Table of Contents
Introduction 2
Tournament 2
The Mission Main Rule Book
Error ! Bookmark not defined.
Astra Militarum 13
Chaos Daemons 13
Chaos Space Marines 17
Chaos Space Marines: Black Legion 17
Dark Eldar 17 Eldar 18 Eldar: Iyanden Grey Knights 18 Imperial Knights 18 Inquisition 19 Necrons 19 Orks Sisters of Battle 20
Space Marines (General Rules)
Blood Angels 21
Clan Raukaan
Error ! Bookmark not defined.
Dark Angels 21
Sentinels of Terra 21
Space Marines 22
Space Wolves 22
Tau Empire 23
Tau: Farsight Enclaves 24
Introduction
The Tournament FAQ’s primary purpose is to provide players with answers to difficult or unclear questions oriented around the rules and codices of Warhammer 40,000, and to provide players with rules and guidelines followed at the Tournament.
We are aware that players and tournament organizers throughout the community may use the Tournament FAQ for other purposes, such as a form of argument justification, or for their own events. Regardless, we do not design it with consideration for these other uses. It is purely designed for the benefit of the Tournament staff and attendees.
The Tournament FAQ is NOT designed to answer every possible rules question, especially those answered in the rulebook. It is kept to a length enabling players to quickly leaf through it. It will, however, cover rules questions consistently brought to us.
Rules Changes and Updates
The recent changes/updates to the Tournament FAQ will appear red and underlined like below.
Recent Red as shown here.
In order to submit a question for the Tournament FAQ, or make a cogent argument for why a rules call is incorrect, please use the following procedure:
First, please understand that we cannot make everyone happy; we seek only to give our attendees a concrete set of expectations regarding how difficult rules will be played at the tournament.
Ensure your argument or question is structured with page references to all relevant rules Email your concern(s) to [email protected]
Tournament FAQ’S
All current GW FAQs released prior to July 24, 2015 will be used. The Current 7th Edition ATC FAQ will be used.
PAINTING, MODELLING AND COMPOSITION
No painting or composition scores. Although painting quality is not a factor in the overall score, armies must be painted to a minimum 3 colors and bases must be painted or flocked. Any army not meeting these requirements will suffer a significant penalty of 5 points per round, per player in violation of this rule to their overall Team score.
ALL models MUST be WYSIWYG!
Players caught playing more than the specified points limit will receive at the minimum a current round loss and possibly a round loss for every game before and will not be able to continue until the list is corrected and
approved by ATC staff.
Forgeworld models may be used but must represent a unit from an allowed codex and/or datasheet. Forgeworld rules are not allowed.
Games Workshop models are NOT required, but the models used MUST accurately represent the game piece it is being used for.
Models potentially generated in excess of the point limit MUST meet the 3-color minimum.
Fliers MUST be mounted on a Games Workshop Flying Base of the appropriate type or MUST be modeled to the same height as if it were on the correct Games Workshop Flying base.
If a Psyker is required to take certain powers, then those Psychic powers MUST be listed on the army list
SPORTSMANSHIP, CHEATING and SLOW PLAY
Sportsmanship will be taken into account. Sportsmanship is always a very important factor in all of our events. We are playing a game (supposedly for fun) and any unsportsmanlike behavior will not be tolerated. There will be a reasonable warning system and a "Slow Play" system in effect as well.
In the case of Armies with lots of special abilities or powers (like Daemons), players are required to make things clear to their opponent at all times. This should be done by putting markers near affected units. Dice should NOT be used as they easily get lost in the chaos of the table top.
Players caught playing with an army that is not the same as their army list will receive at the minimum a current round loss and possibly a round loss for every game before and will not be able to continue until the list is corrected and approved by ATC staff.
Players caught using Loaded or Cheat Dice will be removed from the ATC and their team will have to play one man down or use one of our extra ATC Staff Players for the remainder of the event.
The ATC Slow Play Policy will involve us tracking all players’ number of turns and incomplete game totals throughout the event. Whether intentional or unintentional, points will be deducted for Slow Play and could affect previous round scores as well if it is determined that the player has hindered other players’ scores through the use of Slow Play. The penalty could be as severe as round losses (30 points per round deducted). The amount will be determined by ATC Staff, Judges and players involved. You should bring an army that you can play a complete game within 2.5 hours, "I'm new with this army" and "There are a lot of models in my army" are
not valid excuses.
Sportsmanship scores are used only to help inform the event coordinators and judges of any conduct issues that may need to be addressed.
"Jink" Etiquette - When shooting at a model that can benefit from the Jink special rule, the player rolling to hit MUST ASK their opponent if they wish to make a Jink save and/or give their opponent a fair amount of time to announce that they wish to Jink. If the dice are rolled to hit and the defending player was not given the chance to reply, the dice roll will remain and the defending player can then choose to Jink or not. We understand both sides of this argument but have found this to be the best way to avoid fast rolling accusations, etc.
GENERAL REQUIREMENTS
Each player is responsible for bringing everything needed to play a complete game - GW FAQ(s), a copy of your Codex (and any allied codex), 7 Copies of your army list, templates, dice, tape measure, etc.
Due to space requirements and physical table setup, It is strongly recommended that each player bring a laser pointer or Line Of Sight system and a display table or tray with legs to place their books and unused models on during the event.
Please see www.whatc.org for our team guidelines.
LEGAL ARMIES
Please see www.whatc.org for a list of Legal Armies.
Digital codices of the books listed above are allowed. You must have legal version(s) of any digital book you intend to use. If you don’t have it available (for example your electronic device runs out of power) you will not be able to play until you do. This rarely comes up but it’s important for everyone to understand the expectations.
ARMY LISTS
You MUST bring Seven (7) Copies of your army list with you to the event.
Your Warlord MUST be clearly marked on your army list. You may not change Warlords at any time during the event.
