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Independent National Warhammer 40,000 Tournament FAQ v.3.3 (03/09/2010

This document provides a tournament FAQ for Warhammer 40,000 clarifying rules from codexes published prior to March 9, 2010. It notes that official GW FAQs take precedence over any contradicting rulings. The FAQ is then organized by rulebook and codex sections, numbering questions accordingly. It provides rulings for each question based on RAW, clarification, or rules changes for balance. New or altered rulings are marked with a plus sign.

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0% found this document useful (0 votes)
91 views

Independent National Warhammer 40,000 Tournament FAQ v.3.3 (03/09/2010

This document provides a tournament FAQ for Warhammer 40,000 clarifying rules from codexes published prior to March 9, 2010. It notes that official GW FAQs take precedence over any contradicting rulings. The FAQ is then organized by rulebook and codex sections, numbering questions accordingly. It provides rulings for each question based on RAW, clarification, or rules changes for balance. New or altered rulings are marked with a plus sign.

Uploaded by

ffragmrb
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
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Independent National Warhammer 40,000

Tournament FAQ v.3.3 (03/09/2010)


Please be aware that this document only clarifies codexes that are published prior to the above date.
In the case that any official GW FAQs are released or updated after the above publication date, and they contain rulings
which contradict those found in this document, the official GW ruling obviously takes precedence.

TABLE OF CONTENTS

Introduction 2
General Tournament Queries 3

RULEBOOK QUERIES CODEX QUERIES


Models and Units 4 Black Templars Queries 20-25
The Turn 4 Blood Angels Queries 26-28
The Movement Phase 4 Chaos Daemons Queries 29-30
Shooting Phase 5-7 Chaos Space Marines Queries 31-33
Weapons 7 Daemonhunters Queries 34-40
Assault Phase 8-9 Dark Angels Queries 41-44
Morale 10 Dark Eldar Queries 45-48
Characters 11 Eldar Codex Queries 49-53
Psykers N/A Imperial Guard Queries 54-62
Unit Types 12 Necron Queries 63-66
Vehicles 13-16 Orks Queries 67-71
Universal Special Rules 17 Space Marines Queries 72-77
Buildings and Ruins 18 Space Wolves Queries 78-86
Organizing a Battle 18-19 Tau Empire Queries 87-89
Reference 19 Tyranids Queries 90-98
Witch Hunters Queries 99-104

Glossary of Abbreviations 105


Afterword 106
INTRODUCTION 2

This FAQ is a completely 100% independent (unofficial) Q&A list for the game of Warhammer 40,000 5th
edition. It isn‟t meant to replace the Games Workshop official FAQs (which can be downloaded from:
www.games-workshop.com) in any way, and in fact the issues addressed by the GW FAQs aren‟t included in
this document.

The purpose of this FAQ is to give players advance knowledge of how tournament judges will be ruling the
myriad of tricky situations that arise in games of 40k at the event they are planning to attend.

However, in situations where the rules are unclear or, in the opinion of the majority of the FAQ council, the
RAW (rules as written) dictated a solution that was absurd, unfun, or goes against the style of play of the vast
majority of players, we didn‟t hesitate to rule against the printed word with the ultimate goal being a smooth
and coherent gaming experience. After each FAQ answer there is a bracketed notation letting you know under
what circumstances we felt the ruling was made*:

Rulings based on the rules as written are noted as [RAW].


Rulings that clarify an issue that has no conclusive RAW answer are noted as [clarifications].
Rulings that change the RAW because we feel playing that way is absurd, unfun, or goes against the
style the vast majority of people play are noted as [rules change].
Situations where we feel the issue is clearly based on a typographical error are noted as [typo].

Despite being lengthy, the organization of this FAQ makes finding the answer to your question a breeze. Each
question is numbered in reference to the particular rulebook or supplement page number it corresponds to. So,
for example, if the query is the first question from page 52 of the rulebook, the number assigned to it will be:
“RB.52.01” (Rulebook.Page 52.Question 1).

Some questions also have a reference number at the end (such as: “Ref: RB.52.01”). This indicates that the
question in some way references a question in another section of the FAQ. Either the two topics are related, or
sometimes the same question is repeated multiple times (if it appropriately falls into multiple areas of the rules).

New or altered rulings since the last version of this FAQ are denoted with a ( + ) symbol before
their FAQ number and have their answer text colored red for easy reference.

At the end of the day please remember that miniature gaming is meant to be fun. While a FAQ can help provide
standards and guidelines it is never a replacement for common sense and good sportsmanship.

If you have any questions regarding this FAQ or if you‟d like to submit a rules query for consideration to be
added to the document please email us at: [email protected]

Please feel free to use any portion of this FAQ for your own tournament (or any other reason you see fit). This
FAQ is updated frequently, so be sure to check back regularly to see if there is an updated version available.

FAQ written and edited by: Jon „yakface‟ Regul


FAQ ruling council is comprised of: Jon „yakface‟ Regul, Bill „Centurian 99‟ Kim, Hank „Muwhe‟ Edley, Greg
„Inquisitor_Malice‟ Sparks, Matthias Weeks, Christopher Mehrstedt, Joe Adams, Dave Creswell and Colin Vasconcelles.

Many thanks go out to the numerous internet forums, their posters, clubs/groups and GW staff that contributed invaluable
questions, feedback and/or advice to help create this FAQ, especially Giorgio „Gwar!‟ Rossi, whose personal FAQs make
putting together this one much less of a chore.

*See the Afterword on the final page of this FAQ for more information on how we classify our rulings.
GENERAL TOURNAMENT QUERIES (GEN) 3
The questions in this section do not easily fit into any particular section in the rulebook or codices.

