Rules Clarifications

Last Update: 07/28/2000
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40K Q&A From the E-Desks of The Studio

Table of Contents
( Click where you want to go. )
From the Main Rulebook

         Vehicles                                  2-5
         Shooting                                  5-6
         Assault                                   7-12
         Army Selection                            12,13
         Characters                                13,14
         Chaos                                        15
         Eldar                                     15,16
         Orks                                         16
         Sisters of Battle                             16
         Heroes of the Imperium                        16
         Imperial Guard                                17
         Tyranids                                   17,18
         General Questions                          19-20
         Typos                                         20

From Various Codex Books and White Dwarf Lists 

         Codex Space Marines                   20,21

         Codex Chaos                           21-26

         Codex Dark Eldar                      26,27

         Codex Blood Angels                    27,28

         Necrons (White Dwarf 230 & 239)       28,29

         Codex Dark Angels                        29

         Codex Orks                            29-33

         Codex Eldar                           33-34

         Codex Imperial Guard                     34

         Sisters of Battle (White Dwarf)          34

         Codex Catachan                            35
FROM THE MAIN RULEBOOK

Vehicles

1) In the commentary on Tank Shock, in the "Ultimate Secrets" section, it says that a tank cannot try to shock models in close combat. If a squad has three members in base contact, can a tank try to shock the members not in contact? No. The entire squad is taken to be in combat and therefore cannot be the target of Tank Shock.

2) If a model is run over by the left track of a predator (or whatever) using Tank Shock, can the model get out of the way to the right of the tank, passing under the tank to do so? This is down to whatever local conventions you want to adopt. The rule is that models resume their positions when the tank passes.

3) Must a model be moved out of the way of Tank Shock in the direction that keeps it under the tank for the least amount of time (in other words, must it take the shortest path out from under the tank)? Seems like a decent convention but it ain't what the rules say.

4) If you move a vehicle exactly 12", can you disembark from that vehicle (the example says less than 12" and the rules state as long as it didn't move more than 12")? If you move 12" you may disembark.

5) Can troops assault after disembarking from a vehicle that has moved no more than 12"? Yes they can (and jolly effective it is too!).

6) Can a character riding a Juggernaught be transported in a Rhino? No he can't!

7) Smoke Launchers convert a Penetrating Hit into a Glancing Hit. If the weapon that hits is an Ordnance weapon, would the damage roll be on the Glancing Hit or Ordnance Hit table? Glancing Hit.

8) Ditto for if a vehicle is Hull Down. Glancing Hit.

9) Line Of Sight from sponsons is drawn from the weapon to the target, and there are no "fire arcs" on tanks now. Is this accurate? Yes. You must turn the gun so it points at the target. If the gun is glued in place we just assume it could turn as far as it could if it were not glued up. In other words, use 'real' fire arcs based on the model.

10) May a tank being assaulted by infantry fire it's guns if it can't/won't move away? Yes it can.

11) Can the troops assaulting a tank be fired upon? Yes they can, but watch out for those template weapons!

12) For the purposes of embarking in a Chimera or Wave Serpent, if two squads are down to half numbers or less, may they both get in? No. This applies to all squads in all transports. Only one squad at a time may get on a transport unless specific rules are in place to say otherwise.

13) If a squad makes a sweeping advance into a vehicle on its turn may that vehicle: A) Fire at the troops as they assault as per the normal sweeping advance rules? B) Move away (in its normal movement phase) before it is attacked? It can do either or both.

14) Does Disembarking before a vehicle moves count as movement for the models? Yes it does. This means you can't fire heavy weapons. Rapid fire and pistol weapons can only shoot once.

15) A squad is in a Razorback. The squad has a veteran sergeant with an Auspex. The Veteran sergeant rolls, and locates the lictor lurking in the trees. He tells his squad to shoot at it. Can the gunner of the razorback, bought as part of the squad, shoot at the lictor? The answer, strictly by the rules, is no. The Razorback is a separate unit, although bought as an upgrade for the squad, and therefore can't benefit from the Auspex.

 

Note that this applies to all transport units, which are included in the unit entry to save you from using up a 'slot' in the force organization in order to get the vehicle.

16) Must a unit that buys a transport be inside of that transport at the start of the game? No.

17) Can that transport subsequently pick up a different unit of the same or different type? We had a long discussion about this at the Studio, and feel that the best solution is to say that a transport vehicle may *only* transport the unit it was bought as an upgrade for. Characters that join a unit with a transport may be carried in it too, as long as they will fit, of course. Vehicles that are not bought as an upgrade but which have transport capability (i.e. Land Raiders and Falcons) can carry anybody they like (still only one squad at a time + a character that join the squad). This is a deliberately harsh ruling, designed to stop players treating transports as some form of 40K taxi service. Consenting players should feel free to come up with their own house rules for a more lenient version of this rule, but should avoid just allowing transports to pick up anybody and move them about, as this can lead to some very beardy exploitation of the rules.

18) Can template weapons be fired from inside of a vehicle? Yes. Just place the flamer template against a firing port, hatch or door, this being assumed to be the location where it is being fired from.

19) Must a transport vehicle fire at the same target as the unit it is attached to? What if the original unit is inside the vehicle? No. They are separate units, although they only take a single 'slot' on the force organization.

20) Here's the situation: A tank is beside a wood or building. It moves 4 inches forward then turns left and move 3 inches. It has gone around the terrain and moved 7 inches. If you measured the distance as the crow flies, it only "displaced" 5 inches. If this tank were a skimmer, it could follow the same course and "move" 7 inches, gaining the benefit going over 6 inches (to get glancing hits as per page 88 of the Rulebook). It could have chosen to fly directly to the point, moving only 5 inches.

Can a skimmer apply this same idea to move 4 inches forward and then 4 inches back, "moving" 8 inches, but displacing 0 inches? We'd say that in either of the examples you mention it would be OK for the skimmer to claim to be moving at over 6". As moving fast enough to claim glancing hits often degrades the skimmer's ability to fire, it's not really a beardy tactic. More importantly, it's a nice easy rule to understand!

21) I have a Predator with a Searchlight. In front of it is a squad of Terminators, lined up with no gaps between bases. It is a Night Fight mission. According to the rules for the Searchlight my Predator "can be fired on by any enemy units in their next turn…" There is nothing here that allows the enemy to ignore the normal targeting rules. Can an enemy which is in the front arc of the Predator ignore the Terminators (who are blocking line of sight and are at least half as tall as the Predator) and shoot the Predator? Yes. Vehicles cannot have line of sight to them blocked by other non-vehicle models. This is a relatively new clarification (as of early 2000). See #28 below.

22) Does the "crew shaken" result on the vehicle damage charts prevent embarked troops from firing? No.

23) If a dreadnought is immobilized by enemy fire while making a sweeping advance, does he: A) Not make it into combat B) Fight just like he was immobilized beforehand B

24) May a unit advance or consolidate after destroying a vehicle in an assault? No. This is not a "hand to hand combat" per se, so those rules do not apply.

25) May a unit disembark while the vehicle it is in is engaged in an assault? Yes, but models must deploy within 2" of the vehicle _and_ 1" away from any enemy models.

26) If a mob of 3 Killer Kans is engaged in HTH, but only one Kan is in actual base to base contact with the enemy, do penetrating/glancing hits on that Kan carry over onto the rest of the mob? They do with troops, but it doesn't seem right with Dreads. Ditto for a Landspeeder Squadron if only one is being touched by the enemy. The best approach to take with these is that each vehicle in the squadron counts as a separate unit for the purpose of allocating attacks, so models can only allocate their attacks against vehicles in base to base contact, or within 2" if not in base to base. Once attacks are allocated roll to hit and penetrate as normal. This way hits don't carry over.

27) Smoke Launchers are fired off, so that vehicle cannot shoot. What about any transported troops? Can they shoot, or are they also prohibited from shooting? They are prohibited from shooting.

28) We'd _really_ like it if we could get a clarification on regular models (say a space marine) blocking LOS to a vehicle. We'd thought they could, but the latest posting was pretty firm that no foot model could block LOS to a vehicle. 'Models' do not block the LOS to a 'Vehicle'. A model is _anything_ that doesn't have armour values and a Type entry. By the same token a 'vehicle' is anything that does have these things. Please note that we've only really come to appreciate these important definitions recently ourselves.

29) Do you declare Tank Shock & movement, and have the enemy take the test before the tank moves? If so, and they be moved only a small distance directly away, and the tank would still reach them, would they (a) test as if they were a unit assaulted while falling back

(b) be wiped out

(c) something else?

Okay, here goes (referring to P89 of 40K):

'To use tank shock declare which enemy unit you are driving at with which of your vehicles, and how fast it is moving. Then measure to see if any models from the unit will be reached by the tank. If the tank reached the unit take a morale check.

'If they fail the check the unit falls back 2D6" - individual models are allowed to be moved out of the path of the vehicle if they would otherwise end up underneath it.'

There's no chance of crossfire by the tank itself, in the same way that a unit in charging into an assault can't cause crossfire, and nothing happens if the tank catches up the fleeing troops.

30) Does a vehicle using a Searchlight need to roll for distance to see how far it can see in the night, then illuminate one enemy in that rolled distance? Yep.

Shooting

1) Can shots from a flamer be repositioned as blast markers can? If not, is it intentional that players, to pick out specific models, can use flamers, or does the targeted player have the option of removing different models? No, the flamer can't be repositioned. The idea is that you can (using a WW2 simile) use a flame thrower to knock out a machine gun nest rather than the infantry squad it's with. As these are very short ranged weapons it seemed a suitable reward for getting into a position to use them. Also bear in mind that the flamer template must be placed so that it will affect the maximum number of models in the target unit.

2) There are 10 Orks in the squad that some Marines are shooting at. Five Orks are in cover and five are not. The Marines roll to hit with 10 dice, scoring 8 hits (good shot!). Of these, 7 wound. This means that 7 saves need to be taken.

According to the rules: "...the owning player has to remove casualties from amongst the models in the open first until there are none left..." Right, to use your example the Orks in the open would get no save and be removed (bolters AP5, Ork save 6= no save) and then two Orks in cover would get a cover save.

The problem is that the save still needs to be taken before any casualties are removed at all. The Orks have, let's say, a save of 6. The ones in cover have a cover save of 5+. Does the whole squad get the cover modifier? Simply take hits and make armour saves as appropriate for the ones in the open, and then if any wounds are left over apply them to models in cover and make appropriate cover or armour saves (which ever is better) for them.