TEAM INTERACTION
Players or By-Standers may NOT help each other during game play (unless your opponent chooses to help you for some reason). Players doing this will receive one warning and after that their team will have points deducted from their current round, up to a max of 30 per player involved depending on the seriousness of the affect
towards the outcome of the game. Bystanders will be asked to leave the premises if this becomes an issue. It is the player’s sole responsibility to inform the ATC staff of any such issue.
GAME ROUNDS AND SCORING
Each round will be 2 hours 30 minutes plus 15 minutes allotted for parings.
If there is a tie at the end of the ATC Event, Strength of Opponent matchups will be used as a tie-breaker. How Pairings will Work:
EACH round, after teams have been paired against each other by the Tournament Judges, the two Team Captains will then pair their players against each other.
Captains will have 15 minutes before each match to decide who will play with which opponent. They can consult with and use the help of the rest of the team as they wish. All army lists will be available at this time for both Teams’ review and consideration.
Players will be matched by Captains in the following way:
Both captains roll a dice. The winner may put forward a list first or have his opponent put forth a list first. Captain A puts forward player A.
Captain B chooses a player to fight player A. Captain A chooses a table for that game. Captain B puts forward player B.
Repeat step 2 through 7 until all players are paired.
TERRAIN
There will be five tables in every Table Section. One table will have Heavy Terrain, one table will have Light Terrain and 3 tables will have the Normal Terrain Coverage. This is intentional and is a key part of pairing players and choosing tables before the games even begin!
Terrain is pre-set on the tables. The terrain should NOT be removed, moved, readjusted, etc. We know that during an event terrain does get moved around, so if you find yourself at a table and the terrain seems out of place, or there are large areas with no terrain, call a judge or ATC staff over BEFORE you begin the game and have them re-set the terrain for that table.
Please see the “Terrain” section below for other details on how certain types of terrain will be handled.
WARLORD TRAITS
Warlord Traits are considered Special Rules.
To determine Warlord Traits, choose to either use your Codex table or Main Rule Book table. After choosing your book, roll a die and then choose a column in that book.
THE MISSIONS
The Missions and the Mission FAQ can be found at www.whatc.org
Tabling your Opponent
Once a tabling occurs a judge must be called over.
The player that wiped out his opponent then gets to continue to take his current turn, plus ONE additional turn (please note that you cannot play more than 7 turns in a game).
The Mission points are calculated as per normal, with the exception that the player who tabled their opponent will receive an additional 10 Victory Points (these additional points cannot take you over the max 33 points for a round). This gives the player that wipes out his opponent the ability to get to objectives and claim goals if he is capable of doing it. It also allows for the player that lost to score points for goals that they have met and to actually outscore his opponent in some rare cases.
MAIN RULEBOOK Assault
If a weapon with shooting and melee profiles is used in the Shooting Phase, then in the following Assault Phase it will be treated as a standard Close Combat Weapon.
General Assault Rules
If a unit chooses to make a Consolidation move, then all models in the unit must end this movement 1” away from all enemy models, including any enemy vehicles they may have just attacked in close combat.
Units may choose not to make a Consolidation move after winning an assault. If they choose not to make this move, all models in the unit are left in their exact positions.
Units are considered to be locked in close combat as soon as any enemy model moves into base to base contact with them. This prevents the unit from firing Overwatch against other units charging them later in the same phase. Jump and Jet Pack units still suffer an initiative penalty if they assault through terrain without Assault Grenades or another explicit rule allowing them to ignore the initiative penalty.
Overwatch
Treat Overwatch attacks as an additional Shooting phase. Therefore, unless explicitly stated otherwise, abilities and special rules that would work during the Shooting phase will work for Overwatch.
A model that can fire multiple weapons in the Shooting phase as a normal shooting attack (such as Monstrous Creatures, models with Gunslinger, Multi-Trackers or Walkers) can fire multiple weapons when making an Overwatch attack.
When multiple units are eligible to fire Overwatch at a charging unit, the firing player resolves the Overwatch from one of his units (of his choice) before deciding whether he would like to fire Overwatch with another eligible unit. This continues until all eligible units have either fired or the player chooses to make no further Overwatch attacks against the charging unit.
Blast Weapons
All models under the template on all levels of a ruin are hit by a Barrage/Blast Template.
Vehicles hit by a blast weapon, but completely out of Line of Sight of the firing unit, are affected normally by the blast.
Characters
Special Rules do not apply to Independent Characters unless it is specifically stated they do.
An Independent Character that has the Infiltrate special rule may NOT join a unit that does not have Infiltrate during deployment allowing them all to infiltrate together.
Independent Characters cannot join units of Monstrous Creatures or vehicles.
Destroyer Weapons
Once you have determined the number of hits from a Destroyer weapon, roll for the effect of each of these hits, creating a wound pool for each result. Determine which wound pool to begin allocating hits. The nearest enemy model makes its save, if any is allowed, before the roll to determine the number of Wounds inflicted.
Exploding Vehicles
When a vehicle explodes, you must roll for the distance of the explosion and measure to see what models are hit by the explosion BEFORE removing the vehicle from the table.
Feel No Pain
When making a Feel No Pain test, a dice result of 1 will always fail.
Flyers and Flying Monstrous Creatures
Unless it is hovering, a Flyer MUST always move FORWARD. This includes when it arrives onto the table. Witchfire Psychic Powers may be fired using Skyfire by a Flying Monstrous Creature.
If a Flyer is suffering the effects of a “Crew Stunned” result while Hovering, it cannot Zoom in its next Movement Phase.
Flying Monstrous Creatures that are Swooping and cannot move for some reason are forced to switch to Gliding.
Fortifications and Buildings
Fortifications
Weapons Special abilities/rules such as Lances, Melta, Haywire, etc work in the same way against Fortifications.
Fortifications purchased by players are considered part of their army, and are only considered neutral terrain when placed as normal terrain (p.130MRB)
Fortifications/gun emplacements are not considered to be models or units (they are terrain), which means among other things: 1 - They do not generate a Victory Point when destroyed. 2 - They do not benefit from special abilities that affect models/units (e.g. Ork Kustom Force Field or Dark Angel Power field Generator).