GEN.01 – Q: Can players convert their models in order GEN.03 – Q: Can opponents inspect my army list
to gain an advantage in the game? For example, before the game begins?
making tiny models to hide behind scenery, longer A: In order to minimize potential cheating, in a tournament
barrels on their vehicles to increase the range of their players are required to give full disclosure of their army list
weapons, using shorter/taller flying bases for their to their opponents, including weapons, wargear, special rules
models then those supplied, etc? and the contents of any transport vehicles [clarification].
A: Players may only convert their models for aesthetic Ref: RB.92B.01
purposes. Any players, in the opinion of the Tournament
organizers/judges, who have converted their models GEN.04 – Q: Throughout this FAQ are classifications
specifically to gain a gameplay advantage, may be penalized of how weapons are mounted on vehicles, however
at the whim of the Tournament Organizer. These penalties the online GW rulebook FAQ says that weapon arcs
can be as little as playing the game acting as if the suspect are defined by how the weapon looks like it should be
model is the proper dimensions, all the way up to immediate able to rotate on the model. What is the correct way
ejection from the tournament [clarification]. When in doubt, to play?
always check with the tournament organizer before A: GW‟s FAQ ruling is correct: If the weapon looks like it
the tournament begins and then discuss the issue again with would be able to turn to face a direction if it wasn‟t glued in
each of your opponents before the game starts. place, then it can. In essence, the weapon mounting
Ref: RB.22A.02 classifications presented in the rulebook (and referenced by
this FAQ) represent the bare minimum the weapon of that
GEN.02 – Q: Can players alter the shape of their type can rotate [RAW].
models during the game in order to gain an
advantage in the game, such as lowering a ramp on a
vehicle in order to gain extra disembarking distance?
A: Besides a few noted exceptions in the rules (skimmers
removing their flying bases, turrets turning, etc) players may
only alter their models during the game for aesthetic
purposes. For all aspects of gameplay a model must remain
the same dimensions for the entirety of the game
[clarification].
Ref: RB.24A.01
RULEBOOK QUERIES (RB) 4
Don‟t forget to check out the official rulebook FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2030054_40k_Rulebook_March_2009.pdf

MODELS & UNITS (page 3)

RB.03B.01 – Q: When models are supplied with RB.03B.03 – Q: Do skimmers have to be glued to their
multiple differently sized bases, are players allowed base even though the rules for skimmers (pg 71)
to choose which base to mount them on? state that the model should be removed from its base
A: Players must, to the best of their ability, mount models on when it is immobilized or destroyed?
the proper base size as dictated by the majority of Games A: Skimmers models must be mounted on their flying base,
Workshop hobby materials [clarification]. When in doubt, but players are not required to actually glue the model onto
contact the tournament organizer for a ruling on a particular the base. Therefore it may be removed as dictated by the
model. skimmer rules [clarification].
Ref: TAU.30I.01
RB.03B.02 – Q: If a model is mounted on a scenic
base and an opponent objects to it, what happens?
A: If an opponent objects to a scenic base, the model may
still be used in the game. However during the game, to the
best of both players‟ abilities, the model must be treated as if
it were based on a standard-sized, non-scenic Games
Workshop base [clarification].

THE TURN (page 9)

RB.09.01 – Q: Do actions that happen at the “start of RB.09.02 – Q: How does a player resolve multiple
the turn” take place at the beginning of the actions that are supposed to be performed at the
movement phase or is there some sort of pre- “start of the turn”?
movement phase? A: All events or actions that occur at the start of the
A: There are only three phases in a turn, so unless specified turn/movement phase must be performed before any
otherwise, all actions that happen at the start of the game or voluntary movement/actions are taken by the player. Beyond
player turn are indeed taking place at the very start of a that restriction, a player is allowed to perform all “start of the
player‟s movement phase [RAW]. turn/movement phase” actions in any order he wishes,
unless specified otherwise [clarification].
Ref: RB.94B.02

THE MOVEMENT PHASE: MOVEMENT DISTANCE (pages 11-12)

RB.11E.01 – Q: Can involuntary/random movement


force models off of the table?
A: Unless specified in the rule itself, if random/involuntary
movement would take any part of a model off the table, it
stops moving at the edge of the table instead [clarification].
Ref: RB.75E.01

THE MOVEMENT PHASE: TERRAIN (PAGES 13-14)

RB.14A.01 – Q: When a unit that moves at a random


rate (such as 2D6”, etc) would enter or otherwise
move through difficult terrain, what happens?
A: Unless specific movement rules state otherwise, models
moving at a random rate are not slowed by difficult terrain
but still take dangerous terrain tests as normal [clarification].
5
THE SHOOTING PHASE: RUN! (page 16)

RB.16A.01 – Q: Do models that „run‟ have to move RB.16A.02 – Q: Can units with a Ballistic Skill of ‘0’
the entire distance they roll? or that don’t have any ranged weapons still to
A: No they do not [clarification]. ‘Run’ in the Shooting phase?
A: Yes they can [clarification].

THE SHOOTING PHASE: CHECK LINE OF SIGHT & PICK A TARGET (page 16)

RB.16B.01 – Q: Can line of sight be drawn through


incredibly tight spaces, such as between a model‟s
legs, under a vehicle‟s tracks or through a tiny
window in a building?
A: Yes, if any valid portion of the target (as defined in the
rulebook) can be seen from the firing model‟s eye view, then
it is considered to be within line of sight (and in cover, of
course) [RAW].

THE SHOOTING PHASE: TAKE SAVING THROWS (page 20)

RB.20B.01 – Q: Is a “failed save” the same thing as


getting no save at all? What about a “failed saving
throw” are these all the same thing?
A: Yes, getting “no save” or having “failed a save” or having
“failed a saving throw”, etc, are all one and the same thing
[clarification].

THE SHOOTING PHASE: COVER (pages 21-24)

RB.22A.01 – Q: When models from two or more units


are intermixed together, can these units
simultaneously provide cover saves for each other
from a single enemy firing unit?
A: Two or more intermixed units cannot simultaneously
provide cover saves for each other against a single enemy
firing unit. When such a situation occurs, the intermixed unit
with a model closest to the firing unit does not count as
being in cover from the unit(s) they are intermixed with
[rules change].