3) When repositioning the blast marker in your unit after an opponent has hit it, can you reposition it so that it covers the same number of models within your unit plus one or more from his side? Yes you can.

4) Does a twin-linked heavy bolter get: a) 3 shots re-rolling misses or b) 6 shots re-rolling misses when it shoots? The answer is a. Twin linking (aka just plain linking) does not increase the number of shots the player rolls for, but rather, allows the player to re-roll misses. Accuracy through overkill!

5) When a unit fires multiple blast templates on the enemy (say a Devastator squad firing 4 frag missiles), and all the missiles hit, would the blast markers be worked out one at a time, or all at the same time in some manner? We recommend resolving each blast one after the other as the best course, but other options are equally as viable as long as the players are happy.

6) If a barrage lands in Hand to Hand, does everyone underneath get hit? Yes.

7) Flame Weapons have a bit "all cover is ignored when resolving hits." We take this to mean, in essence, "you might just as well take the cover off of the table before laying down the template, because it is ignored." This would mean a shot can go "through" walls and allows no cover save, both of which seem sensible since both factors are part of "resolving a hit." Is this right? Yes.

8) May troops assaulting a vehicle or dreadnought be fired upon? Yes to the vehicle, no to the dreadnought.

9) By strictly following the rulebook, you can shoot Pistol weapons twice if you remain stationary and then assault in the same turn. Is that the intention of the rule? No, pistols are just like rapid fire weapons in that if you fire twice you can't assault.

10) Concerning shooting and re-positioning the blast marker - we noticed in Codex: Eldar that the Swooping Hawks grenade pack is labeled as a "Large Blast" weapon. Also in the Tyranid list there is the Barbed Strangler that is qualified as a 5" Blast weapon. Can either one of these weapons can be repositioned by the opponent? Is it any "Blast weapon" that allows you to reposition, or any weapon that uses the "blast" marker, or neither one? A marker that is 'placed' directly by a player (i.e. not guess range) *and* won't scatter can be repositioned. The only exception are flamer templates as they are so short-ranged and must be placed to cover the maximum possible number of models in the target unit anyway.

11) Does a unit have to test for pinning multiple times or just once in a turn (assuming that unit was hit several times by a pinning weapon)? Test each time the unit suffers casualties from a pinning attack - remember a unit of snipers or mortars is only a single attack.

12) When making a Fall Back move from shooting, if the targeted unit would fall back through the unit that did the shooting, would it be destroyed by crossfire? We know that in close combat the unit that caused the fall back cannot count for crossfire, but what about a unit that caused the Fall Back because of shooting (or psychic attack, etc)? Ditto for falling back from the Horror (Hive Tyrant) - if the unit fell back right into the Hive Tyrant, would they be destroyed? Are any other ones like this (non-close combat)? In any of these cases the units would be destroyed by crossfire.

Assaults

1) Do power weapons other than a power fist have any increased effect on vehicles? No. Power weapons only have bonus affects against things with armour saving throws.

2) For determining the results of close combat, do models that were not in contact (or for that matter not even within 2") count for "outnumbering" the loser? Example: 1 Ork in mega armor and a mob of 30 Gretchin assault 5 Eldar. The Ork contacts 4 Eldar models (hey, it could happen), but only one Gretchin manages to make it into contact, with one other being 2" away from an Eldar model. If the Eldar kill 2 Gretchin but not the Ork, and the Ork kills 3 Eldar, are the Eldar outnumbered (and by quite a margin!) or not (seeing as now the Ork is the only model in contact with Eldar)? Yes. Outnumbering is done on a unit vs unit basis, so even if one model from each unit is fighting, they'll get the benefit of all their buddies backing them up when it comes to intimidating the opposition. Likewise if the models actually fighting are killed but there are a million more of them in the unit, they'll still outnumber the unit they were fighting.

3) When determining if a side is outnumbered, is it worked out on a squad for squad basis or as a whole per side? Example: I have five 5 man squads assaulting three 10 man squads and a dreadnought and the whole thing is all intermingled, do I outnumber the "side" with 31 models if I win with my "side" of 25 models? Work it out as whole sides, just like totaling up wounds inflicted in multiple combats (p69). In this case, the losing side (with 31 models) is not outnumbered.

4) When a model is moving in to assault, can it pass "through" other models, friend or foe, to get into base to base contact, or must it move around interposing models to get around to a spot where he can contact the enemy's base? Here's a diagram to illustrate what the question asks:

e E e XXXXBAXXX C X,A, & B = friendly models e = enemy trooper E = a different enemy that model C wants to hurt very much C = a vengeful friendly model

Can model C go "though" B and A to hit model E, (since if he goes around he may not get into base contact)? He would have to go around and engage the closest unengaged enemy model via the shortest possible route - e rather than E. It pays, therefor, to consider the order of your assaults!

5) The book states that in an assault, models more than 2" away from the enemy can only be removed as casualties once all the models in base contact and all models within 2" of an enemy have been removed. This can lead to an interesting situation that seems to not be covered. Example: Let's say that a squad of 9 Chaos Veterans and character in Terminator armor are assaulted by some Orks. The character and three Veterans are contacted, each being touched by one Ork. The Orks do quite well and manage to inflict 5 unsaved wounds on Veterans. The character in Terminator armor is unscathed. According to what is written, only two Veterans are removed since the Terminator is still in contact, thus precluding the removal of any models more than 2" away from the attackers. All the models within 2" of the attackers (not just in base contact) would be potential casualties even if the Terminator survives.

6) Models within 2" of the enemy are allowed to fight in close combat, getting just one attack. Does this one attack have to be made against one the enemy models he is within 2" of? Yes.

7) If an attacker is within 2" of two different models with varying skills and/or abilities, does he get to pick which to attack? He would be able to pick a target with the same restrictions as someone in base to base contact.

8) Under shooting, it says that models with multiple wounds are removed once the squad takes enough wounds to eliminate one whole model. Does the same apply in hand to hand? Example: 3 Nurglings fight one on one, against 3 Marines. Each Marine does one wound on his stand of Nurglings before the Nurglings get to attack. a) Does one stand go away? Yes. How the wounds are suffered makes no difference, the same rule applies (note that the rule doesn't specify shooting as the source of the wounds, just wounds suffered).

b) If one is removed, does the (in this case) Nurgle player get to pick which one? Yes, standard rules apply.

c) If the Nurglings were facing off against a Marine Captain, a normal Marine, and a Techmarine instead of just three marines, could the Chaos player remove the Nurgling facing the normal Marine so that other two can still be fought? Because there are different weapon skills involved, and there were different to hit rolls, it would seem odd to remove just any old Nurgling. The Chaos player would get to remove the stand he wants, except that characters can always force the actual model they are touching to be removed as a casualty.

9) Do models that are not in base contact in an assault get to use their special combat rules and/or weapons for that one attack the get? P66 "In all cases models can only use their special attacks if they are in base to base contact with the enemy" Example: There are five Striking Scorpions being attacked, one on one, by 5 Marines. Directly behind each Scorpion is a Banshee. None of the Banshees are in contact with anything, but they are all within 2" of a Marine (one each). The Marines charged. Do the Banshees attack first (if at all, seeing as how no one in their squad was in contact)? Strictly speaking they do not fight at all as the Banshee unit is not engaged in close combat by the enemy. Just to make things clear, in order to take part in an assault, at least one model from the unit must be in base to base contact with an enemy model. Just being within 2" of an enemy model is not enough. This means that a teleporting terminator unit can never be involved in an assault on the turn it lands. It also means that a unit which launches an assault into difficult terrain may end up not making contact, in which case no combat will take place (though the charging unit will still get to make its move). It is also worth noting that the only reason the banshees did not get to use their masks in this example is that none of them were in combat, therefore the squad was not in combat. If any Banshee had been in contact then the special rules for a Banshee Mask would have taken effect. Even though models must be in actual contact to use special weapons and rules, the Banshees are a stated exception with their masks. As an aside, originally Deep Strikers were allowed to assault when they landed, but playtesting showed that this just made them too powerful, especially in the case of Terminators. As a general principle we've tried to make sure that elite or special troops are useful, but not overpowering, and keeping a lid on special rules such as infiltration and deep strike was one way we went about this.

10) A unit (Marines) has some members who reached the enemy (Orks), and an assault was fought. They won, but the enemy passed their Ld test, so it wound up a Drawn Combat. Both units moved up unengaged models (up to 6"), but even with that far a move both units wound up with models not engaged with the enemy.

a) Could the unengaged Orks shoot at the unengaged Marines from the unit? No they can't. Units shoot at units in 40K, and you can't shoot at a target in close combat.

b) Could the same Orks shoot at another marine squad? Yes they could.

* 11) Unit A (Marines) wins a combat, and Unit B (Orks) rolls, say, an 8 to flee. Five inches behind them is a friendly unit C (Gretchin). The Marines elect to pursue, and roll a 10. Do they still run down the Orks, as they did indeed roll higher than the enemy, or do they smack into the Gretchin & the Orks escape behind the Grots? Is it a simple matter of if you roll higher to pursue than the enemy rolled to flee, then they are destroyed, and the pursuers engage fresh enemy if they ran into them?

The Orks are destroyed, and then you make a sweeping advance into the Gretchin. Beating the score "represents the victors shooting the enemy down as they retreat, scattering them beyond recover..." so you don't actually have to catch up with the enemy models, just speed them on their way, as it were. Whether you are run down or not is always based on the dice roll not the distance moved. *However*, if you move through difficult terrain the *dice roll* is halved.

12) Unit A is fighting Unit B, and Unit A wins. The combat is arranged as illustrated:

BBBBBBB AAAAAAA

--------------- unit B's table edge

Unit B rolls to fall back, and Unit A pursues. A rolls a lower number than B, but since B had to go through A to measure distance to their table edge, A winds up touching B after measuring it out.

- Is Unit B still run down, as they wind up with A running them down by measurement?

- Or is B still OK, as A did not roll a higher number? And place the models say an inch away from each other? Bottom line - are you run down if you roll higher, or if you wind up touching, or both? You are only run down if the opponent rolls higher. If you roll equal to or less than their score, they get away, and you can't move into contact with them. Stop 1" away from them if the move would normally bring you into contact.

This next question revolves around a single rules concept. The question is based on the following quotes:

Quote 1: p63, "Each model base-to-base with an enemy strikes...."