Fortifications that are buildings may take cover saves granted by terrain or intervening units just like a vehicle does, treating the building’s entire silhouette as its facing if none is apparent. Gun emplacements may take cover saves granted by terrain or intervening units just like an Infantry model does.
Both players may have a model in base contact with the same gun emplacement (provided they are 1” apart) and both models may fire it in consecutive Shooting phases.
The purchased Comms Relay and Gun Emplacement for a Bastion must be placed on the fortification’s roof.
Buildings
Buildings can get cover saves.
Weapons Special abilities/rules such as Lances, Melta, Haywire, etc work in the same way against Buildings.
Skyshield Landing Pad
Shielded: Models on top of a shielded Skyshield Landing Pad have a 4+ invulnerable save against enemy Shooting attacks.
Only models physically on top of a shielded Skyshield Landing Pad gain the 4+ invulnerable save.
Models cannot Deep Strike beneath the Skyshield Landing Pad, they must instead Deep Strike onto the landing pad itself. Disembarking troops can move below it as normal.
Models can move onto or off the Landing Pad from any point. Unit coherency is maintained like Ruins.
When dealing with Barrage weapons, treat the Landing Pad as a Ruin. The legs of the Landing Pad are Impassable Terrain.
A Skyshield Landing Pad does not count as a building, as it cannot be destroyed (it does not have HP). You must take a difficult terrain test to move onto or off of the Landing Pad.
You may fire any vehicles or models weapons from the top of the platform. You CANNOT fire Barrage weapons from beneath the platform.
Concerning units charging models on the EDGE of a Skyshield : If the charging models in question had adequate charge distance to make close combat with models above or below them (including vertical distance), then they will be considered to be in base contact if placed directly below the enemy models.
Defense Lines and Barricades
Only models obscured (not behind) by the Aegis Defense Line receive a cover save (if allowed a cover save).
Gun Emplacements and Emplaced Weapons
Either player may fire a gun emplacement, and may manually fire emplaced weapons if they occupy the building.
Gun emplacements may be targeted during the shooting phase.
Line of Sight
In addition to the rider, a bike model may draw LOS from any part of the bike itself. This includes Eldar Jetbikes, etc.
A TURRET Weapon mounted on a Walker has a 360 degree Line of Sight. Models outside of a weapons Fire Arc cannot be removed as casualties.
Monstrous Creatures
A Monstrous Creature’s AP characteristic is only affected by AP1 modifies; otherwise, their attacks are always AP2.
Gargantuan Creatures
Gargantuan creatures can fire as many weapons as they have available in the shooting phase.
A Gargantuan Creature may assault any unit that has been targeted by any weapons fired in the Shooting phase.
Movement
A Flyer cannot end its movement with part of the model hanging off the table.
If a Mixed Unit performs a RUN action, models in the unit that can run are allowed to run and those that cannot run are not allowed, as long as the unit ends its movement still in unit coherency.
Objective Secured
An Objective Secured unit may claim objectives from within a Vehicle.
If a unit with the Objective Secured special rule is embarked on a Transport that is on top of an objective, the controlling player chooses which unit is scoring the objective.
Psykers & Psychic Phase
When making a Deny the Witch roll, you may not use any abilities from any units or models to modify the roll, including re-rolls and set modifiers, if none of your models were the target of the power, e.g. Blessings.
Gate of Infinity be used by a Psyker that is locked in combat, but not if it is Falling Back.
Psykers that enter play during the Psychic phase, such as by Conjuration, do not add their Mastery Level to the current phase’s Warp Charge pool.
Witchfire, Focused Witchfire: Powers of this type that do not possess a standard weapon profile require a single roll to hit. If the roll to hit misses, the power is unsuccessful.
A unit may only cast one instance of a given Psychic Power per Psychic Phase, regardless of how many Psykers in the unit know that power.
A unit/model with Foreboding does not get its full BS when firing Overwatch on an Invisible Unit.
When a summoned/conjured unit enters the game, its Mastery Level adds Warp Charge to future Warp Pool Allowances, but not the Current Warp Pool.
Template powers target all units they intend to touch. For example, if the caster intends to place a blast marker covering both a Wraithlord and Farseer, then the Farseer gets his bonuses to Deny the Witch. If the casting player does not cover the Farseer with the blast then there is no bonus to the Deny the Witch roll, even if that template later scatters onto the Farseer.
If you are allowed to re-roll a psychic test, you re-roll ALL of the dice.
If a model that casts a Witchfire Psychic Power is killed from Perils of the Warp, the power manifests normally. Range should be checked before removing the model from play.
When a unit with the Brotherhood of Psykers/Sorcerers special rule casts a psychic power, range and LoS are determined from any single model with this rule in the unit, selected by the casting player. Note that if such a unit casts a Witchfire Psychic Power, only the selected model counts as making the attack (meaning other models in the unit can still fire a weapon of their own, should they have one).
Reserves
Units placed in Ongoing Reserves caused by Mishaps will arrive from Ongoing Reserves as initially declared.
Saves
Cover Saves
Multiple sources of stealth or multiple sources of shrouded do not stack. Vehicles receive Cover Saves as normal against Grav Weapons.
Obscured models have a cover save equal to the value of the cover save granted by the terrain that is obscuring the model, whether or not the model is within the boundaries of the terrain. For example, a Vehicle obscured by a Ruin would have a 4+ cover save.
Invulnerable Saves
You may not take an Invulnerable Save against wounds caused by Perils of the Warp.
Jink Saves
"Jink" Etiquette - When shooting at a model that can benefit from the Jink special rule, the player rolling to hit MUST ASK their opponent if they wish to make a Jink save and/or give their opponent a fair amount of time to announce that they wish to Jink. If the dice are rolled to hit and the defending player was not given the chance to reply, the dice roll will remain and the defending player can then choose to Jink or not. We understand both sides to this argument of whose responsibility it is but have found this to be the best way to avoid fast rolling
accusations, etc.