RB.22A.01
As Ork Mob „1‟ is closer to the firing marines,
so it provides a cover save for Mob „2‟ but
not vice-versa.
6
RB.22A.02 – Q: How exactly does a player determine
if they are firing “through” area terrain or an
intervening unit as opposed to firing “over” it?
A: When drawing line of sight past an intervening unit or
area terrain draw an imaginary line from the tallest points of
the two models/terrain elements that are being fired
„through‟. If no portion of the target model‟s body (head,
torso, arms, legs) is within this imaginary area then LOS is
considered to pass over the intervening unit/area terrain and
the target is considered to not be “in cover” [clarification].
Remember that purposely converting your models to gain an
in-game advantage is not allowed.
Ref: GEN.01

RB.22A.02
In the example above, from the line of sight
of the Fire Warrior standing on a hill
(bottom left of the picture), the bodies of
Orks C, D & E are all completely over the
ruin. Since this is the majority of the unit,
the Orks will not get a cover save from the
Fire Warrior‟s shots.

Similarly, in the example to the left, the


bodies of Orks C, D & E can all be completely
seen over the intervening Gretchin from the
point of view of the fire Warrior standing on
a hill (bottom left of the picture) and
therefore the Orks will again not get a cover
save.

RB.22B.01 – Q: If a unit has the majority of its


models „in cover‟ but those models are in different
types of cover, which cover save is used?
Example: A unit has three models in 3+ cover, three
models in 4+ cover and four models not in cover. What
cover save does the unit use?
A: Use the cover save that the majority of „in cover‟ models
are in/behind. If there is no majority, use the best save
available to the unit [clarification].

THE SHOOTING PHASE: GOING TO GROUND (page 24)

RB.24A.01 – Q: When firing at a „[gone] to ground‟ RB.24A.02 – Q: If a special rule forces a unit that has
unit that has had their models laid down, are players „[gone] to ground‟ to move (not including a fall back
then required to draw line of sight to the models in move which is covered in the rules) does the unit
their prone position? return to its „[gone] to ground‟ status when the
A: No, the models are laid down for representational movement is finished?
purposes only. If line of sight is questionable, temporarily A: Unless otherwise specified, yes [RAW].
stand the models back up [clarification]. Ref: BT.23A.03, CD.75B.02, CSM.88E.02
Ref: GEN.02
7
THE SHOOTING PHASE: GOING TO GROUND (page 24) CONTINUED

RB.24A.03 – Q: If a unit has „[gone] to ground‟ and RB.24A.04 – Q: If a unit has „[gone] to ground‟,
the enemy then fires „through‟ them to a friendly does being assaulted by the enemy automatically
unit behind, does that friendly unit get a cover save remove this status?
because the shots passed through an intervening A: No it doesn‟t. While they do fight as usual, once the
unit? combat ends, they will continue to count as „[gone] to
A: Yes [RAW]. ground‟ until the rules normally specify that the status ends
Ref: ELD.49B.04, TAU.27F.02 [RAW].

THE SHOOTING PHASE: COMPLEX UNITS (PAGE 25)

RB.25A.01 – Q: If two identical models in a unit both


have a one-shot weapon (such as a combi-weapon),
and one of them expends his weapon are these
models no longer considered identical under the
„complex units‟ rules?
A: These two models would still be considered identical in
game terms because they both still possess the same
weapon [clarification].

THE SHOOTING PHASE: MULTIPLE-WOUND MODELS (PAGE 26)

RB.26C.01 – Q: A unit of non-identical multi-wound


creatures contains a previously wounded model. If
this unit suffers another wound, must it be allocated
to the „group‟ containing the previously wounded
model, or may it be placed on any of the groups in
the unit?
A: Wounds may always be allocated freely between
differing „groups‟ of models. It is only when applying the
unsaved wounds within a particular „group‟ that whole
models must be removed when possible [RAW].
Example: An Ork Nobs mob contains a previously
wounded Nob with a powerklaw and three other un-
wounded Nobs that are identical to each other. The mob
suffers one wound from shooting. The wound may either
be allocated to one of the three identical Nobs or onto the
previously wounded powerklaw Nob.

WEAPONS: SPECIAL WEAPON CHARACTERISTICS (PAGES 30-32)

RB.31A.01 – Q: Can a single unit firing multiple RB.31B.01 – Q: If a model is wounded by the “Gets
„pinning‟ weapons cause an enemy unit to take more Hot” rule from a weapon whose Strength value is
than one pinning test per turn? double or more it‟s Toughness, is “Instant Death!”
A: Unless specified otherwise in the weapon‟s description, inflicted on the model?
no. Only one pinning test is taken due to the firing of a single A: No. The actual “attack” must be double or more the
enemy unit regardless of how many pinning weapons they Toughness value of the model, and the “Gets Hot” attack has
fired or how many wounds they inflicted [clarification]. no Strength value associated with it [clarification].
8
ASSAULT PHASE: MOVE ASSAULTING UNITS (PAGE 34)

RB.34B.01 – Q: If a charging unit rolls enough


distance on their difficult terrain roll to reach enemy
models behind cover but they are unable to get into
"base contact” because of some intervening piece of
terrain (like barrels), does the charge fail?
A: No. Charging models that roll enough distance to reach
enemies behind difficult terrain, are assumed to be in “base
contact” even if a piece of terrain prevents them from
actually touching [clarification]. Place the attacking model as
close as you possibly can: either on top of, or on the other
side of the terrain. This only applies to difficult terrain;
models cannot be in “base contact” across impassable
terrain.
RB.34B.01
The charging Ork rolls a six on his Difficult
Terrain roll so he counts as being in base
contact with the Guardsman despite the fact
that their bases don‟t actually touch.

ASSAULT PHASE: DEFENDERS REACT (PAGE 34)

RB.34B.01 – Q: When models make a „defenders


react‟ move do they count as charging that turn?
A: No [RAW].