Quote 2: p63, "Models not touching an enemy, but within 2" of one, may make one Attack..." (this does not state that the attack must be against the specific enemy the model is near)

Quote 3: p64, "The dice roll needed depends on the relative Weapon Skills (WS) of the attacker and his foe."

Quote 4: p64, "Where large numbers of combatants have the same characteristics it is often convenient to roll for their attacks together. Since all of the Space Marines need the same roll to hit and the same roll to wound you may as well roll them together and then allow the Eldar player to allocate the hits..."

Quote 5: p64, "Ordinarily we simply assume that the warrior is contributing his shots and blows to the swirling combat going on. This means we don't have to worry about whether individual models strike their respective opponents in base contact. However, if a model is in base contact with models with varying Weapon Skill and Toughness, it will be necessary to allocate attacks to different targets..."

Quote 6: p65, "...cross reference the attacker's Strength characteristic (S) with the defender's Toughness (T)..."

Quote 7: p65, "Models struck and wounded in close combat can attempt an armour save..."

Quote 8: p66, "Casualties must be removed from the models in base contact with the enemy first, then from models that are fighting near the enemy (ie within 2"). Casualties can only be carried over onto models more than 2" from an enemy where all other models have been slain."

Quote 9: p66, "...it's generally assumed that players will roll all attacks of the same Initiative value together...However, if both players agree you can resolve attacks model by model. In this case simply remove casualties as they occur."

Given the above quotes, some odd things can happen. Here is the question:

13) A Bloodthirster and 3 Bloodletters are lined up one on one each against 4 Terminators with Power Fists. For whatever reason the Chaos player has bad rolls and the Terminators get to attack having taken no losses. The Terminators roll to hit against the opponents they each are touching (quote 3 "his foe"). Because the Bloodthirster has a different WS and T score, the Terminator touching him must roll his attacks separately from his brothers' (quote 5). The Bloodthirster takes one hit and one Bloodletter is hit. A roll to wound is made against each respective model (quote 6). Not surprisingly they both wound. The Bloodletter fails the save and so does the Bloodthirster (so much for Invulnerable!). Both took their save individually as directed by quote 7. The Bloodthirster was down to one wound left as a result of some previous action. This would seem to make for one dead Bloodletter and one dead Bloodthirster. Yea for the Marines! However, the Chaos player calmly picks up two Bloodletters instead. He as done exactly what he is instructed to do by quote 8. He has removed casualties from models in contact. The rulebook makes no statement along the lines of "casualties must be removed from models in contact with the model that inflicted the wound." Understandably, the Marine player gets upset. He says that his guy was touching the Bloodthirster so he got to attack him (quote 1), he rolled against the Bloodthirster's WS (quote 3), rolled against his Toughness (quote 6), and got past the Bloodthirster's Invulnerable save (quote 7). He feels that the wound should go on the Bloodthirster and asks to be allowed to specify that the attack is worked out on the Bloodthirster. The Chaos player says no, that the Marine player was not touching models of different WS _and_ T (as required to designate an attack by quote 5 " if a model is in contact with..."), and so has no right to specify the Bloodthirster as the victim of the attack, even though the attack was worked out against it. The Marine player then claims the book says he has the right to work out his attacks one model at a time and remove casualties as he goes. The Chaos player pulls out quote 9 and says he does not agree to play that way and would prefer to play the recommended way. He goes on to say that even if he did them one at a time, he could still remove the Bloodletter since quote 9 does not change from where casualties are removed. You've hit on something which can be a bit confusing at first but its easier to understand if you remember the rules explain fairly simple combats between two units of basic models. In situations where you get opposing forces with different statlines (not just WS & T---Ed.) the easiest thing is to think of each group of models with different statlines as a separate unit. So for example you're fighting an Ork bodyguard comprising a Warboss plus some Gretchin and Nobz. In terms of allocating attacks and taking casualties the Warboss is a unit, Nobz are another unit and the Gretchin are a third unit, even though ordinarily they make up a single unit in game terms. Attacks allocated against the Gretchin unit roll to hit and wound vs the Gretchin statlines, and casualties must be taken from amongst the Grots, likewise for attacks against the Nobz and the Warboss. Characters of any kind also count as a separate unit in close combat even if they are nominally part of a squad (i.e. veteran sergeants). So if a model is in base contact with several enemy 'units' it could allocate attacks against either of them. It is the same for a model within 2" of several enemy units. The allocated attacks will be worked out against the appropriate unit and casualties are taken from there. This broadens the concept of allocating attacks considerably, but works from a principle that is already established in the rules. Note that models with different weapons in a squad (heavy weapons troopers for example), are still just normal models of that unit type, not Characters or "models with different statlines." This means that they can be left in preference to other models being removed unless a character in contact with them attacked and allocated his attacks onto those models.

14) Do you calculate the outnumbering ratio before or after casualties are inflicted? All morale check modifiers are based on the situation at the time the test is taken.

15) When the unengaged models move in to help their comrades under the "Partial Contact" rule, do they count the +1 attack for charging? No.

16) When a successful assaulting squad makes a sweeping advance, can only the squad that is being assaulted shoot at the squad making the sweeping advance, or can any squad shoot at the squad making the sweeping advance? Any squad with line of sight and range to the target can shoot.

17) How do you resolve blast markers and template weapons against a squad making a sweeping advance? Use the normal rules.

18) What happens to the models that are in base-to-base contact that are hit by blast markers and template weapons? Does it only affect the actual models covered by the template/blast marker, or does it extend to models they are in base to base contact with? Only models under the template will be effected, be they friend or foe.

19) When firing on a Sweeping Advance, do the rule that allows blast markers to be moved allow them to be moved over enemy troops as long as the blast marker covers the same number of sweeping advancing models? Yes.

20) The "Partial Contact" rule on page 68 makes it clear that models which remain stationary to use rapid fire or heavy weapons cannot join their comrades in the assault. Does this mean that models which are charged in a sweeping advance may not fire their weapons as if they had been stationary (and therefore count as if they had moved during the movement phase for the purposes of determining how their weapons fire during the shooting phase)? No. The models can use their weapons as long as they don't move (and if armed with bolters they could rapid fire).

21) When making an advance after wiping out the enemy, do you have to advance towards the closest enemy? That is the intention, yes, though it's not strictly what the rule says.

22) If I have a squad partially in base to base contact, and they have failed a barrage pinning test, do the unengaged models still move into combat? No.

23) May a fearless creature voluntarily fall back? Yes. Please keep in mind that voluntary fall back is not a standard rule. As pointed out in the Ultimate Secrets of the Galaxy Revealed section of the Rulebook allowing voluntary fallback can significantly alter the balance of the game for the worse. If you are allowing this rule to be used, then yes, Fearless models could use it. This is a good reason not to use the rule in and of itself!

24) When a unit has outnumbered a unit it is in close combat with and engulfed it (surrounded it), can the models that are supporting the combat (with in 2") move away on their turn and shoot at other targets, then be drawn back into the conflict with drawn combat movement? Or are they "locked in combat"? This has never been an issue for us, which leads me to think people are trying to squeeze too much out of their units. I would say count them as locked in combat.

Army Selection

1) Some transports have a box around them in the army lists. It seems to separate transport entries from the section they are in. Should the location of a transport entry be taken as significant? No, they are upgrades and as such their 'location' in the list is more a matter of convenient layout than anything else.

3) If a Chaos Lord takes Terminator Armor with one of his wargear options, can he take further options? No, no further options allowed, like the note says, all of his weapons and equipment are replaced by Terminator armour, power fist and storm bolter.

4) On page 167 there is a rule that states that if you upgrade your weapons, you lose all weapons you started with. Does this mean all the weapons are lost or just some? You lose *all* the model's original weapons apart from grenades. Note that character wargear is bought in addition to the model's normal weapons, and doesn't replace them. Though, see question 5 below for further detail on this.

5) Choosing weapons from the Armoury for Space Marines. The sentence reads: "Characters can have up to two single-handed weapons, or a single-handed weapon & a double handed weapon." Does this mean: a) No Character can ever have more than 2 single, or 1 single & 1 double? (Basically, once you're done with all the purchases, you can never wind up with more than that?)

b) When choosing from the weapons list in the Armoury, a character cannot choose more than 2 singles or 1 single & 1 double? (And therefore could wind up possibly with more than those, due to existing weapons?) The first option is correct. Basically, the Codex limits should apply at all times, so a character can either have two single-handed weapons or one single-handed weapon and one double-handed weapon. The character may retain any of his original equipment within these restrictions, i.e. he doesn't *have* to give it up unless he wants to in order to take replacement items.

Here are some examples:

A Chaplain has a Crozius. The Chaplain could take additional weapons, but he cannot wind up with more than the "2 single/1 single & 1 double" combination.

A Terminator Vet Sgt. already has a power sword & storm bolter. If he were to choose a Chainfist, he would have to drop one of the existing weapons (to meet the restriction of no more than 2 singles or 1 single & 1 double).

As a note, weapons like Power Fists and Lightning Claws stop you using the hand they are attached to for anything else. Having one such weapon means you can only use one other weapon at the same time, while having two stops you using any other weapons at the same time.

6) In order to start a second army, and thus a second organization chart, must the first army be totally full? No, but you must have taken all compulsory choices.

7) If I have two detachments, can I take one using appendix rules and one not? Yes.

8) If I have two detachments, can I take, say, one Space Marine and one Imperial Guard? Yes.

9) Marines in an Assault squad who get a Plasma Pistol lose the close combat weapon and the Bolt Pistol, leaving them with only 1 attack. Correct? The plasma pistol upgrade is a mistake. Wherever a plasma pistol can be taken it *should* say "plasma pistol and close combat weapon". This will still leave the model, in this case, with its previous number of attacks. In general, when upgrading a model with a "ranged weapon", you really get "ranged weapon + your original CC weapon." It is assumed a model always gets to keep its grenades though, unless upgrading to Terminator armor.

10) Are the sponson costs listed in the 40K book, Space Marine Codex, and any other Codex which does not specify (Chaos for example) PER weapon (i.e. 2 lascannon sponsons on an Annihilator costs 50 points) or for the pair (i.e. 25 points for above). The costs for sponson weapons is for the pair. In your example, 25 points total.

Characters

1) Can characters joining a unit increase its size for morale checks (regrouping and casualty morale checks specifically)? No.

2) If a character is within 2" or less of two or more squads, must he designate which one he is in? If so, can he change the designation from turn to turn? While he may choose to join a squad, he does not have to. He also cannot join two squads at once. Yes, he is free to switch affiliation at the start of each turn.