An Immobilized Skimmer may NOT make a Jink Save. Jinking does not affect the occupants of a vehicle in any way.
You may make a Jink attempt against Beam attacks, even if you were not the initial target of the attack.
If a unit with the option to Jink has a template scatter onto it, the models under the template would then have the opportunity to Jink. This ruling also applies to attacks such as Death Rays and Tesla Arcs.
Shooting
All models under the template on all levels of a ruin are hit by a Barrage/Blast Template.
The range of a weapon’s Searchlight will be the same as the range of the weapon that is being fired.
Models that Turbo-boost in the Shooting phase can move any number of inches (up to the maximum for their unit type) in any combination of directions.
Special Rules
Models making a Hit & Run move that encounter an obstacle they are not allowed to move through or over (such as Impassable Terrain or the edge of the board, for example) immediately end their move. Furthermore, if all the models in a unit attempting to Hit and Run cannot be placed within their rolled distance because of friendly or enemy models, then the Hit and Run cannot be performed.
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment even if those Infiltrators are Outflanking.
Unless specified otherwise, attacks that cause Instant Death on a To Wound roll of 6 still need to be able to wound the target model for Instant Death to be inflicted.
Vehicles may not take cover saves against weapons that Ignore Cover.
A model that fires during an opponent’s turn using the Interceptor special rule:
1 - Must have line of sight to its target even if the weapon being fired does not normally require line of sight.
2 - Always counts as stationary for this shooting attack.
3 - May still fire Overwatch if assaulted in the same player turn, even with the same weapon used to intercept. [pg. 38, W40KRB]
A unit can perform a Vector Strike in the same turn that it leaves Combat Airspace.
When making a Vector Strike, the rules state "...any unit the model passes over..." The area that counts as having been “passed over” will be defined as follows. A vehicle may use any part of the model (e.g. a Heldrake’s wings). A Monstrous Creature occupies the area of its base, so this area is defined only as the area passed over by the BASE of the Monstrous Creature.
If a model has the Smash special rule and uses a close combat weapon that has an AP3 or higher, these attacks are still resolved at AP2.
If a unit rolls a Misplaced result on the Deep Strike Mishap Table, the enemy player must place the unit in a legal spot where they would not mishap a second time. If no such position exists, the unit is placed into Ongoing Reserves.
Skimmers will mishap if they scatter onto another unit, impassible terrain, etc. when they Deep Strike.
Stomp Attacks
Q: How are Stomp Attacks resolved?
A: Resolve each template completely, from beginning to end, including any “To Wound” rolls and saves, before resolving any subsequent markers. This means that you will roll on the Stomp table for each marker for each unit that is “stomped”.
Super Heavy Walkers
Super-Heavy Walkers can NOT Thunderblitz.
Super-Heavy Walkers may execute a Stomp attack against a unit with Invisibility.
A Stomp Attack can affect units that are not locked in Close Combat with the model performing the Stomp Attack. (WH40k MRB pg. 96)
A Super Heavy Walker may assault any unit that has been targeted by any of weapons fired by the unit in the Shooting phase.
Template Weapons
Models completely out of LoS of the firing unit can be hit by a template weapon and add wounds to the wound pool for the shooting attack. However, unless the template weapon does not require LoS, models completely of out LoS of the firing unit cannot have unsaved wounds allocated to them, and so cannot be removed as
casualties. Similarly, a template cannot affect vehicles that are completely out of the firing unit’s LoS either (unless the weapon does not require LoS, of course).
Template weapons with the Torrent special rule, besides not having to be placed touching the firing model’s base, must still abide by all other targeting restrictions for Template weapons.
Terrain
Vehicles
All models using any flying stand will be treated as flying horizontal to the table, regardless of pivot ability or terrain effects due to placement. In other words, if your Flyer’s base is on a hill, thus angling up or down, it is considered to be horizontal to the table.
A Walker is treated exactly as an infantry model except for when determining Line of Sight when shooting. Regarding Assault, a Walker essentially has a 360 degree view and does not need to face its opponent, just like infantry.
Moving and Shooting
Per the MRB, all hull-mounted weapons have a 45 degree firing arc; this arc is not 45 degrees in each direction, but a net 45 degrees vertically and/or horizontally. When incorrectly modeled or difficult to ascertain,
determine vertical firing arc parallel to the plane of the tabletop.
Explodes! Passengers
Models wounded by an Explodes! result cannot Go to Ground. You must resolve wounds before placing remaining models.
Drop Pods
Models disembarking from a Drop Pod make a normal Disembark move, ending wholly within 6” of the Pod. When a Drop Pod deploys, it does not automatically lose a Hull Point even though it is ‘treated as suffering an Immobilized damage result. However, if it lands in Difficult/Dangerous Terrain and fails its Difficult Terrain test, then it loses a total of 2 Hull Points.
The doors of a drop pod model are ignored for all game purposes (e.g. they never block LoS, they may not be disembarked from, and enemy models do not need to remain 1” away from them).
Warlord Traits
The “Legendary Fighter” Warlord Trait will work in the following manner:
Your army will gain an additional Victory Point towards your Victory Points total for determining the winner of the “Purge The Alien” Goal. Thus each enemy character slain is worth 2 Victory Points and the enemy Warlord is worth 3 Victory Points.
The “Night Attacker” Warlord Trait will affect the game as normal. In this case, it will force a first-turn Night Fight.
WYSIWYG
Forge World rules are not currently allowed in the tournament. However, Forge World models are allowed provided they are being used to represent a standard Warhammer 40,000 model. As with all “counts-as” models, they may not confer a modeling advantage over the standard Citadel model. Thus someone could feel free to use things such as the Mantic Zombie Marines or the Paulson Anime Railguns as they do not confer an advantage. It would even be ok to bring a WW2 Stuka model converted up as an Ork Dakkajet, as long as the model is
equivalent in size.