ASSAULT PHASE: FIGHTING A CLOSE COMBAT (PAGES 34-39)

RB.37A.01 – Q: If a weapon isn‟t defined as either RB.37C.01 – Q: If a unit being attacked in close
single or two-handed can this weapon be used in combat has one engaged model with WS5, two
close combat to get the +1 attack bonus for having engaged models with WS4 and three engaged models
two weapons? with WS3 what Weapon Skill value is used for attacks
A: Unless specified otherwise, all „pistols‟ and „close combat against them?
weapons‟ (this includes any weapons that have special rules A: As there is no majority WS (more than half of the
for fighting with them in close combat) are considered engaged models in the unit), the unit uses the WS of 5 when
„single-handed‟. All other weapons in the game (such as attacked [RAW].
bolters, etc) are considered „two-handed‟ unless specified
otherwise [clarification].
Ref: ELD.51D.01
9
ASSAULT PHASE: SHOOTING INTO & OUT OF CLOSE COMBAT (PAGE 40)

RB.40D.01 – Q: If units locked in combat are hit by RB.40D.02 – Q: When units who are locked in
errant shooting, can they still take cover saves combat are hit by errant shooting, can their combat
(assuming they‟re in cover)? If so, can they choose opponents potentially be counted as „intervening
to „[go] to ground‟? models‟ and provide them with cover?
A: Yes, units locked in combat still get cover saves if they A: Yes they can. Please remember that the intervening
are in cover from the firers [RAW]. They may not, however, cover save rules are an abstraction [RAW].
choose to „[go] to ground‟ [clarification].

ASSAULT PHASE: MULTIPLE COMBATS (PAGE 41)

RB.41C.01 – Q: The rules on page 41 seem to indicate RB.41C.02 – Q: When fighting a multiple combat
that a unit fighting in an existing close combat that is what happens if a unit is unable to engage the enemy
charged by another enemy unit cannot direct their with their pile-in move because all enemy models in
attacks at this new threat. Is this correct? the combat are already surrounded by other friendly
A: No. The “beginning of the combat” is after all assault models?
moves are completed, therefore a model in base contact with A: If a unit will have absolutely no way of engaging the
multiple enemy units can always choose to attack an enemy enemy even after both sides‟ pile-in moves, that unit is
unit that has just charged it [RAW]. considered no longer locked in combat and may make a
consolidation move instead [clarification].
Ref: ELD.46B.01/ELD.47C.01, IG.34B.01, RB.73A.01, SM.72A.01,
TYR.54D.05, TYR.84E.01

ASSAULT PHASE: CLOSE COMBAT WEAPONS (PAGE 42)

RB.42O.01 – Q: Can a model fighting with a Power RB.42P.01 – Q: In close combat, can a model armed
fist utilize attacks granted by wargear and/or special with two or more special weapons AND a normal
rules (such as a Mark of Khorne, an Ork Attack Squig, single-handed weapon choose to fight with a special
etc)? and normal weapon?
A: Yes, the restriction on page 42 is only in reference to the A: Yes. In this situation the model must use at least one of
bonus attack provided by fighting with two single-handed his special weapons but may also utilize the normal weapon
weapons [clarification]. in order to gain the +1 Attack bonus (assuming both
weapons are single-handed and are allowed to be used
together to gain the bonus Attack, of course) [clarification].
Ref: ELD.51D.02
10
MORALE: MORALE CHECKS (PAGES 43-44)

RB.44A.01 – Q: If a unit suffers 25% casualties in its


own movement or shooting phase (for example, by
scattering blast weapons or by moving through
booby-trapped terrain) does it take a morale check?
A: Yes, any phase a unit suffers at least 25% (non-close
combat related) casualties it must take a morale check
[RAW].

MORALE: FALL BACK! (PAGES 45-46)

RB.45C.01 – Q: What exactly do the „Trapped!‟ rules


mean when they refer to “doubling back”?
A: A falling back unit is only „Trapped!‟ if it is completely
surrounded. As long as it can make its full fall back move in
any direction (including away from the table edge they have
to fall back towards) it will not be „Trapped!‟ [clarification].

RB.46B.01 – Q: If models have a special move outside


of the movement phase (such as models with
Jetpacks, Eldar Warp Spiders, etc) can they use that
move while falling back?
A: Yes, but only to move in the same direction they are
falling back towards [clarification].

RB.46C.01 – Q: Units that are falling back


“automatically fail all Morale checks”. Does that mean
a unit that has already fallen back this turn (from a
Tank Shock, for example) will be forced to make
another fall back move if they suffer 25% casualties
(or are Tank Shocked by another vehicle)?
A: Yes, it is possible for a unit to make multiple fall back
moves in the same player turn [RAW].

RB.45C.01
The Ork mob has failed a morale check from suffering
shooting casualties and must fall back 7 inches. The
Orks are not „Trapped!‟ and must move back towards
their own table edge by the shortest route, which in
this case means temporarily moving away from their
own table edge.
11
CHARACTERS (PAGES 47-49)

RB.48A.01 – Q: If a unit is joined by an Independent RB.48B.02 – Q: Independent Characters joining a unit


Character does he count towards whether the unit is do not gain the unit‟s special rules unless “specified
“below half strength” for regrouping purposes? in the rule”. What exactly does this mean and does it
A: During the game, Independent Characters (and any other apply to special rules that have been conferred to the
models) that join a unit count fully towards the unit‟s unit by another character?
„strength‟ [clarification]. So if an Independent Character isA: A special rule must specifically mention that it applies to
joined to a 5-man squad they can attempt to regroup as long Independent Characters joining the unit for it to be
as 3 models (including the IC) are still alive. conferred, and this includes special rules granted to the unit
by another character. Please note that this only applies to
RB.48A.02 – Q: Can an Independent Character end its “special rules” (as defined in their codex) and to the
move within 2” of a unit it cannot join (like a “universal special rules” found in the rulebook, not to
vehicle)? Wargear or Psychic Powers [clarification].
A: Yes they can, as otherwise it would be impossible for an Ref: IG.71F.01, ORK.38A.01, ORK.59A.01, SM.55A.01
IC to disembark from a vehicle that has already moved [rules
change]. RB.49A.01 – Q: When an Independent Character is
part of a unit, and that unit is wiped out by shooting
RB.48A.03 – Q: Can an Independent Character be or close combat, does the character still take Morale
deployed joined to a unit inside their transport and Pinning tests as if he was part of the unit?
vehicle with them? A: Yes, as the character counts as being part of the unit until
A: Yes, an IC may join a unit by being deployed into a the start of their next turn [RAW]. This also means that
transport with the unit (including a dedicated transport), enemies who fired at and wiped out the unit the IC was with
provided he would be allowed to embark onto the vehicle may still declare a charge against the character in the
during the game [clarification]. subsequent Assault phase.