3) You can't shoot at an Independent Character if he's within 6" of a unit, unless he's the closest model at short range. Does this hold true if the Independent Character is say a Hive Tyrant or Avatar near a unit of small critters (more than twice the height of the unit)? By the rules this is the case, though as a house rule you might want to allow players to target them.

4) An Independent Character is hanging out with a unit (within 2"), and the unit (10 men) gets hit & takes 6 casualties. Morale test is taken, using the Independent Character's Leadership, and they fail. They all fall back as normal. Next turn rolls around... - Can the Independent Character declare he is no longer part of the unit, and make a separate test to Regroup, so that if it works he can Regroup on his own while the squad will continue to fall back, as they are below 50%? - Or is he stuck with them, and can never Regroup as the squad is below 50% Strength? An independent character can not leave a unit he joins until it regroups (see p76), and therefore if the group can't regroup the character can't leave it!

5) Are VPs for non-independent characters calculated separately, e.g. a Marine Force Commander w/ Command Squad. Yes.

6) If a unit that had been joined by an independent character is falling back and is subsequently eliminated (by fire, for example), can the character then test for regrouping by himself? As long as he is an independent character, yes.

7) If a unit is wiped out by fire except for the character, does he have to take a morale check as if he were the last guy, including the modifier for being under 50%? As long as he is an independent character, no.

8) Can he then regroup without worrying about the rule for being below 50%? As long as he is an independent character, yes.

9) In the Dark Eldar Codex, in the Reaver description it says "Characters riding a Reaver jetbike may only be armed with single-handed weapons, and may only use one at a time (they need the other hand free to control the jetbike)." Does this mean that: a) Reaver jetbikes have this rule and nothing else does (Reavers being hard to control because they get the power boost). b) All jetbikes get this rule (jetbikes being hard to control because they fly around the place - wheee!). c) All bikes, even the Space Marine ones that do not have this rule listed, get this restriction ("duh, of course a biker needs to keep one hand on the handlebars"). Answer: a. The rule will only apply when its written down, though as a house rule players can use if for other bikers too, if they wish (or they can assume the bike has an 'autopilot' a la Judge Dredd).

10) Is an independent character within 2" of a squad automatically part of it, or can he choose to not be part of it? He is only part of the squad if you state that he joins it during the movement phase.

 

Chaos

1) When summoning daemons, if the scatter takes them off table, are they lost, as per Deep Strikers? Yes, Daemons are a variant on Deep Strike troops (in fact they were simply Deep Strike for a long time) so they are lost if they scatter off the table. Note that they can still be used in missions that do not allow Deep Strike.

2) Can a Chaos Sorcerer in Terminator Armour cast Flame of Tzeentch on the same turn that he moved? No (nice try though).

3) When buying a CSM Predator, is the cost per sponson, or for both sponsons? Per pair. See also "Army Selection" question #10.

Eldar

1) Can you use the Farseer's Runesight power to re-roll Cover Saves or Invulnerable Saves? No, you can only re-roll shooting to hit rolls or Armour saves.

2) Does the Wraithlord get Cover saves? Yes (though the cover should be high enough to at least reach its knees!)

3) Can you use meltabombs against the Wraithlord? Krak grenades? No (but we may address this in Codex Eldar).

4) With the Eldar support platforms joining guardians, do the crew come with normal weapons? May one fire one provided he comes with something? Yes to both questions.

5) Can you combine the +1 strength modifier of a Mandiblaster with the double strength bonus of a power fist? Do you add the +1 after doubling? Yes. You add the +1 after doubling. No matter what a model's strength will not be more than 10.

6) Under the Plasma weapons Get Hot! rule, hot are Eldar grav platforms affected? No.

7) If a Warlock is assigned to squad duty, does he still count as one of the five in the Farseer's Retinue? No.

8) If Eldar runesight is used to reroll armour saves, do you A) Reroll one failed armour save per troop B) Reroll all failed armour saves C) Reroll failed armour saves from one 'volley' B

9) Are Wraithlords treated as normal infantry for all intents and purposes, save those specifically cited in the rules? Yes.

10) Can only squads that say "may be transported in a wave serpent" embark upon one? Yes.

11) How does Runesight effect a D-Cannon? A) It doesn't B) You can re-roll scatter C) You can re-guess range The answer is A.

12) Do Phoenix Lords get Fleet of Foot if their Aspect's Exarchs are allowed to (i.e.: Banshees, Dragons, etc...). Yes.

Orks

1) When orks Mob Up, do you calculate victory points A) By assuming they all started as one mob B) By counting each mob that started the game separately The mob that was falling back counts as being wiped out for vp purposes if it mobs up with another unit. The unit it joins uses its original strength and points values for tests, vps, etc, but counts the extra boyz as members of the unit for things like taking 25% casualties in a turn, or whether the unit is at 50% of its starting strength, etc.

Example: 5 Orks are falling back and mob up with a unit that started with 12 Orks left from a start strength of 15. The 5 Ork unit counts as being wiped out. The new Ork unit has 17 models, will no longer be able to regroup when reduced to 7 (50% of 15, rounding down), and uses its original points cost for vp purposes.

2) If you take two Ork Mad Docs in your Warboss' bodyguard, do you get to ignore two failed saves per turn? No.

3) In a Big Gunz battery, do the artillery pieces count as squad members for the purposes of 25% casualties since ork artillery are viable targets (unlike Eldar weapons)? I.E. if I have a squad of 3 lobbas and 7 grot crew, does 2 grot casualties force a morale test? No. Yes.

4) May non-Feral ork armies take Boarboyz and Wierdboyz? Yes.

Sisters of Battle

1) What is the proper cost of a Sisters Rhino? Rhinos cost 45 points as listed in its own entry, not 50 points as in the transport options in the unit entries.

Heroes of the Imperium

1) Vindicare Assassin - The Marksman skill states he can pick out heavy weapon troopers, sergeants, etc. Would this mean that if he killed a heavy weapon marine in a tactical squad for example that no other marine could pick up the weapon (i.e., that the heavy weapon is lost to the squad)? According to page 49, another trooper could pick up the weapon, but this would make the Marksman skill pretty pointless except for acing characters. This is correct. Vindicare Assassins can 'take out' heavy weapon troopers.

Imperial Guard

1) Inferno Cannon - Models may be forced to make a Fall Back move. Are these models routed and in need of a re-group, or are they simply moved back 2/3 d6? You make a fall back move directly away from the hellhound, but are not routed per se. Treat the unit as if it were a Space Marine unit, rallying at the end of the move. Note that you can be killed in crossfire if forced to fall back by an Inferno Cannon.

2) Does a commissar's leadership project 12" in the same way as an officer if he is in a command squad/HQ? Only if the officer is dead and the Commissar has taken command of the unit.

3) At what point in the game is a commissar (chosen as an HQ pick) attached to a unit in the army list: A) During deployment B) When I make the army list Either - it's up to you.

4) When deploying, or making a reserve roll, do I deploy the commissar with the unit he is attached to, or treat him separately? Deploy with the unit attached to.

5) Obviously Fearless Chaos models are not affected by the Inferno Cannon's Fall Back move ( Their version of Fearless says they never Fall Back AND pass all Morale checks). What about Tyranids near Synapse creatures? All that says is that they pass Morale Checks. What about the Avatar's Fearless (it makes no mention of never having to Fall Back)? In these latter cases you have an irresistible force and immovable object, so you should roll off each time it occurs (i.e. 1-3 they fall back that time, 4-6 they ignore it that time).

Tyranids

1) Tyranid Warriors & Hive Tyrants are not listed as being Fearless, though others near them can ignore Morale checks (Synapse creatures). Are the Warriors & Tyrant themselves able to ignore Morale checks too? Or do they need to check, while others nearby would not? No, they must check. As intelligent creatures they may decide that discretion is the better part of valor and bug out!

2) Are spore mine explosions considered ORDNANCE weapons? (Codex says ORDNANCE blast, but it's not listed in the ORDNANCE weapons list.) No

3) Do you need to GUESS range for Biovores? (Codex says GUESS 48", but in the descriptive paragraph, it says to place the spore mine on the table within 48" of the Biovore, and then roll scatter.) Yes, you must guess the range.


4) When a unit of falling back Tyranids (any Tyranid unit) come into Synapse range, are they: a) Regrouped AUTOMATICALLY and IMMEDIATELY? b) Regrouped at the start of next turn regardless of size (less than half original size)? c) Or, once a Tyranid unit begins to fall back, they follow all normal rules that apply, ignoring Synapse benefits? None of the above. "Any Tyranid unit with a model within 12" of a Synapse creature automatically passes any... tests to regroup it is required to make, regardless of restricitions for casualties, enemies nearby, etc." So, if you are in a situation that allows you to attempt to regroup, as defined by the rules, and there is a Synapse creature within 12", then you regroup. You do not regroup *automatically* under any other circumstances. Note: this means when you regroup with 'Nids, you can ignore restrictions when regrouping within 12" of a synapse, but you still have to do the regroup check at the beginning of your turn.

5) May I shoot at a hive tyrant that has joined a squad of termagants, because the termagants do not block Line of Sight to him? No (you fire at units, not models, and he is part of the Termagant unit).

6) Do biovores: A) Guess range? B) Test for pinning on a shot that explodes upon landing? C) Count as ordinance? Yes (see #8, below), no, no.

7) Can a floating Spore Mine cause a unit that is falling back to be killed via Crossfire? (ie., the unit fall-back corridor takes them into contact with the mine) Strictly by the rules, the spore mine can 'crossfire' an enemy and wipe them out. The mine won't explode, however, because it only goes off if _it_ moves within 1" of a non-Tyranid model.

8) Can a Biovore pick any point on the table within 48", or does it have to actually pick a target like a regular Guess/Barrage Weapons? You don't have to pick a target model, but you do have to guess the range. The best thing to do is place the spore mine and then guess the range towards that point, adjusting the final position of the spore mine as appropriate.

9) Do Tyranids within 12" of a synapse creature suffer from pinning when shot by sniper rifles/barrages? It seems weird that Tyranids could be pinned being part of a Hive Mind and all, but the rule just says they pass Morale tests, which pinning is not. Strictly be the rules, they can be pinned. If you wanted to use a house rule saying they are not effected, that's your choice, but it's not what the rules say.

10) What happens if a brood of termagants (who are within synapse range) lose a combat to Grotesques? It is a classic irresistible force/immovable object situation and therefore should be decided by dice roll.