As with any uncertainty, it’s imperative that you contact the event staff regarding any potential questions or concerns.
Models that include a power weapon with no further special rules should be played as the model is equipped. You can model a different type power weapon but it must appear as the weapon it is played as. You must denote the power weapon type in your army list and it cannot change throughout the tournament.
CODEX FAQ
Astra Militarum
Tank Commanders
Tank Commanders may not use the “Look Out, Sir!” rule.
Tank Commanders cannot accept or deny Challenges. The Challenge rule has no effect on Tank Commanders.
Regimental Advisors
A unit containing a Commissar that fails a Morale check but can re-roll that test (such as with a Regimental Standard), can do so, but if it is failed again the 'Summary Execution' will kick in, though the leadership test cannot be re-rolled again.
Commissar
A unit with an attached Lord Commissar can still make use of his Aura of Discipline special rule if he has refused a challenge.
Techpriest Enginseer
An Enginseer who is accompanied by at least four Servitors with Servo-arms, will successfully repair a damaged vehicle even on the roll of a ‘1’.
A unit containing ‘Mindlocked’ Servitors which is locked in combat can perform a sweeping advance, and/or pile-in move but cannot consolidate.
Ministorum Priest
If a Ministorum Priest is killed in combat before his unit gets to strike, the rest of his unit still benefits from War Hymns.
Rough Riders
Rough Rider models that are unable to strike the first round their unit charges into combat do not retain their Hunting Lances.
Hellhound
If the Melta Cannon’s blast scatters check the range for the blast after the scatter to see if it is within half range.
Deathstrike Missile
An Enginseer can fix a 'Weapon Destroyed' result on a Deathstrike Missile (the -1' to the launch roll). Power of the Machine Spirit cannot be used to fire the Deathstrike Missile even if it has either moved or it is Game Turn 1.
Q: For the Devil Dog, where do I measure the Blast marker from for purposes of the Melta special rule? A: Once the final placement of the marker is determined, if the hole is within half of the maximum range of the weapon, Melta is applied.
Q: Can a unit use Grav Chute Insertion while the Flyer is Zooming? A: Yes.
Chaos Daemons
Allowances for Different Chaos Units Joining Each Other
Chaos Space Marines (CSM) can't join Chaos Daemons (CD). Chaos Daemons can't join CSM. Khorne Daemonkin (KD) can't join Chaos Daemons, but can join CSM. CSM can join KD.
Fateweaver receives 4 Warp Charge Dice.
A Daemon of Tzeentch gets its +3 LD bonus when taking a Perils of the Warp Test.
Exalted Flame Heralds not taken as an HQ choice do NOT get access to disk or chariot options.
Kairos Fateweaver may not re-roll the end-of-game roll, or any rolls that do not occur during a Turn (i.e., Stealing the Initiative)
Kairos Fateweaver is treated as a single psyker model for any special rules or attacks that target, count, or otherwise affect psykers. [pg. 42, C:CD]
Independent Characters from the Chaos Daemons codex cannot join units from the Chaos Space Marines codex. [pg. 26, C:CD]
For the purposes of the Lamprey’s Bite special rule, a Screamer’s “normal close combat attacks” include the bonus attack for charging but do not include Hammer of Wrath attacks. [pg. 41, C:CD]
A model may only take a cover save against a Screamer’s Slashing Attacks if it is in area terrain (excluding vehicles) or there is a special rule granting it cover. [pg. 41, C:CD]
When the Masque of Slaanesh targets a unit with the Dance of Caging, roll a separate D3 each time the target unit is going to move for any reason. The Dance of Caging affects all types of movement, including, Turbo-boosting and Thrust movement. Flying Monstrous Creatures that are affected by this ability on their turn may not choose to Swoop. [pg. 58, C:CD
Fate Weaver’s Staff of Tomorrow works even if he’s off the table (but not destroyed).
Leadership penalties from the Doomstone apply to an enemy character even if that model is removed as a casualty and later returns to the game via a special rule. If the Doomstone lowers a character’s leadership to 0, then any special rules that would prevent them from being removed as a casualty or subsequently return them to play are ignored. [pg. 65, C:CD]
If a multi-wound model fails a characteristic test from the Pavane of Slaanesh or Rancid Visitations psychic powers, but is not removed as a casualty, the attack immediately ends. [pg. 69, C:CD]
Each unsaved wound inflicted by either the Contagion or Witsteal special rule causes the affected model (if still alive) to take a further Toughness/Initiative characteristic test, respectively. [pgs. 62 & 63, C:CD]
The turn it arrives from Reserves, an Icon of Chaos can immediately be used to reduce the scatter distance of subsequent viable units arriving by Deep Strike. [pg. 64, C:CD]
A Chaos Daemons player may roll to see if the Portaglyph creates a unit the same turn that it is placed. [pg. 65, C:CD]
A Portaglyph has no specified height, and may literally be represented by a small blast template. [pg. 65, C:CD] The +1 to Feel No Pain rolls from the Warpflame Daemonic Gift stacks with other instances of Warpflame. Note that a model’s Feel No Pain roll can never be improved beyond 2+. [pg. 61, C:CD]
When rolling for a model’s Daemonic Rewards, Warp-forged Armor and the Unbreakable Hide Greater Reward are not considered to be duplicates. [pg. 66, C:CD]
A model with the Mutating Warpblade must actually use the weapon to slay an enemy character or monstrous creature for the Warp Mutation special rule to take effect. [pg. 62, C:CD]
A model with the Blade of Blood must actually use the weapon to attack in the assault phase for the Bloodlust special rule to take effect. [pg. 62, C:CD]
As long as a Daemon armed with a Staff of Change or Mutating Warpblade manages to inflict one or more
unsaved wounds onto an enemy character or monstrous creature in the same Initiative step of a combat where that character or monstrous creature is killed, then their Warpdoom and/or Warp Mutation special rules will apply. Note that this means it is possible for both the Warpdoom and Warp Mutation special rules to be resolved against the same model [pg. 62,C:CD]
The Daemonic Possession Warp Storm result has no effect on psykers currently embarked upon transports or occupying buildings. It does however affect Swooping Flying Monstrous Creatures (that are also psykers) normally. [pg. 27, C:CD]
When generating a unit of Daemons either from a Portaglyph or the Summoned from the Warp Warp Storm result, a Chaos Daemons player may roll the unit size before choosing which type of unit is summoned. [pgs. 27 & 65, C:CD]
When resolving a Warp Storm result that requires a D6 to be rolled for each unengaged enemy unit (and units containing at least one Daemon of the specified type), do not roll for any units that are currently embarked in a vehicle or occupying a building. [pg. 27, C:CD]
Other
Q: Do Psykers that enter play during the Psychic phase, such as by Conjuration, add their Mastery Level to the current phase’s Warp Charge pool?