RB.48B.01 – Q: Independent Characters joining a unit RB.49B.01 – Q: Independent Characters joined to a


do not confer their special rules onto the unit unless unit that is making a pile-in move (or reacting to
“specified in the rule”. If an IC‟s special rule says it being assaulted) have to move before the rest of the
applies to “his unit” does this qualify? models in their unit. What happens if their path to the
A: Yes, “his unit” refers to the unit a character is joined to enemy is completely blocked by friendly models?
[clarification]. A: In this situation, the player is allowed make pile-
in/reaction moves with other models in the unit, but if at any
point there is enough space for the IC to move into base
contact with the enemy, the player must then do so
[clarification].
12
UNIT TYPES: MONSTROUS CREATURES (PAGE 51)

RB.51B.01 – Q: Does 50% of a monstrous creature‟s


body actually have to be physically obscured for it to
claim a cover save in all cases? Or when it comes to
area terrain does it just need 50% of its base in the
terrain to get the save?
A: Except where a Monstrous Creature is granted a save by
special means (such as a Tyranid Venomthrope‟s „Spore
Cloud‟, for example), it needs to have at least 50% of its
body physically obscured in order for it to claim a cover save
[clarification].
Ref: NEC.20A.02, RB.62B.01, TYR.35B.03

UNIT TYPES: JUMP INFANTRY (PAGE 52)

RB.52B.01 – Q: If a non Jump-Infantry model is RB.52E.01 – Q: Can a Jet Pack model move 6
able to „move as‟ Jump Infantry (such as a Tyranid inches in the Assault phase on the same turn it
Hive Tyrant with wings, for example), does that arrives via Deep Strike?
mean they are also allowed to Deep Strike? A: Yes, provided it doesn‟t actually declare an assault
A: Yes it does [clarification]. [RAW]. However, please note that Tau Stealth & Crisis
suits have a specific rule that prevents them from moving
in the Assault phase when they Deep Strike.

UNIT TYPES: BIKES (PAGE 53)

RB.53E.01 – Q: How far do bikes Assault?


A: Six inches [clarification].

UNIT TYPES: ARTILLERY (PAGE 55)

RB.55C.01 – Q: How is cover for Artillery units RB.55C.02 – Q: If some of the gun models in an
determined from enemy shooting? Artillery unit have the „Stealth‟ USR (such as with the
A: Just like an infantry unit, artillery units get a cover save if Imperial Guard „Camo-Netting‟ upgrade) how does
at least half of their models are in cover. A gun model only this work?
counts as being „in cover‟ if at least 50% of the model is A: If the unit is found to be „in cover‟ (see RB.55C.01 for
physically obscured from the firers, although gun models that more detail on that process), then determine how many
aren‟t 50% obscured can still utilize a cover save if the glancing/penetrating hits you have against the gun models in
majority of the unit is „in cover‟. Please remember that the unit and allocate these hits amongst the gun models as
models in the same unit do not provide cover to each other usual before taking cover saves. Only the gun models with
(so the gun crew cannot claim cover simply for hiding behind the Camo-Netting upgrade will benefit from the improved
their guns) [clarification]. cover save [clarification].
13
VEHICLES: SHOOTING AND MOVEMENT (PAGE 57)

RB.57C.01 – Q: If a transport gains an extra 6” for RB.57C.02 – Q: If a fast vehicle gains an extra 6”
moving at cruising speed on a road, can for moving at cruising speed on a road, can it still
passengers still disembark at the end of its fire as though it moved at cruising speed in the
movement? subsequent shooting phase?
A: Yes they can, so long as the vehicle didn‟t move more A: Yes it can [RAW].
than 18” (or 19” in the case of an Ork vehicle with „Red
Paint Job‟) [RAW].

VEHICLES: SHOOTING AT VEHICLES (PAGES 60-62)

RB.60.01 – Q: How exactly are Vehicle Armor Value RB.61K.02 – Q: When a vehicle „explodes‟ it is
arcs determined on non-rectangular vehicles (such as replaced with an area of “difficult ground”. Does this
an Eldar Falcon)? area provide any cover?
A: In the case of non-rectangular vehicles (such as an Eldar A: Unless both players agree otherwise, this terrain provides
Falcon), determine their armor facing by drawing a line at a a 4+ cover save for models inside it and blocks line of sight
45-degree angle to the axis of the vehicle [rules change]. based on the actual piece of terrain. If an appropriate piece
of terrain is not available then the vehicle is just removed
RB.61H.01 – Q: If a weapon is “twin-linked”, “built- from play [clarification].
in”, “combi” or “co-axial” does a single “Damaged - Ref: ORK.41C.01
Weapon Destroyed” result destroy both weapons?
A: Yes [clarification]. RB.61K.03 – Q: When a vehicle „explodes‟ is each
model within range rolled for separately or are the
RB.61H.02 – Q: If a vehicle has a weapon that can normal casualty removal rules for shooting used? Are
only be fired a certain number of times, and that cover saves allowed against this explosion?
weapon has been fully expended (such as firing a A: Use the normal casualty removal rules for shooting,
Hunter-Killer Missile, for example), does it still count including cover saves. Draw line of sight from the center of
as a „weapon‟ that can be destroyed by a „Weapon the exploding vehicle to the affected unit(s) to determine
Destroyed‟ damage result? whether or not they are in cover [clarification].
A: No, weapons on a vehicle that cannot possibly fire for the Ref: TYR.49C.01
rest of the game no longer count as weapons in regards to
„Weapon Destroyed‟ damage results [rules change]. RB.61K.04 – Q: In a combat involving opposing non-
vehicle units AND a vehicle, what happens if that
RB.61I.01 – Q: Does a „Type: Immobile‟ vehicle vehicle „explodes‟ during combat? Do wounds caused
automatically count as having suffered an by the explosion count towards combat resolution?
„Immobilized‟ result? A: Yes, all unsaved wounds caused by an explosion
A: Yes (unless specified otherwise in their unit entry), so any originating in the same combat do count as wounds inflicted
„Immobilized‟ results count as a „Weapon Destroyed‟ instead in that combat [clarification].
[clarification]. Ref: TYR.49C.02
Ref: BT.38C.02, RB.95A.02, RB.108.01
RB.62B.01 – Q: Does 50% of a vehicle‟s facing
RB.61K.01 – Q: If a vehicle suffers multiple actually have to be physically obscured for it to claim
„Destroyed – explodes!‟ results from a single enemy a cover save in all cases? Or when it comes to area
unit does it explode multiple times? terrain does it just need 50% of the facing within the
A: No. Determine all damage results from a single enemy terrain to get the save?
firing unit at once and if any „Destroyed - Explodes‟ results A: Except where a vehicle is granted a save by special means
are rolled, apply this result once and ignore the other results (such as an Ork Kustom Force Field or Space Wolves
[clarification]. „Stormcaller‟, for example), it needs to have at least 50% of
its body physically obscured in order for it to claim a cover
save [clarification].
Ref: RB.51B.01
14
VEHICLES: VEHICLES AND ASSAULTS (PAGE 63)