General Questions

1) Troops deploying from deep strike cannot assault that turn, so what happens if they land in base to base contact? They must be placed 1" away from the enemy (you're not allowed to move to within 1" of the enemy except in the assault phase).

2) Can troops with jump packs move over enemy troops? No.

3) Do sniper rifles affect the Wraithlord, Avatar, and Greater Demons. Yes.

4) Is cover on an ordnance determined A) In line with the ordinance weapon B) From the center of the blast B.

5) A multi-wound creature suffers instant death if hit with something big enough, right? But what if he's on a bike and gets this +1 T from the bike? What T shall be used for the wounds taken? His natural T or his boosted T? You should use the model's _original_ toughness for working out instant kills. No modifiers for things like bikes, war gear or other special abilities are taken into account (for example, in Codex Chaos taking the Mark of Nurgle will add +1 to the models toughness, but you'd use the original toughness for outright kill purposes). This keeps a lid on players bumping up the toughness of multi-wound characters, making them very difficult to kill. It's not mentioned specifically anywhere in the rules, so we'll be putting a note about it in Chapter Approved in White Dwarf in the near future.

6) If something says that it allows "no armour save" does this mean: a) very specifically no save which listed as an "armour save" may be taken (Rosarius Cortez, Rune Armor all save. Power armor does not.)

b) no save which is given by virtue of wearing armor (Rosarius, Cortez both save. Rune and Power armor do not.)

c) no save for anything, unless exceptions are given (Rosarius (taken instead of his normal armor save) still saves. Cortez, Rune and Power armor do not.)

d) no save for anything, period (All 4 fail.) The answer is a.

7) If, when entering from Deep Strike, the template lands in such a place as to require you to place models within an inch of the enemy, do you: A) Place models within an inch of enemy B) Place a many models as you can C) Scatter again B). Any that can't be placed are lost, unless you agree to house rules otherwise before the game begins.

8) Can a single squad be forced to make multiple pin checks in a turn, or a pin check and a morale check? Yes.

9) On page 73 it is stated that models cannot regroup by moving into cover in the same turn they were defeated in combat, but there is no blanket statement that models cannot regroup at all in the turn the were forced to flee. So can you actually make a Last Chance regroup attempt in the same turn that you were defeated in an assault? No you can't. Having checked the rulebook we've found it doesn't say that, but it should!

10) For Deep Striking models, the rules say "...place all the Deep Striking models on top of it (the marker)..." How much of "the model" must fit? Can bases (large flying stands specifically) be over-lapped on the marker to make "the models" fit? This came about when three land speeders tried to Drop Pod in. Unless the bases were overlapped, they could not fit entirely within the perimeter of the marker. The rules don't really address this, but in these circumstances, especially with Land Speeders, it seems OK to overlap the bases. After all, the models can't move, and being bunched like that is going to hurt if there is any Ordnance on the other side...

11) Can a model with two types of grenades use both at the same time? For example, a character with Blight and Frag charges an enemy in cover and claim to attack simultaneously _and_ impose a -1 to hit on the enemy? Yes, you may use any and all grenades in the same turn.

12) Are any of the following a Leadership test? A. Morale B. Pinning C. Re grouping D. Psychic Yes for A-C.

13) If any of these are not a Leadership test, then what guidelines should we use in the future in regards to determining Leadership tests. Psychic tests are different, and do not count as a Ld test as far as the rules are concerned.

14) If a unit uses blind grenades, would that unit block LOS for friendly units at all? Or could you still shoot through them? The only effect of blind grenades is that the unit counts in cover.

Typographical Errors P44 - Terrain Effects Table. Boiling Mud & Tar Pits entries should both be 3 stars, not 4 stars P183 - Dark Eldar Lord. Change pv of Raider from +35 to +55 P185 - Wyches entry. Change pv of Raider from +35 to +55 P186 - Raider Squad entry. Change pv of raider from +35 to +55 P187 - Scourges entry. Change pv of Raider from +35 to +55 P206 - Support Weapon Battery special rule box. Delete line that reads "The support platform can move and fire." P251 - Ork Stikk Bommas entry. Character para. Its costs +10 points to upgrade a Boy to a Nob (!), not +11.

Questions From Codex Books

Space Marine Codex: 

1) The HQ Characters' entry states that they are Independent Characters unless accompanied by a Bodyguard. The Armory section then goes on to list items, and note that many can only be taken by an Independent Character. If the HQ character does take a bodyguard, then is he no longer an Independent Character and therefore cannot take those Independent Character items like Terminator armor? No, the equipment can be taken by anybody who *may* be an Independent Character.

2) Reading the Armory section, Marines in Power Armor can now take Lightning Claws (1 or 2), Thunder Hammers, and other previously (older editions) Terminator-only items. Is this correct? Yes, but you'll have to convert up the models yourself!

2a) If so, can they still take items that Terminators cannot take, like grenades? It would seem a kind of cheesy way to get around the "Terminators can't take these" restrictions to take Artificer Armor, Terminator weapons, and items like grenades. Yes they can. Don't worry, it's not really cheesy in the new game, as characters are not as powerful as before, and (relatively) cost more points.

3) The weapons options for the Land Speeder Tornado changed from the basic rulebook. It can no longer have both the Heavy Bolter & Multi-Melta together. Just wanted to confirm this was correct. The Space Marine Codex is correct (we weren't sure how the model would go together when the list in the rules was written). In all cases, options presented in the Codex books will over-ride the options in the main Rulebook.

4) If a unit of Marines falls back, and would move through another enemy unit in a Crossfire situation, are they destroyed, or would they automatically regroup & the Crossfiring enemy would count as Assaulting them (with a +1 Attack)? They are destroyed (they regroup *after* falling back, so are subject to Crossfire).

5) In the Space Marine Codex, there are a few references to the Librarian power, Storm of Destruction, yet there are no rules for it. What are the rules? Librarians have just the one power, Smite. Storm of Destruction was something that was toyed around with but did not make the final edit. Unfortunately, it was not removed from all areas in the text.

6) A Tech-marine with a Signum allows his command squad to re-roll one failed roll to hit per turn. Can the Marine player wait until his whole squad has fired to see which die he re-rolls? With re-rolls the convention which we use is that the re-roll must be used before any further dice rolls are made, so you can't 'go back' after rolling to wound or what have you and then decide to use a re-roll to hit.

7) Does the Codex: Space Marines rule for Combi-Weapons apply to all Combi-Weapons? It will, but for the time being use the rule from the list the army was picked from.

8) Are the costs for Imperial Marine Predator sponsons per sponson or total? In total (i.e for the pair).

9) When a Marine Land Speeder deploys via Drop Pods (Deep Strike), how fast is it considered to have moved? This pertains largely to whether it can fire one, both, or no weapons. Also whether it counts as moving over 6" so all penetrating hits are treated as glancing. The Land Speeder is assumed to have moved over 6" (well, it has just dropped from orbit!), and therefore can fire one weapon.

10) A Storm Shield is not used to gain +1Attack, right? That is correct. It is only a defensive item. It is on the single-handed weapon list (and not wargear) to make sure that people do not take a pistol, a chainsword, AND a storm shield.

Chaos Space Marine Codex (and Chapter Approved)

1) If an Aspiring Champion is marked with the free "Undivided Mark" does his whole squad get to re-roll morale checks, or would the benefit apply only to independent characters or Aspiring Champions who were the last man in the squad?

The effect would apply to the whole squad (in effect he is the model taking the test and the rest of the men follow his lead).

2) The Rhino entry lists the Havoc Missile Launcher as an option. The description of the Havoc says it can only be taken by dreadnoughts. Which is right? The army list entry always takes precedence, so the Rhino can have the Havoc upgrade.

3) Daemon Princes can take psychic powers. Two of the powers require shooting To Hit rolls. A Daemon Prince is BS 0. Should he never take those two powers, limiting him to being Slaaneshi or Nurglesk if he wants powers or is there a typo on the BS? Good point, and not something that came up in playtesting. This was addressed in White Dwarf 234 (US ed.). When using a psychic power, they are counted as having a BS of 3.

4) Only Independent Characters can take bikes. The Wargear entry for bikes says that "Characters that have a Retinue...may only be given a bike if all the models in the unit also have bikes." In a Retinue, the only characters other than the Lord will all be Aspiring Champion, who are never Independent Characters. This means that a Lord with a Retinue can never have a bike. How does this reconcile? This is an example of a 'boots and braces' rule format. Basically, when we write books we often get caught out by some sections getting changed, and this not following through to other bits (the problems with vehicle upgrades are a good example of this). So we'll put a rule like this in as a fail-safe, in case stuff gets added to to other sections of the book later on. In this case the fail-safe is redundant, but that's why it's there.

5) A ruling had been made previously that Obliterators could still have storm bolters but other references to them should now be combi-bolters. The Rhino entry has Storm Bolter as the weapon. It can get a pintle mounted combi-bolter. This means a Rhino can have both types? Should the Storm Bolter it comes with be a Combi-bolter? Sorry, it should be a combi-bolter.

6) Does a Chaos Lord get any of the benefits of the squad type his Retinue is? Examples: A Lord with the Mark of Khorne, Nurgle, or Slaanesh has a retinue of Berzerkers, Plague Marines, or Noise Marines. All these troop types are Fearless. The Lord is not. Can he run out of his Retinue (while they stay where they are) if they, for example, lose a combat? A Lord with the Mark of Chaos Undivided gets Veterans. Veterans can infiltrate. Can he go with them? Can they infiltrate without him? A Lord with the Mark of Tzeentch gets Thousand Sons. They cannot Assault. Can he? The Chaos Lord and the squad don't 'share' any special abilities, so a Lord leading a Fearless retinue is not fearless himself, the Veterans don't allow the Lord to infiltrate (as stated under Veterans), and the Thousand Sons still can't assault. Note that the Lord and his retinue are a single unit, so if one of them can't do something, then none of them can. The only real problem that occurs is with the fearless rule, where you can get a situation where a model in a unit has to take a morale check while the unit he is a part of doesn't. In this case the Lord must check, and if he fails he will fall back (just assume he realizes he can best serve his masters by surviving the battle), and the rest of the unit will have to fall back with him.

7) Under Chaos Space Marine Bikers the weapons option says the rider is armed with bolt pistol OR close combat weapon. Should this be AND, not OR? If this is not an error, what is the point? Both the bolt pistol and close combat weapon do _identical_ things in hand to hand combat (entitle the user to fight), yet a bolt pistol can also be used to shoot. There is no point value difference, so there would never, ever, be a reason to take close combat weapons over pistols. It's in for WYSIWYG fanatics.