A: No.
Q: Can units that enter play via Conjuration cast Psychic powers the turn they enter play other than Conjuration powers?
A: Yes.
Chaos Space Marines
A model without the Champion of Chaos special rule may attempt a Glorious Intervention to save a model with the Champion of Chaos rule.
A model may take more than one Chaos Artefact.
The Mark of Tzeentch bonus to Invulnerable saves applies to all Invulnerable saves applied to the unit during the game, including but not limited to Skyshield Landing Pad and Forewarning.
Allowances for Different Chaos Units Joining Each Other
Chaos Space Marines (CSM) can't join Chaos Daemons (CD). Chaos Daemons can't join CSM. Khorne Daemonkin (KD) can't join Chaos Daemons, but can join CSM. CSM can join KD.
Chaos Space Marines: Black Legion
Daemonkin Khorne
A summoned unit from the Khorne Daemonkin Codex can NOT move normally after being summoned.
When a flying Khorne Daemonkin unit is summoned it cannot “change” modes. However, when it is deployed it can and must be declared in one of the two modes. It is not arriving from Deep Strike Reserves, so the
requirements to Swoop does not apply.
A character with the Blood for the Blood God special rule generates a blood point when it is slain outside of a challenge.
If a Chaos Lord with the axe of ruin is turned into a daemon prince via the dark apotheosis result on the blood tithe table, Kor'lath is released from the axe of ruin when the chaos lord is removed as a casualty AND when the daemon prince is removed as a casualty.
Kor'lath, the bloodthirster (created from the axe of ruin) may land on the turn it is created.
Blood tithe table benefits do not confer to characters without the blood for the blood god special rule that have joined units with this rule. Special rules must state that they confer to IC’s.
The preferred enemy special rules (warlord trait in Daemonkin Khorne codex) do not allow you to re-roll 1s on the destroyer weapon table. D weapons do not roll to wound.
Allowances for Different Chaos Units Joining Each Other
Chaos Space Marines (CSM) can't join Chaos Daemons (CD). Chaos Daemons can't join CSM. Khorne Daemonkin (KD) can't join Chaos Daemons, but can join CSM. CSM can join KD.
Dark Eldar
Eldar
A Farseer's Deny the Witch reroll may only be used for Deny the Witch rolls targeting the Farseer's unit. A Farseer may join another unit if all of the Warlocks in his original unit are killed.
Dominate will work on a fearless unit.
Warp Spyders may jump away from a Wall of Death attack but will still affect the Warp Spyder unit unless it is able to get out of Line of Sight from the source of the Wall of Death attack.
Grey Knights
Interceptor Squad
If a model with a Personal Teleporter shunts into difficult terrain, it must take a dangerous terrain test just as Jump Infantry would.
Equipment
Aegis does not work when doing a Deny the Witch against Blessings and Conjurations.
Other
Q: Do Independent Characters from a Faction other than Grey Knights, benefit from Rites of Teleportation if placed in Deep Strike Reserve joined to a Grey Knight unit?
A: Yes. Note, however, that Grey Knight Independent Characters may not use Rites of Teleportation if they have joined a non-Grey Knight unit or a Grey Knight unit that is not part of either the Nemesis Strike Force
Detachment or Grey Knights Brotherhood Formation.
Q: Does Domina Liber Daemonica work for models other than the bearer who are in non-Grey Knight Faction units?
A. No.
Imperial Knights
Gerantius can NOT be used in a normal Imperial Knight Household Detachment.
“Look Out Sir” Rolls may be made against Stomp attacks if the result was a 2-5, as it causes wounds and does not specify you remove from under the template. If a 6 is rolled on a Stomp attack, you get no “Look Out Sir”, as no wounds are caused.
Ion Shield: For determining which side is hit for a Vector Strike, roll a die. On a ‘1-3’ the left side is hit, ‘4-6’
the right side is hit. For determining which side is hit from a Barrage weapon, use the side armor arc closet to the hole of the template. In the event the hole is dead center, use the Vector Strike rules above.
An Imperial Knight Shield Facing is chosen at the first of their enemy’s shooting phase and lasts until the first of their enemy’s next shooting phase. If a player forgets to nominate the facing, then unless their opponent shows them great mercy, it is considered to be facing the same direction as the last time facing was declared.
Imperial Knights can NOT Thunderblitz.
For purposes of moving and shooting, an Imperial Knight will always be considered as facing the front of its base.
Unless a specific rule states otherwise, an Imperial Knight will never count as having the Objective Secured special rule.
Inquisition
Henchmen do not have the Objective Secured special rule.
Psykers in Henchmen squads will use the Psychic powers from the GW Grey Knight FAQ.
Other
Q: Do the rolls of 6, 8, 9 and 11 for the “Daemonic Powers” special rule of the Daemonblade apply to the model regardless of which phase or whether another weapon is used in the Assault phase?