RB.63D.01 – Q: If assaulting a vehicle that moved in RB.63F.01 – Q: If a unit is fighting a multiple combat
its previous movement phase but is now immobilized, against a (non-walker) vehicle and another non-
what roll is needed to hit it? vehicle enemy unit and the combat is drawn, can the
A: The immobilized status takes precedence over the fact unit pile-in towards the vehicle?
that the vehicle previously moved (which means Attacks will A: No, in this case the unit would have to pile-in towards the
typically hit the vehicle automatically) [clarification]. enemy non-vehicle unit and (if possible) move at least 1”
away from the vehicle [RAW].
RB.63D.02 – Q: If a vehicle that moved in its previous
movement phase is assaulted and immobilized by an RB.63F.02 – Q: If a unit is fighting a multiple combat
enemy with a higher Initiative value, do other against a (non-walker) vehicle and another non-
enemies in the same unit with lower Initiative now vehicle enemy unit and they wipe out the enemy unit,
count the vehicle as immobile? can they consolidate into the vehicle?
A: Yes they do [clarification]. A: Any consolidating model that moves must end its move
more than 1” away from the vehicle. However models that
are already within 1” of the enemy vehicle may remain there
provided they are not moved [RAW].

VEHICLES: UNITS OF VEHICLES – SQUADRONS (PAGE 64)

RB.64B.01 – Q: How does a Squadron of Tanks handle RB.64E.01 – Q: If a Squadron of vehicles has different
Tank Shocking and/or Ramming? rear armor values, how is this handled when the
A: The entire squadron must Ram or Tank Shock if any of Squadron is assaulted?
the vehicles do so, and must move in a direction that will A: Use the rear armor value that the majority of the vehicles
maintain their coherency. All Rams by the squadron on a in the Squadron have. If there is no majority, use the highest
single enemy vehicle are resolved simultaneously rear armor value amongst the squadron [clarification].
[clarification].

VEHICLES: TRANSPORT VEHICLES (PAGES 66-67)

RB.66B.01 – Q: If an embarked model fires a RB.66E.02 – Q: Can an embarked unit ever be forced
template weapon from a vehicle fire point is the to fall back or become pinned while in/on a vehicle
transport vehicle hit if the template partially covers (or building)?
the vehicle? A: Unless explicitly specified otherwise, no [clarification].
A: No. Transport vehicles are not affected by template Ref: SW.53G.03, TAU.33E.01, TAU.42H.01, TYR.58B.01
weapons fired by models embarked on them [clarification].
RB.67A.01 – Q: A unit that makes an emergency
RB.66B.02 – Q: Can embarked models shoot from fire disembarkation can‟t do “anything else for the rest of
points if their transport used smoke launchers that that turn”. What exactly does that mean?
turn? A: They cannot take any voluntary actions but will react
A: No they cannot [clarification]. normally if affected by enemy actions (just like a unit that
has [gone] to ground) [clarification].
RB.66E.01 – Q: Can an embarked unit ever be
targeted by enemy shooting? What about with RB.67A.02 – Q: If a transport vehicle is „wrecked‟
weapons that don‟t require line of sight or embarked while completely surrounded by enemy models in
models on open-topped transports? base contact, is it possible for the passengers
A: enemy shooting may never directly affect embarked units; disembark outside of the surrounding enemies as
only their transport vehicle may be damaged [clarification]. long as they are still within 2” of the vehicle‟s hull but
not within 1” of any enemy?
A: No. Disembarking is a form of (non-normal) movement
and therefore they may not move through impassable terrain
and/or any models when disembarking [clarification].
15
VEHICLES: TRANSPORT VEHICLES (PAGES 66-67) CONTINUED

RB.67C.01 – Q: If a lone Independent Character is RB.67F.01 – Q: When a transport vehicle suffers a


embarked on a vehicle that is within 2” of a friendly „Destroyed – explodes!‟ result its passengers must be
unit, is the IC considered joined to that unit? placed “where the vehicle used to be”. What exactly
A: No, while an IC is embarked on a vehicle he cannot be does this mean?
joined to a unit that is outside of the vehicle [rules change]. A: Passengers must be placed wholly inside the area of the
table that the vehicle‟s hull previously occupied [clarification].
Any models that cannot fit entirely within this area or are
within 1” of an enemy model are removed from play as a
casualty. In addition, the models count as having
disembarked from a vehicle (and so cannot assault the same
turn if the vehicle wasn‟t open-topped, for example) [rules
change].