8) Daemon Princes can get Chaos Gifts. Really? They can ride discs, Juggers, and Steeds of Slaanesh? Fire Doom Sirens? Toss Blight Grenades? Yes. Daemon Princes in a Chaos Space Marine army can be Chaos Space Marines that have received many gifts from their patron gods.

9) Terminators normally do not have access to grenade types, but can get Blight Grenades as they are gifts. Can they actually use them? Strictly by the rules, as they can get them, yes.

10) How long does the -1 to hit from Blight Grenades last? It only counts on the turn of the charge.

11) Can an Aspiring Champion in a Plague Marine Squad get Blight Grenades at +3 points or does he have to pay 15 points for them? The only reason it seemed questionable at all is that other grenade types are the same points for a squad member as they are for a character who takes them from the Armory listings. The Aspiring Champion must pay 15 points. The ability to tool up a character makes certain items of wargear much more dangerous in their hands than it would be for the members of a squad.

12) I take a squad of thee Chaos Bikers. I upgrade one to an Aspiring Champion. What are my options for the champion's bike weapons: a) no bike weapon upgrades are possible b) +10 points for a melta or a flamer, as per the bike entry for characters c) +45 points to buy the champion (who already has a bike in the first place!) a bike capable of being upgraded, for +10 points, to a melta or flamer d) +10 points for a melta or +15 points for a plasma as one of the 2 squad upgrade options e) as option d, but in addition to the 2 squad upgrades (wishful thinking) b) is the option we use. In effect a character gets his squad's wargear for free, but can take any upgrades available to characters for it. Otherwise you'd have to re-buy Terminator armour for Terminator Sergeants that took character Terminator weapon upgrades, etc.

13) In a scenario which uses Sustained Attack how would Daemon Packs be recycled? They would appear as described in the rules for Sustained Assault.

14) If a Chaos player has all his characters in Rhinos when it comes time to roll for Greater Daemon possession, what happens: a) The Daemon cannot enter the mortal realm that turn b) The Daemon appears as normal, possessing a character The answer is b.

15) If the answer to the above is (and, oddly enough, it was!) b: a) The Daemon is destroyed by the enclosure of the Rhino (since Greater Daemons cannot get in a vehicle) b) The Daemon is deployed within 2" of the vehicle c) The Rhino is destroyed and c1)the guys inside survive just fine c2)the guys inside most roll to avoid death, like always The answer is b again. Just assume the guy lurches out as he feels the change coming on him.

16) Is the -1 Leadership penalty for psychic tests imposed by the Talisman of Tzeentch cumulative, or is the penalty at most -1 no matter how many characters have this gift? The maximum penalty is -1.

17) The article on Cult Terminators (in White Dwarf) says that the player can upgrade his terminators to Khorne Berzerkers or Plague Marines or... This seems to be intentional wording beyond what could have been, for example, "..may upgrade his terminators with a mark of Nurgle.." or"may reward them as followers of Nurgle, giving +1 Toughness.." The point is that this would mean a Chaos Lord with the Mark of Nurgle should be able to take Plague Marines in terminator armor as troops just like he can take Plague Marines in power armor as troops. I have to confess that since the upgrade was 20pts per this seemed pretty reasonable to me. Is this correct? That is correct. Basically you get to use the stats (apart from save) and special rules for the cult Marines, with the save, equipment and upgrades of the Terminators.

18) Do Cult Terminators actually have the Mark of their God? I would think not, since the Mark of Tzeentch is that whole psychic test thing. The odd bit is that Berzerkers have +1 Attack (obviously NOT the Mark of Khorne) while Berzerker Terminators have +1 Strength (possibly the Mark???) They don't come with the Mark of their god.

18a) If they do not come with the Mark, when I upgrade one Cult Terminator to an Aspiring Champion, do I need to buy him the Mark of Whatever to get the Gifts of that God? It never comes out and says they have Marks. Yes, you would have to buy them the Mark.

19) This is a big one. It seems pretty obvious that the Plague Marines do NOT have the Mark of Nurgle, Berzerkers do NOT have the Mark of Khorne, Noise Marines do NOT have the Mark of Slaanesh and Thousand Sons do NOT have the Mark of Tzeentch. This means that a Plague Marine Aspiring Champion not only _can_ buy the Mark of Nurgle, but in fact MUST buy it to get a Plague Sword or any other Nurgle Gift. Is this true (that these squads do NOT have actual Marks, but rather are just followers of that God)? Yes. The Aspiring champions are entitled to the mark and would have to pay for it, but if they do so they get the benefit on top of the stats listed in their entry.

20) Does a Chaos Dreadnought under Fire Frenzy still have to obey LoS rules? The Talos states that LoS still must be observed, the Dread does not. Yes.

21) It is my understanding that Chaos Gifts cannot be Master Crafted. They are not "weapons" or described, for example (with a Plague Sword), "as a power weapon" etc.. Am I understanding this correctly? Yes.

22) A Greater Daemon possesses a character that is part of a squad of 4 men. He appears, by definition, within 2" of someone else in the squad. If the squad fails its morale check for 25% casualties (he counts as a casualty - the champ that is - according to the Codex), must the Daemon run away with the squad? No.

23) What exactly can Chaos Dreadnoughts have for upgrades? Page 6: "All Chaos vehicles, apart from bikes and Dreadnoughts, can have the following extra equipment...." This list includes the Havoc Missile Launchers. Ignore any references outside the army lists as to which upgrades a vehicle can have. So, a Dreadnought can have anything in the armoury, as the limits in the armoury are ignored.

24) Do Noise Marine Terminators (from White Dwarf) get to mix weapons from Noise Marines and their own? For example, can I take 2 bolter bolters, 1 bolter-melta, 1 sonic blaster, 1 heavy flamer, & 3 blastmasters? No. They should substitute for the appropriate type of Terminator weapon.

25) Since we now understand that plague knives and plague swords are "gifts" and not "weapons" this means that: a) a Plague Marine with bolt pistol and plague knife does NOT get the benefit of an extra attack for having a pistol and close combat weapon b) a character can take 2 single handed "weapons" _and_ a plague sword or plague knife Is this right? No. Simply don't allow them to be master-crafted (too much of a good thing!), but otherwise count them as weapons.

26) The description of Fleshy Curse (Chaos Codex, page29) says "..may use this..in the assualt phase instead of making his normal close combat attacks." Does this mean that the model had to be in an assualt to use the power at all? In other words, can the sorcerer use this power in assault phases where he is not actually fighting anyone? You do not have to be actully assulting in order to use the power, just within 2" of them.

27) Can a Chaos Sorcerer use the power Fleshy Curse in both players' assault phases, or just his own? The power may be used in any assault phase, not just the Sorcerer's own.

28) In White Dwarf 234 some changes were made to the Noise Marine Terminator rules. Doom Siren's are gone. No point values are listed for Sonic Blasters and Blastmasters. Are they free upgrades now? Noise Marine weapon upgrades cost the number of points listed in WD230. Doom Sirens have been removed as they are included in the Wargear section.

29) Do Chaos Terminators get 2 attacks from their profile plus an extra from Terminator Armor? The extra attack is included in the profile and can't be taken again.

30) Can the Stream be used in both players' assault phase? Again a quick look at the rule shows it says 'in the model's assault phase' it can use the the power - therefore it could only be used in the Chaos player's assault phases.

31) Chaos Gifts and Rhinos - the Rhino description doesn't mention that it can get Chaos Gifts (only vehicle upgrades), but "Rhino" is mentioned with several gifts (Warp Amp, Destroyer). So...Can Rhinos get any Chaos Gifts? Yes they can get any/all of the upgrades.

32) A Demon Prince - does he always count as a Psyker, even if no powers are taken? A Daemon Prince does not count as a psyker unless he has psychic powers.

33) A Chaos Dreadnought that decides to shoot, and rolls up the "fire at closest target" result. When it shoots, would the closest target just be those in the front, or in any direction? You turn a vehicle in the movement phase, but we're not clear here on tracing LOS from the weapons. The Line of Sight stuff seems to show LOS being traced from the tip of the weapon barrel. Or should this be from the weapon joint? I guess bottom line here is would the Dread only be picking out the closest target in the front 180 degrees, or in any direction. His weapons seem fixed forward, with no pivoting like a sponson or turret weapon. Interesting question. We've always played that you simply measure to the closest target in any direction. In this case we don't worry too much about arcs of fire and such, it being a special case (i.e. the fact you must shoot at the closest target over-rides the normal rules).

Dark Eldar Codex

1) The Reavers get the result of 1 on their Combat Drugs roll and never fall back. The Succubus in the squad has her own drugs, and the result of "Crazed! Ignores fall back results..." is not available to her. Now, if the squad loses combat, they will not fall back because of the squad's drugs, but will the succubus have to make a morale test and possibly fallback (and leave the squad)? This is only and issue because she is not an Independent Character. Hmmm, this is a good question (and not something that came up during playtesting). Under these circumstances she would ignore the fall back result.

2) According to the description of the Talos, you roll to hit and then allocate hits to the closest models. Assuming the models are wounded and killed do you: A. Remove the exact models that are killed. or B. The player can choose to remove any model from the squad as per the normal shooting rules. A is indeed the correct answer. The Talos's special rules over-ride the normal rules.

3) When, and how often, is the razorsnare used? It's used in the assault phase, after the attackers have made any charges but before combat is resolved. It can be used in either player's assault phase.

4) May you make a "Fleet of Foot" move after disembarking from a vehicle? Yes.

5) Can a DE character on a jetbike use Combat Drugs to assault 12"? Yes.

6) Does the DE Reaver Jetbike give +1T & +1S to Characters as it does to Wyches? These are specifically mentioned as benefits in the Rulebook, but not in the Codex. Reaver Jetbikes add +1 to the rider's toughness, as do all bikes. The entry in the Codex *should* say you get +1 strength as well. We'll cover this in Chapter Approved, and future printings of the Codex will include the change.

7) When grotesques (who need 6 STR to be wounded) take damage on a 4+ (e.g. their raider crashing) do they: a) ignore the damage, as it isn't 6 STR b) take one wound, even though a 6 STR hit should auto-kill them c) Die a fiery death. B.

8) Can Dark Eldar capture Necrons for victory points? No.

9) Can a non-independent character take either a skyboard or jetbike? By the letter of the rules they could, although unit coherency restrictions would reduce them to little more than Toughness/ armour boost.