A: Yes, but only these rolls. All other abilities are only granted when the Daemonblade is used in the Assault phase.
Q: Does Coteaz suffer Perils of the Warp if he rolls any doubles while manifesting powers from the Sanctic Daemonology discipline?
A: Yes.
Q: Can I’ve Been Expecting You be used if Coteaz is Embarked on a Transport? A: No. Q: Can a unit use Grav Chute Insertion while the Flyer is Zooming?
A: Yes.
Necrons
When using the Necron Canoptek Harvest formation Adaptive Subroutines, units must be within 12" of the Spyder at the time they wish to use the chosen rule.
The Canoptek Harvest formation may only include a single Canoptek Spyder.
Night Scythes are Flyers without the Hover special rule and therefore cannot score/contest objectives. A Catacomb Command Barge may NOT join other units.
Imotekh’s Lord of Storm ability can hit a Zooming Flyer.
Weapons
The Death Ray is a forward facing hull mounted weapon.
The weapons mounted on a Necron Night Scythe have a 45 degree firing arc.
The twin-linked tesla destructor on an Annihilation Barge is a hull-mounted weapon. [pg. 95, C:NCR]
Lord of the Storm
Imotekh's lighting cannot strike Fortifications.
Orks
Mekboy
A Mek cannot run or be locked in combat, in order to fix stuff.
Upgrades Ammo Runt
An IC or a unit upgrade cannot use an ammo runt taken with a unit of Nobs.
Kustom Force Field
A KFF does apply to previously embarked models affected by an exploding transport. Exploding Transport's hits are considered to be shooting attacks.
Weapons
Shokk Attack Gun
Models that are immune to Instant Death (such as those with Eternal Warrior) are removed from the table when hit by a shokk attack gun that rolls a “Raargh” result. Also if it is an embarked Transport then the models embarked are removed as well.
Sisters of Battle
Space Marines (All Space Marine Armies)
As long as a Psyker has psychic dice available to use, he can cast everything that is known to conclave members within 12" of him (as long as he would normally be allowed to cast the powers).
Once a Drop Pod lands, the doors remain open for the rest of the game. However, all measurements to and from the Drop Pod, besides firing its weapon, are done based on the hull of the Drop Pod (its shape when the doors are closed). This means, for example, that friendly and enemy models will be able to move on top of the open doors. Drop Pods are considered to provide 5+ cover save regardless of whether the doors are glued shut or not.
An Apothecary may not take any other wargear upgrades.
Blood Angels
Stormraven Gunships
Each Stormstrike Missile is considered a separate weapon.
Non-Jump Infantry units disembarking using ‘Skies of Fury’ that scatters and ends up actually landing in difficult/dangerous terrain, do take two dangerous terrain tests. First when the unit scatters and again when the surviving models are actually placed into the difficult/dangerous terrain.
A Stormraven that starts the turn on the table with a unit that disembarks from it via ‘Skies of Fury’, can benefit from a Locator Beacon mounted on the Stormraven provided the unit chooses to Deep Strike within 6” of where the Stormraven ended its move.
Dark Angels (2015)
HQ ERRATA : A Ravenwing Strike Force Detachment may take a HQ that has purchased a Space Marine Bike as an HQ choice, including as the mandatory HQ. This does not grant the Ravenwing Special Rule to the HQ. Q: Does the Strike as One special rule require the entire detachment to be deployed together on the table or placed together in Reserves
or placed together in Reserves?
A: Yes, the Detachment may not be split between deploying normally and Reserves.
Q: Since the entire Ravenwing Strike Force Detachment must be deployed together or placed in Reserves together, what happens when I tak
together, what happens when I take the Nephilim or Dark Talon since they must be placed in Reserves?
A: The entire Detachment must be placed in Reserves, therefore another Detachment will be needed to avoid a Sudden Death Victory.
Q: Can any HQ’s other than Sammael/Sableclaw have the Ravenwing special rule? A: As of now, no.
Q: Can I take Land Raiders as Dedicated Transports in a Deathwing Strike Force/Redemption Force? A: No. Since Land Raiders can’t be placed in Deep Strike Reserve, they are not a legal selection for the Detachment/Formation.
Q: If the Stasis Bomb causes an unsaved wound that is discounted by either Feel No Pain or Reanimation Protocols, does the model still need to take an Initiative test to avoid being removed?
A: Yes.
Sentinels of Terra
Space Marines (Codex Space Marines 2015)
The rule regarding Tigurius rerolling reserves will apply to a drop pod from an Ultramarine detachment that has a unit from a different detachment riding in it.
If you have a battle brother dedicated transport and it is held in reserve can another unit deploy in it and deep strike? No.
In a conclave, only the nominated Librarian can cast powers in the psychic phase. The others may not cast at all. Skyhammer Annihilation Force
When joining an independent character to a skyhammer annihilation force, the independent character does not prevent them from coming on Turn 1, but it does stop the Assault Squad from assaulting when it arrives.
If multiple units with the Supporting Fire special rule are in range to fire Overwatch, only the unit targeted by the Devastators from a Skyhammer Force will be disallowed from firing Overwatch.
Skyhammer Annihilation Force, Suppressing Fusilade replaces the normal morale check for casualties.
Because it says "regardless of number of casualties caused..." it's a replacement for the casualty morale test from shooting.
Gravitron
Vehicles are eligible for Cover Saves against weapons with the Gravitron Special Rule.
Models with no armour save will be treated as needing a 6 to wound when in mixed armour save units.
Use the majority highest numerical value of armour saves when determining how to wound mixed armour save units. For example: a unit consisting of two models, one with a 2+ armour save, and one without an armour save, you will need a 6 to wound the unit.
Space Wolves
Drop Pods: Units that must be held in Deep Strike Reserves as part of an alternate deployment special rule such
as Aid Unlooked For or Polymorphine may not embark on Drop Pods.
Thunderwolf Mount: The modified characteristics are permanent and are used before any further modifications.
