move as close as possible to the target(s) of its charge (i.e. base-to-base contact), and must a unit attempt to engage as many of the targets of its charge as possible?
A: No. The first model in the charging unit that is moved only has to finish its charge move within 1" of at least one of the units that was selected as a target of its charge. The only other restrictions that apply are that the charging unit must end its move in unit coherency, and no models in the charging unit can move within 1" of an enemy unit that was not selected as a target of the charge.
Q: Do units have to pile in and consolidate?
A: No, these extra moves are optional. Also note that if a unit does pile in or consolidate, you do not need to necessarily move all of the models in the unit (but any that do move must end their move closer to the nearest enemy model).
Q: When can I target an enemy Character that has a Wounds characteristic of less than 10?
A: Such a Character can only be targeted in the Shooting phase if it is the nearest visible model to the firing model. You can target enemy Characters without restriction in the Psychic phase*, Charge phase, Fight phase, etc. You may also make shooting attacks at enemy Characters which occur outside the Shooting phase (i.e. when resolving Overwatch in the Charge phase).
*Note, however, that some psychic powers, such as Smite, do not target units but instead affect the nearest enemy unit.
Q: Can I embark within a transport at any time other than in the Movement phase, such as following a consolidate move that takes a unit within 3" of a transport?
A: No. You may only embark within or disembark a transport in the Movement phase, unless a rule or ability explicitly says otherwise.
Q: Can a unit that Advances or Falls Back embark within a transport? What about if the transport has moved before – can a unit still embark inside?
A: Yes, yes and yes (remember though that a transport cannot both embark and disembark units in the same turn).
Q: Can units move within 1" of enemy models whilst Falling Back?
A: Yes, but they must end their move more than 1" from all enemy models. Remember though that they cannot move ‘through’ other models.
Q: How do objective markers work for purposes of vertical distances?
A: Include both vertical and horizontal distances when determining the number of models within range of an objective marker.
Q: Can a unit be healed or repaired to above its starting number of wounds?
A: No, unless specifically stated otherwise.
Index Books Questions
Q: Can a model take the same wargear option more than once? For example, can a Space Marine Terminator replace his storm bolter with a cyclone missile launcher and another storm bolter, and then replace its ‘new’ storm bolter with a heavy flamer?
A: No.
Q: How do the weapon profiles of Cavalry mounts, and other models such as chariots (which have weapon profiles for riders and mounts), work?
A: Each weapon profile is treated as a separate weapon the model is equipped with.
Note that typically these weapon profiles have abilities that mean they can be used to make additional attacks.
For example, a Thunderwolf mount provides its rider with a set of extra attacks with its own melee weapon profile (crushing teeth and claws). So, the rider can make all its attacks using, for example, its thunder hammer, and then it can make an additional set of attacks using the Thunderwolf’s meleeweapon profile. When resolving these attacks, bonuses and penalties to the rider’s hit rolls and wound rolls also apply to the Thunderwolf’s attacks – it is effectively a weapon wielded by the rider. As such, where a mount’s weapon profile has a Strength characteristic other than User – as is the case with the Thunderwolf – the Strength of the mount’s attacks is not affected by changes to the model’s Strength. Note, however, that the mount’s weapon profile would be affected by changes to the Strength (or other characteristics) of a model’s weapons.
Q: The Mob Rule ability says that ‘a unit with this ability can use the number of models in their unit as their Leadership characteristic’. Is this fixed at the number of models in the unit at the start of the battle, or does it vary throughout the battle?
A: It is not fixed and will vary throughout the game. This ability is based upon the number of models in the unit at the time. Thus, as the unit suffers casualties throughout the battle, its Leadership characteristic will be lower.
Q: If the Strength from Death ability is triggered, and I choose to manifest a psychic power as if it were the Psychic phase, can I attempt to manifest a power I already attempted to manifest this turn?
A: No. The psyker can only attempt to manifest a different psychic power that it knows.
Q: If the Strength from Death ability is triggered, and I choose to manifest a psychic power as if it were the Psychic phase, can I attempt to manifest a power that another psyker in my army has attempted to manifest this turn?
A: Yes. Note, however, that if you are playing a matched play game, then the Psychic Focus rule still applies, in which case your psyker cannot attempt to manifest a psychic power that has already been attempted by another psyker in your army this turn (with the exception of Smite).
Q: Can I use a Soulburst action to charge in the Fight phase and fight in the same phase?
Α. No. A unit that uses a Soulburst action to charge in the Fight phase cannot then fight in that phase.
Q: If I use a Soulburst action to charge in my opponent’s turn (other than in the Fight phase), when does that unit fight in the Fight phase?
Α. This unit will fight before any units that did not charge this turn. If your opponent also has units that have charged this turn then players alternate choosing units that have charged to fight with, starting with the player whose turn it is (in this case, your opponent’s).
Q: How do psychic powers and abilities that can slay models – like ’Eadbanger and the C’tan power Time’s Arrow – interact with abilities such as Commissar Yarrick’s Iron Will, which allows him to negate his final wound on 3+?
A: These powers and abilities do not inflict damage or cause models to lose wounds, so in these cases abilities like Yarrick’s Iron Will have no effect.
Q: Do models that are still embarked within a transport count as being in range of an objective marker if their transport is within range of it?
A: No.
Q: If a unit has an aura ability, and it is embarked within a transport, does that aura ability still apply, whether the transport has the Open-topped ability or otherwise?
A: No.
Q: If I charge a transport that has the Open-topped ability, can units that are embarked inside also fire Overwatch at the charging unit?
A: No.
Q: Can a model with the ability to repair vehicles – such as a Techmarine or an Ork Mek – use that ability to repair a transport they are currently embarked within?
A: No.
Q: Do Space Marine teleport homers count as separate units for the purposes of deployment?
A: No. It is set up at the same time as the unit that is equipped with a teleport homer is.
Q: A Space Marine Apothecary’s Narthecium ability says to select a ‘friendly <Chapter> Infantry or Biker unit’. Does this mean ‘a friendly <Chapter> Infantry or <Chapter> Biker unit’ or can it be used to affect Biker units from other Chapters?
A: It means ‘<Chapter> Infantry or <Chapter> Biker’ – you cannot select a Biker unit from a
different Chapter.
Q: Do models with profiles, such as Armorium Cherubs and Ammo Runts, count as a model for the purposes of embarking within transports or when measuring ranges to and from the unit?
A: Yes – for all rules purposes they are part of the unit.
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