10) If I give my Dark Eldar Lord a Hellion Skyboard as wargear, can he/she have a bodyguard mounted in a Raider, as long as he/she remained with in 2" of the Raider? It is possible for the Dark Lord to have a skyboard. However, he and the retinue form a single unit, and must therefore either *all* be on the Raider, or *all* be off it, so the question is moot in this regard.

Blood Angel Codex

1) What happens if you take two Chaplains? You can only ever have one Death Company unit if you take two Chaplains as two HQ choices, then both Chaplains and their Death Company Space Marines form a single unit.

2) What happens if Lemartes is taken without a Death Company? Can he be on his own? If the special character Chaplain Lemartes is not accompanied by Death Company then he is an Independent Character.

3) Does the Veteran Assault Squad Sergeant get wargear or do you have to pay to upgrade him first? Veteran Assault Squads have an ordinary Sergeant as standard and must pay to have a proper Veteran Sergeant.

4) Is the Ld of the Force Commander only a 9 to represent the lack of self-control the chapter has? A Blood Angels Force Commander is Ld 10 like all other Space Marine Force Commanders (oops!)

5) Do the transport options for the Honor Guard get the supercharged engines, since they are cheaper than normal Blood Angel versions? The Rhino/ Razorback option in the Honour Guard entry should be 65/ 85 points respectively (oops, oops!) They do get the engines.

6) Other predators get sponsons in pairs for one price. The Baal pays for each sponson. Why? The sponson costs on a Baal Predator are for a pair, not per sponson (oops, oops, oops).

7) Can I use the 6" overcharged engine movement to go in any direction, like normal movement? When a Rhino or Razorback uses its overcharged engines, the extra 6" move must be straight ahead.

8) The entry for regular dreadnoughts in the Blood Angel Codex is in the Heavy Support section and says to take them from the Heavy Support Section in the Space Marine Codex. In the Space Marine Codex, they are Elites. What is allowed? Blood Angels can take Furioso Dreadnoughts as Elites and ordinary Dreadnoughts (from the Elites in the Space Marine Codex) as Heavy Support. Note that this does mean they could have up to 6 Dreads in total (they prefer Dreads, which can fight in assault, rather than other vehicles).

9) Do Dreadnoughts benefit from the Black Rage? Yes.

10) When using over-charged engines a dangerous terrain test must be passed first. A dozer blade allows the player to re-roll dangerous terrain tests if the vehicle will not be moving more than 6" that turn. Can a dozer blade really stop the engine from malfunctioning? I'm sure that no reasonable opponent would mind to using a house rule that stops dozer blades effecting this test. When not playing against reasonable opponents, you'll just have to let them have the re-roll and grin and bear it! Of course, since the dozer blade is not-useful when moving more than 6", it should not some into play all that often.

11) It says in the Blood Angels Codex under the Death Company it states: "A Death Company automatically passes any Leadership test it is required to make & ignores any effect that would normally make them fall back automatically. This also applies to any character who joins the Death Company unit."

Question: If a Librarian joins the Death Company does he automatically pass his Psychic test? No (nice try though!)

12) When do I have to decide whether Death Company have a Rhino or Jump Packs? Decide on Jump Packs or Rhino before each game, after generating the unit (but you'll need WYSIWYG models to do this). You only ever get one Rhino, and how you deal with overcrowding problems is pretty much up to you (i.e. either make 'em walk within 2" of the Rhino, or simply don't take the models that don't fit).

13) When generating Death Company, if you roll a 4+ for a squad, and the squad was lead by a Vet Sgt, you can choose to take him. Does this happen instead of choosing another member of the squad, or in addition to one other member joining? This happens instead of picking another member of the squad.

14) If Blood Angels are mounted in a Rhino and Force March (White Dwarf rule), can they disembark from it at the end of its move? Normally of course they can use their over-charged engines and still disembark after moving over 12", but we were not sure if that also applied to Forced Marching. The answer is No.

Necrons (from White Dwarf)

1) I have a Necron that is a casualty in my opponent's assault phase. The rest of the Necron unit loses the hand to hand combat but does not fall back. If the Necron casualty regenerates and stands back up, does it set up in base to base contact or not? Since the combat is still ongoing the Necron would indeed be placed back in base to base contact (Terminator-esque grabbing of ankles etc.)

2) Are Necrons considered living or are they similar to a Wraithlord and Talos? I ask this because we had a question come up as to whether a Plague Knife/Sword would affect them or not. Technically, yes they are affected because the rules don't say they aren't affected and under those circumstances just saying no they aren't affected makes them more powerful (A bit of answering rules philosophy there). However, logic dictates that there is a good case for a house rule and/or Chapter Approved Q saying they aren't.

3) Can the Veil of Darkness be used even if Deep Strike rules are not in place for the scenario? The veil is used in any mission, even if Deep Strike rules aren't being used.

Dark Angels Codex

1) Ravenwing army (page 4) says you may include Interrogator Chaplains & Librarians as additional HQ choices, but not have any other type of character. This doesn't mean you cannot have any Apothecary/Techmarine/Standard Bearer/Vet Sgts, correct? It's just referring to other HQ (independent) characters, right? You are correct. You may not take any other *independent* characters.

2) Can you have Assassins in a DA army? The Assassins Codex would lead you to believe yes, but Dark Angels Codex would lead you to no. The Dark Angels Codex takes precedence here; you can only use Assassins in a Dark Angel army when playing a scenario of your own devising or as part of a campaign.

Ork Codex

1) When a Zzap gun is mounted on a Battlewagon, in replacement of a twin-linked big shoota, what are the effects of rolling an 11 or 12 on the strength? Normally some crew are killed. Is this still the case? Sheesh, I missed out on this one. The idea was that an 11 or 12 inflicts a glancing hit on the firing vehicle, no extra effects for lobbas or Kannon.

2) On a related note, do the grot crewmen (for the battlewagon big gun) need to be on the vehicle or are the vehicle's crew assumed to be the gunners as with other vehicle mounted weapons? No. The vehicle's crew act as gunners.

3) Does the limitation on Big Mek's mekboy bodyguard not having the same equipment apply to mekboyz that are part of the Warboss's Bodyguard? It does not indicate this specifically, but there is enough "interpretation" to think it might be this way. The limit on Mekboyz is only intended to apply to the big mek's bodyguard, not the warboss's.

4) You can have two Warbosses, right? Seems odd, but that's what the rules say. Yaaaaagh, the intention was for there to be only one warboss, but as you point out this isn't what it actually says.

5) A bionik arm counts as a close combat weapon. Does this count toward the 2 single or a single/double limitation on weapons? If so, I assume it is a single handed weapon, right? No, it doesn't count towards the weapons limit - that's the advantage of having it 'built in'.

6) The Kustom Force Field is a two-handed weapon? I was under the impression that it wasn't a weapon at all. Nope but its a bulky piece of equipment that needs two hands to operate hence I counted it as a weapon for the purposes of limiting what the mek can carry.

7) Kustom Jobs: Can the Blasta job be combined with the other kustom jobs? Yes

8) The battlewagon can mount multiple big shootas that are fired by passengers, what are the restrictions for moving and firing? They use the rules for bolt on big shootas.

9) In the wargear rules under the Bosspole it says that it may be carried by a grot. Unfortunately you can't buy the grot to carry it. How can this be done? Gah! You're right, the solution: Banna Wavva: 3 points Grot statline, May carry a bosspole or a Waaagh! banner. A Banna Wavva may not be chosen as a casualty caused by enemy shooting (Only the luckest grots are choosen for the job and they always seem to know when to dodge behind the nearest cover (or ork) to avoid fire.). Blast markers and templates will effect them as normal. Banna Wavvas are armed with a grot blasta.

10) The rules for the Zzap gun state that you pick a target model. Does this mean that the gun can force a specific model to be removed as a casualty in a squad, even though the casualty is normally chosen by the owner of the target? No. The use of the word "model" is in reference to vehicles, which will be the normal target of a zzap gun. When firing into a squad the owner of the squad can still pick which model is removed as with any other type of normal shooting.

11) As per the Living Shield rule for Gretchin Mobs, grots can be used as cover for models behind them when the grots are shot "through." What exactly does this mean? The rules for 40K state that "models" block line of sight. This does not mean that squads do, only models. This means that shooters can pick targets behind other squads as long as the shot goes between models in the interposing squad. When this type of shooting happens "through" a gretchin squad the targeted models can use the Living Shield rule. Note, the grot cover save does not apply when firing at a tall model who is more than twice the height of the particular grot in front of him. Under this circumstance the shot is not going "through" the gretchin mob at all, it is going over them. The grot cover save rule only applies to shots that pass between gretchin models, and therefor through a gretchin mob.

12) First, when a character with Squigs (attack or hound) or Grots as wargear dies are they removed as well? One the one hand they're wargear and so should go with the character, but on the other they are models with a profile of their own. Hmmmm. Tempting as it is to keep Grots and Squigs in play I think they're going to have to be removed if the character dies to prevent all sorts of weirdness breaking out. Also, grots and squigs do become part of the squad their character is part of, so they do count toward the number of losses a unit sustains when working out whether or not the squad has taken 25% casualties from shooting. They also count toward casualties in hand to hand combat. If removed as part of the loss of their character, they are counted as casualties as well.

13) Can you put Imperial vehicle upgrades on looted vehicles, or are you limited to only Orky vehicle upgrades. Orky vehicle upgrades only.

14) In an assault, can the biker models that did not make it into contact with enemy models still use the psycho-blasta rule? If the answer is yes, then the next step out is: Can bike models more than 2" away from an enemy model use the psycho-blasta rule? I guess the real, all ncompassing question, is if the Psycho-Blasta rule is treated like a power fist or other Special Close Combat Weapon - you only get to use it if you get into contact. All the warbikers shoot in the first round of combat, whether they are in contact, 2" away or even further. However, bear in mind that to charge into close combat means that the models must try to make contact if they can.

15) It would seem that Ork vehicles with a Red Paint Job and Turbo can actually move 7" and still be stationary! Turbo says that "for shooting and disembarking troops the vehicle counts as moving the speed it went before the turbo boosters were added." The Red Paint Job says it adds +1" to the move distance so a fast ork vehicle could move 13" and still fire one weapon and or allow troops to disembark (which therefor means it counts only as having moved 12"). If I announce I am going 0", I can Turbo up to 6", counting as moving 0" (the speed I went before boosting) and then add 1" to this distance and still fire/disembark as if I had not moved at all. Not true, see the turbo boost rules. Realize that the 4+ refers to the distance rolled. ie if you get an extra 4, 5 or 6" on the dice roll you can't shoot or disembark. The ork vehicle could, therefor hope to roll a 3 or less and get the benefits you mention, but it's pretty risky!