For instance, a Wolf Lord with the mount will attack at Strength 10 when using a Power Fist
Other:
A: Yes
Tau Empire
Tau units CAN use multi-trackers in Overwatch.
A model firing Overwatch cannot use the Target Lock support system to target a non-charging enemy unit. Marker Lights may only benefit shots fired against the unit the Markers were on (you may not, for instance, expend 2 Marker Lights to Ignore Cover on other units fired at using rules such as Target Lock)
All weapons on a Broadside with Early Warning Override may fire. Early Warning specifies that ALL weapons gain Interceptor.
The roll made for Aun'Va's Paradox of Duality may be taken in addition to any save the model may attempt. Additionally, weapons that ignore cover do not negate the Paradox of Duality roll. [pg. 61, C:TAU]
A unit must be within 12” of an Ethereal at the time they actually wish to benefit from the Invocation of Elements special rule. In the case of Zephyr’s Grace, this means units must end their run movement within 12” of the Ethereal to be able to fire Snap Shots. [pg. 35, C:TAU]
A Stealth Team must contain six models (excluding drones) in order to purchase two fusion blasters. [pg. 100, C:TAU]
A Sun Shark Bomber begins the game with one pulse bomb. [pgs. 69 & 102, C:TAU]
When an Interceptor Drone disembarks from a Sun Shark Bomber, the distance the Sun Shark moves does not affect the drone's shooting attack (i.e. they do not need to fire Snap Shots even if the Sun Shark moves 36"). [pg. 48, C:TAU]
When multiple units fire Overwatch at an enemy unit, markerlight counters placed by one unit may be utilized by other units that fire after them. [pg. 68, C:TAU]
A Markerlight counts as a weapon with a Strength of 5 or less for the Point Defense Targeting Relay vehicle battle system. [pg. 72, C:TAU]
Both the Drone Controller and the Counterfire Defence support systems have no effect on drones making Snap Shots. [pg. 68, C:TAU]
Only Gun Drones, Marker Drones, and Sniper Drones benefit from a Drone Controller support system. [pg. 68, C:TAU]
Other
Q: How many weapons may a Tau unit fire if it has Early Warning Override? A: The unit may fire any number of weapons it has.
Q: What Ballistic Skill value is used when a model that does not have Skyfire fires a Seeker Missile using a Markerlight counter at a Flyer?
A: If the model does not have Skyfire, it is resolved at BS 1. Q: When do I determine range for Invocation of Elements?
A: You determine range at the time that the unit wishes to benefit from whichever power the Ethereal has used. Q: How many Earth Caste Pilot Arrays may I include?
A: You may include only 1 per army regardless of the number of detachments in the army or which model has it. Q: Does No Escape (Template weapons) affect Drones attached to vehicles?
A: No.
Q: If a Tau Crisis Commander purchase two Markerlight Drones, then also purchases the Early Warning
Override(grants the Interceptor USR) upgrade and a Drone Controller, do the drones gain the Interceptor rule as they are treated as pieces of War gear for him?
A: They do not, they are not wargear, they are models.
Tau: Farsight Enclaves
Earth Caste Pilot Array are restricted to one per army regardless of which model has it.
O’Vesa and Independent Characters cannot join each other. O’vesa can never be in any unit containing any other Independent Characters no matter what order you move your models in or which models you don’t move or who joins whom. If you have O’vesa in a unit with any other IC at any time, you have done it wrong.
If a Flamer weapon is fired at a Tau vehicle bearing Drones, the Drones are not affected by the No Escape special rule as they are counted as Embarked Passengers and shoot as if from Fire Points; the only reference to Open-Topped is for disembarking purposes.
Tau Farsight Enclaves units CAN use Multi-Trackers in Overwatch.
Tyranids
Models spawned by a Tervigon from a Combined Arms Detachment will get the Objective Secured special rule.
Terror from the Deep: The Mawloc may use this special rule from Game Turn 2 on even if it does not begin
the game in Reserves.
Other
Q: How will the Sporocyst and Tyrranocyte shooting be ruled?
A: Treat them as Monstrous Creatures, fire each gun separately, measuring closest unit between each shot. This does create the potential for different targets.
A: For purposes of Manifesting Psychic Powers, Shadow in the Warp will only affect Ld tests taken due to suffering from Perils in the Warp.
Q: Given that the rules for Instinctive Fire (Sporocyst, Tyrannocyte) are buggered, how do I actually resolve the shooting?
A: Resolve each weapon completely and independently as if it were a separate unit. Measure the closest unit as per the normal rules for Monstrous Creatures prior to the first weapon firing and after resolution of each weapon to determine the closest unit. Line of Sight is determined from the topmost point of the body for purposes of determining Cover saves.
Items Removed From Initial Draft:
The following items were mistakenly left in from previous codex faq’s or last year’s draft. They have been removed and are no longer a part of our 2015 FAQ.
Chaos Daemons:
Fateweaver cannot use the Daemonology Psychic Powers (removed 6/5/15)
Conjured troops gain Objective Secured ONLY if they are part of a Battle Forged Army. (removed 6/5/15)
Imperial Knights:
Imperial Knights are classified as “Walkers” in their codex and have “Move Through Cover” special rule, and thus roll 3d6 taking the highest die when moving through difficult terrain for a maximum movement of 6”.
(removed 6/5/15)
MISSION
All Mission FAQ’s can be found at www.whatc.org
(Removed 7/17/15)
Saves against wounds caused by results ‘2-5’ on the table are rolled individually.
(Removed 7/17/15)
Through various powers, upgrades, and warlord traits it is possible for a model to have a 1+ Feel no Pain. This means he is invincible to anything STR 7 and below. (Removed 7/20/15)
Multiple Target Selection
Anytime a single model is allowed to select different targets for each weapon, these targets must be declared prior rolling “to hit”. In addition, the weapon that is to be fired at that target must also be declared, whether you intend to fire it or not. (Removed 7/20/15)