VEHICLES: TANKS (PAGES 68-69)

RB.68.01 – Q: If a unit is Tank Shocked and passes its RB.69B.02 – Q: Can any vehicle ram or are only
Morale check, but the shortest route to move models „tanks‟ allowed to do so?
from underneath the vehicle would take them off the A: Unless explicitly specified otherwise, only tanks are
table are those models removed from play? allowed to Ram [clarification].
A: No. Move the models the shortest route from underneath
the vehicle that will keep them on the table [clarification]. RB.69B.03 – Q: A ramming vehicle has to move the
“highest speed it is capable of”, what if this move will
RB.69A.01/RB.69B.01 – Q: Can a tank moving on the take the vehicle into a friendly unit, off the table or
table from Reserves Tank Shock and/or Ram? If so, into difficult/impassable terrain?
what happens if the tank suffers damage that stops it A: A ramming vehicle that moves through difficult terrain will
from moving all the way onto the table? have to take a dangerous terrain test as normal. The
A: A tank moving on from reserves may Tank Shock and/or ramming move ends when the vehicle moves into a friendly
Ram but if it is stopped before it can fully enter the table it, unit, impassable terrain or reaches the table edge
along with any passengers onboard, counts as being [clarification].
destroyed (so think twice about whether you really want to!)
[clarification].

VEHICLES: FAST VEHICLES (PAGE 70)

+RB.70H.01 – Q: If a transport vehicle is „Destroyed‟


in the same movement phase it is declared to be
moving „flat out‟ (when ramming another vehicle, for
example) are the models onboard destroyed?
A: Yes, when a vehicle is destroyed in the same movement
phase it moves „flat-out‟, passengers onboard are unable to
disembark and therefore count as destroyed [clarification].
16
VEHICLES: SKIMMERS (PAGE 71)

RB.71B.01 – Q: If a skimmer ends its move on top of RB.71B.04 – Q: If a skimmer is tank shocking over a
impassable terrain (like an enclosed building), are friendly/enemy unit or impassable terrain (into an
passengers ever able to disembark onto this terrain if enemy unit on the other side) and it suffers a „Death
they will fit there? or Glory‟ attack which forces it to stop moving while
A: Unless both players agree otherwise, infantry may not over such an obstruction, what happens?
disembark on top of impassable terrain [RAW]. A: In this case, resolve the damage against the skimmer
right before it moved over the obstruction, or 1” before the
RB.71B.02 – Q: If a skimmer rams/tank shocks an obstruction when it is an enemy unit [clarification].
enemy unit that is in terrain does it have to take a
dangerous terrain test to do so? RB.71C.01 – Q: If a fast skimmer is moving „flat out‟
A: Only if the skimmer begins or ends its movement in the while Tank Shocking and is hit by a „Death or Glory‟
terrain [RAW]. attack does it get an obscured save against the hit for
moving fast?
RB.71B.03 – Q: Can a skimmer performing a tank A: Yes it does, provided the Tank Shock move was declared
shock selectively choose to fly over enemy units (and to be more than 12”, and the hit is from a shooting weapon
vehicles) that it doesn‟t want to tank shock or ram? (as opposed to from a grenade or close combat attack) [rules
How about flying over friendly units or intervening change].
terrain in order to tank shock an enemy unit?
A: Yes, a skimmer may selectively choose to move over any
friendly/enemy units and moves over intervening terrain
without penalty (although it still has to take a dangerous
terrain test if it ends the move in terrain as normal)
[clarification].

VEHICLES: WALKERS (PAGES 72-73)

RB.73A.01 – Q: What happens if a Stunned or


Immobile Walker has all of its combatants killed by
friendly models and the enemy is unable to Pile-Into
them?
A: If a walker unit finds itself not locked in combat after Pile-
In moves are completed, then it no longer counts as being
part of the combat [clarification].
Ref: ELD.46B.01/ELD.47C.01, IG.34B.01, RB.41C.02, SM.72A.01,
TYR.54D.05, TYR.84E.01
17
UNIVERSAL SPECIAL RULES (PAGES 74-76)

RB.74B.01 – Q: If a unit with „Counter-Attack‟ passes RB.76C.03 – Q: If a Fast Skimmer moves „flat out‟
its Ld test does it count as charging in all respects or with its pre-game „Scout‟ move and in the game‟s first
just for the Attack bonus? player turn the enemy shoots at this unit, does the
A: The unit only counts as having assaulted only for the Skimmer count as obscured (and benefit from the
Attack bonus. So, for example, if the unit also had „Furious „4+‟ cover save)?
Charge‟ it would not benefit from it when counter-attacking A: Yes it does [clarification].
[clarification].
RB.76C.04 -- Q: Can an embarked unit on a transport
RB.75E.01 – Q: When a unit making a Hit & Run move vehicle disembark after it makes its pre-game „Scout‟
encounters an obstacle it cannot normally move move?
through (impassable terrain, moving within 1” of A: Only if the embarked unit has the „Scout‟ ability and if the
enemy models, etc) what happens? What if the move disembarking would normally be allowed in the movement
will take the unit off the table? phase (i.e. the vehicle didn‟t move to far, etc) [RAW].
A: When a unit making a Hit & Run move encounters an
obstacle it cannot normally move through, including the edge RB.76E.01 – Q: If a unit contains even a single model
of the board, it stops moving instead [clarification]. with the „Slow and Purposeful‟ USR does that mean
Ref: RB.11E.01 the entire unit counts as assaulting through difficult
terrain when they charge (and will therefore strike at
RB.75E.02 – Q: If a Jump Infantry or Jetbike unit I1 unless they have assault grenades)?
makes a Hit & Run move, can it pass over intervening A: Unfortunately for them, yes [RAW].
terrain and models during the move?
A: Yes, however if the final position of the unit would end in RB.76E.02 – Q: Can „Slow and Purposeful‟ models
impassable terrain, over friendly models or within 1” of an „run‟ in the shooting phase and make a sweeping
enemy model reduce the Hit & Run move the minimum advance if victorious in combat?
distance needed so the unit can be legally placed [rules A: Yes and yes [RAW].
change].
RB.76F.01 – Q: If only some models in a unit have the
RB.76C.01 – Q: If a unit „Turbo-Boosts‟ with its pre- „Stealth‟ USR do all models really benefit from the +1
game „Scout‟ move and in the game‟s first player turn cover save?
the enemy shoots at this unit, does it benefit from the A: If only some models in a unit have „Stealth‟ then only
„3+‟ cover save provided by „Turbo-Boosters‟? those models benefit from the +1 cover save bonus
A: Yes it does [clarification]. [clarification].
Ref: SM.88A.01
RB.76C.02 – Q: If a vehicle makes a pre-game „Scout‟
move and in the game‟s first player turn the enemy RB.76F.02 – Q: Do units that get a bonus to their
assaults the vehicle, does it count as having moved cover saves (such as with the „Stealth‟ USR) really get
for determining what is needed to hit it? a 2+ cover save when Turbo-Boosting?
A: Yes it does [clarification]. A: Yes [RAW].
18
BUILDINGS AND RUINS: BUILDINGS (PAGES 78-81)