16) When Flash Gitz upgrade to kustom jobs, do all of them have to take the same one? Yes.

17) I noticed the phrasing of the Flash Gitz kustom jobs is much like Krak grenades and the like in that it says the "entire mob may be given....." When you buy Krak grenades for a squad you cannot choose to upgrade just a few models. They all must get the grenades and all must pay the points for them. Is the parallel phrasing intentional? In other words, in a mob of 10 Gitz if I choose to upgrade them all to, for example, Shootier, I must pay 20 points to do so. Then, after paying those 20 points, I can get 4 models burnas for an additional 24 points, thus "wasting" the 8 points spent in upgrading the shootas that those 4 burnas no longer have. Is this the intent? Yes that's right. Bear in mind that Devastators etc pay extra points for having their extra heavy weapons - with Flash Gitz this is covered by the points spent on kustom jobs instead.

18) Choppas. The rule says "In close combat choppas limit the saving throw and enemy model can have to a 4 at best." This does not stipulate "armor saves." Does this mean that invulnerable saves are altered as well? No, the choppa modifier applies only to armour saves.

19) Throughout the Ork list, squads are given the option "for an additional X points, one of the Whateverorks may be upgraded to a Nob." Burna Boyz are the only squad that does not follow this. They say "For an addition +9pts the Burna Boyz mob may be led by a Mekboy." I take this to be intentional and thus allows the mob to be 11 orks strong. Is this correct? Yep.

20) When a Ork mob losses a round of combat to a fearsome opponent, they don't get a size check, correct? No, remember the mob size check comes after failing a morale check, so in this case you fail the morale check automatically and then take a mob size check.

21) Do Orks mob up before the enemy gets to advance (and potentially wipe out the Ork Mob)? No, the rules state you check for mobbing up 'once moves are complete', therefore any pursuits, crossfires etc. would take effect first.

22) An Ork unit fails to regroup, and falls back with a movement that would take them off the board edge. They do have another mob behind them, so they fall back in that direction, but still have so much movement that they get to the edge with movement to spare. They are at this point within 6" of the other unit still. They try a Last Chance to Regroup (we'll assume they are above 50%, etc) but fail, being Orks. Can they attempt to Mob Up? Or do they scamper off the board? Hmm, I would say no, based on the fact the rule states that mobbing up is done "after all moves are complete". In this case the complete move takes the Orks off the battlefield, severely cramping joining their mates.

23) If orks in mega armour fall back, they move half the distance rolled on the dice (because they count as being in difficult terrain). Do mega boosters help them fall back any faster? Hadn't thought of it like that but the rule states that boostas allow you to reroll the distance moved, which I would interpret as any movement distance involving dice rolls (i.e. fallback, normal move, assault). Bear in mind that all Ork mega armour moves are made as through difficult ground. This could also go for advance & assault movements too (all we could think of here).

24) Do Ork units behind the bikers receive a cover save when fired at by Guess range weapons? (ex. Griffin with or without LOS lobs a shell towards the Orks and hits a unit behind the bikers . 5+ cover save?) Ditto on Ordnance Weapons too for that matter. Also, what if the firing weapon is say on a hill, the bikes in the valley, and the target on another hill (such that the path of the bullet would not go through the bikes)? I guess bottom line on it is would targets get a save if the enemy are not really firing though the warbikes but instead over them? In order to keep the rules clean; yes the save will apply against any attempts to fire past the warbikes whether it's over, under or through. This'll apply to Grot screens too of course (cross out 'murk' and insert 'bodies').

25) Are Killer Kans treated as Ork Dreadnoughts with regards to vehicle upgrades? Yep, treat as dreadnoughts in all respects.

26) Can Lootas take the transport option from a squad? Yes they can.

27) Can big gunz be targeted as vehicles, and therefor cannot be screened by models? Yep, 'fraid so. Try to go for max crew and include a Mek with kustom force field and tools so he can fix broken gunz. This should help them last.

28) If a looted Rhinos is upgraded with weapon options (bolt on big shootas for example), would that mean only 1 Rhino could be taken (since any upgrade would put it above 50 points)? Or is it just for the initial cost where you have to deal with the 51+points limitation? The former - it's the vehicle worth that's the issue.

29) Is the indirect fire option for a basilisk considered a weapon option or a vehicle upgrade? The reason I ask is that Ork looted vehicles can take the weapon options, but not the upgrades, of the looted vehicles. In other words, is a looted ork basilisk capable, for +25 points, of firing indirectly? It's an option, so can be taken for a looted basilisk. The vehicle upgrades are listed separately.

30) If an independent character takes grot or squig wargear, is he still an independent character? He seems to almost be a small squad at that point. Yes. Wargear is still wargear, even if it has legs.

31) In the Appendix for the Orks, Weirdboyz must be included in a mob of boyz. I would suspect the troops type of boyz since they are a troop choice themselves. The question is whether they can join a mob of Stikk Bommas, Burna Boyz, or Tankbustas or are they forced to join either a Slugga Boyz Mob or a Shoota Boyz Mob? Any Ork mob is fine - boyz is just a catch-all term for Orks rather than an intentional limitation.

32) Does the inclusion of the Weirdboyz affect the max # of boyz in the mob? For example, you have a mob of 30 Slugga boyz, can a weirdboy join it and make the number 31? Or do you have to have 29 boyz to get 1 Weirdboy? The former. In this example, the squad would be 31 orks strong.

33) Also, if you buy 2 Weirdboyz, can they be in the same mob? Yes.

34) As it is a Guess Weapon (barrage), the Stomp Weirdboy power causes pinning, right? I suppose they do really

35) A Weirdboy has joined a mob of boyz, as he has to. They are all behind a forest and have no Line of Sight beyond it. Can the ork player declare that the "mob" is shooting a target beyond the wood, having only the Weirdboy shoot? Yes, though it's highly unorky.

36) Does a Weirdboy have to shoot the same target unit as his mob? Yes.

37) When using Forced March (US White Dward 238 Chapter Approved), do orks get to use their size check after taking casualties? Yes. The will, therefor, not run away if they pass.

Eldar Codex

1) Does a Wraithlord have to strike last as it has Dreadnought Close Combat Weapons? Some are quoting the rulebook page 91, Dreadnought Close Combat Weapons "In other words, for Dreadnoughts close combat weapons count as power fists, but it strikes according to its normal initiative value instead of always striking last." They are focusing on the part 'FOR DREADNOUGHTS', and using that to say non-dreadnought units with DCCW strike like a powerfist. Tell anyone who asks this one to stop being so bloody literal! They do not strike last.

2) Warlock power Enhance - this is not cumulative, correct (5 in a retinue would not boost WS by +5)? Correct, it is not cumulative.

3) Crystal Targetting Matrix& Star Engines - can you use both in same turn? It seems kind of a way to get around the Star Engine no can fire in shooting phase to shoot with the CTM in the movement phase... No, you shouldn't be able to fire when you use the star engines.

4) Under the Support Weapon Battery it says the each Guardian is 20pts per model. Is this correct (D-Cannon 70pts= 40pts for 2 crew + 30pts for weapon) or is that 20pts for 2 Guardians (D-Cannon 50pts= 20pts for 2 crew+ 30pts for weapon)? The points value is per gun and crew, then the type of gun is added on top (per model includes the weapon and two crew members, this could have been a little clearer).

5) Would the Space Marine Psychic Hood work against Warlock Powers? It does say they are treated as psychic powers in all respects, except the need for a Psychic test. If it does effect them, when does the Marine player roll for the Psychic Hood? Can he use it on every Warlock on the table each turn? Can he use it on both players turn? Can he use it on every Warlock power? Any insight you can give would be great. For the powers Embolden, Conceal and Enhance, I'd say the Space Marine player can attempt to use the psychic hood at the start of the Space Marine turn. If he is successful, the power has no effect for the rest of the Space Marine turn. For Destructor it is easier, you simply declare you are using the psychic hood when the Eldar player announces that he is unleashing the power and proceed as normal.

6) Do Warlocks count as an HQ choice or are they treated like a Command Squad/Retinue and do not count as a separate choice? I only ask because it does not say that they are not counted as a separate HQ choice like similar units in other Codex books. To us it would seem that they are counted as a HQ choice. They are not a separate HQ choice, treat them like a bodyguard.

Imperial Guard Codex

1) Does a Hellhound with Smoke Launchers count hits as Glancing Hits? Ditto for being Hull Down. Hellhounds that are hull down or in smoke *do* count the hits as glancing hits.

2) Can the Crew Escape Mechanism work if the vehicle is plastered even by an Ordnance 6 result? In this case the crew would not survive.

3) Does Ox, of the Last Chancers, have a loader? No he doesn't; he's so strong he carries the ammo himself. Sadly the reference to this was 'edited out', but should be in the second print run books.

4) If a model were hit by a weapon with an AP low enough to not allow an armor save, would you still be allowed to ignore it by using a medi-pack? Say a guard unit with a medi-pack got hit by an AP 4 weapon. No save allowed, so dead guy. Could they ignore that first hit? No they couldn't. You ignore the first failed saving throw *you roll*.

Sisters of Battle (White Dwarf Articles)

1) The Blade of Admonition states that "all models" within 2" of the bearer don't count for purposes of outnumbering. I assume that there is an editing glitch here - it surely means "all ENEMY models".

Example - a lone Chaos Marine in close combat with five Seraphim inc. one with Blade of Admonition, makes a morale test. But as ALL models are within 2" of the bearer he doesn't count as outnumbered!

What is your call on this? You are quite correct, it should say enemy models.

Catachan Codex

1) In the Catachan codex Rough Terrain Modifications allow their Sentinels to re-roll their movement dice for rough terrain. Would this also be true for regular Sentinels too? Yes it would.

2) Jump pack troops and Bikes die on a roll of 1 on a d6 if they move into difficult terrain. Does this still trigger a booby trap? Yes it does.

3) If you use Deathworld Veteran Snipers in a normal Imperial Guard army, if the mission allows infiltrators to use a free movement before the game starts, can the Snipers use that movement? No.

4) Also if the Snipers are held in Reserve can they just be placed on the table edge and never moved, or can they not be brought on at all? Snipers held in reserve may not be used.

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