RB.79A.01 – Q: If a unit occupying a building has a RB.79C.01 – Q: Can unoccupied buildings be shot at
(non-shooting) special ability, where do you measure or assaulted? What about if a blast accidentally
range to and from? scatters onto an unoccupied building?
A: Measure it from the edge of the building [clarification]. A: To keep things simple, unoccupied buildings cannot be
Although in the case of an extremely large building with assaulted and/or damaged unless both players agree
multiple rooms, both players may agree to place a limitation otherwise [clarification].
based on the area/section of the building the unit is actually
occupying. RB.79C.02 – Q: Can buildings be Rammed?
A: No. A ramming vehicle that contacts a building, or any
other impassable terrain, immediately stops moving [RAW].

BUILDINGS AND RUINS: RUINS (PAGES 82-85)

RB.83B.01 – Q: If a unit on an upper level of a ruin


Falls Back, but doesn‟t roll enough distance to move
vertically down a level (double „1‟s), is the unit
automatically “Trapped” and destroyed?
A: No. The unit moves as far back horizontally within the ruin
as it can towards its Fall Back point but isn‟t destroyed unless
it is actually completely surrounded by enemy units and/or
impassable terrain [RAW].

ORGANIZING A BATTLE: SELECT A MISSION (PAGES 90-91)

RB.91C.01 – Q: Do units that are off the table at the RB.91C.02 – Q: If an Independent Character is joined
end of the game automatically count as being to a unit and he, and the entire unit are killed at the
destroyed for Kill Point purposes? same time how many Kill Points are awarded?
A: Yes [clarification]. A: Two. One for the unit and one for the IC [clarification].

ORGANIZING A BATTLE: DEPLOY FORCES (PAGES 92-93)

RB.92A.01 – Q: When deploying forces, can units be RB.92B.01 – Q: Can opponents inspect my army list
deployed directly into a non-dedicated transport? and do I have to tell them what units are inside each
A: A unit may be deployed directly into a non-dedicated transport vehicle?
transport vehicle provided they would be allowed to embark A: In order to minimize potential cheating, in a tournament
onto it during the game [clarification]. players are required to give full disclosure of their army list
to their opponents, including weapons, wargear, special rules
RB.92A.02 – Q: When deploying forces, can units be and the contents of any transport vehicles [clarification].
deployed into impassable terrain? Ref: GEN.03
A: A unit may only be deployed into impassable terrain if it
has a special rule allowing it to do so (like a Lictor) or it RB.92G.01/RB.93A.01 – Q: In a „Pitched Battle‟ or
would be allowed to move there during the game (such as a „Spearhead‟ deployment can the player deploying
skimmer on top of an impassable building) [clarification]. second really deploy ANYWHERE in his half/quarter
of the table?
A: No, both players must abide by the same restrictions
about not deploying units within 12” of the table‟s middle-
line/center [clarification].
19
ORGANIZING A BATTLE: MISSION SPECIAL RULES: RESERVES (PAGE 94)

RB.94B.01 – Q: Do special rules for models in RB.94D.01 – Q: If there is no room for models to
Reserve still affect the game? Are models in move onto the table from Reserves without placing
Reserve vulnerable to special rules that affect all them within 1” of an enemy model or on top of
models? friendly models, what happens?
A: Models off the table have no effect on the game unless A: Any models that cannot fit on the table play no further
a rule specifies otherwise [clarification]. Conversely, models part in the game and count as destroyed [clarification].
off the table are not affected by any rule unless specified
that it affects models off the table [clarification]. RB.94D.02 – Q: Some vehicles are so big they
Note: abilities used before the start of the game (i.e. cannot move on from the table edge without
during deployment, etc) may always be used regardless of moving faster than combat speed. Are such vehicles
whether the model is on the table or not. forced to move faster than combat speed on the
turn they move onto the table?
RB.94B.02 – Q: If a model in Reserve has an ability A: No, if a vehicle is so large it cannot totally fit onto the
that occurs at the start of the turn can they arrive table when moving onto the table at combat speed, players
from Reserves and utilize that ability in the same are allowed to leave the back end of the vehicle hanging
turn? off the edge of the table [clarification]. If players are
A: No, as they are not in play at the start of their turn concerned about their model falling off the table they can
[clarification]. mark the spot where it is supposed to be and then
Ref: RB.09.02, SW.53C.01 temporarily move the model fully onto the table.
Note: While a vehicle is partially „hanging off the table‟,
any access points off the table may not be used and any
blast with the center hole over the vehicle will hit it, even if
the blast is technically off the table.

ORGANIZING A BATTLE: MISSION SPECIAL RULES: DEEP STRIKE (PAGE 95)

RB.95A.01 – Q: If not all models in a unit have the +RB.95A.03 – Q: Some units actually want to Deep
Deep Strike ability may the unit arrive via Deep Strike directly over enemy models (such as Tyranid
Strike? Spore Mines, for example), but is this allowed? If so,
A: No, a unit may only utilize Deep Strike if all models have is the initial Deep Striking model really set directly on
the ability [clarification]. top of the opponent‟s model(s)?
Ref: ORK.62C.01, SM.92.01 A: This is allowed as the initial placement of the Deep
Striking model is a merely a representation to determine
RB.95A.02 – Q: If a Drop Pod or permanently where the unit will actually arrive. In such cases, do not
immobile vehicle enters the game via Deep Strike is it actually set the arriving model on top of your opponent‟s
able to fire the turn it arrives? model(s), instead mark the spot with your finger or suitable
A: No, as it counts as moving at cruising speed that turn marker until the scatter is resolved [clarification].
[RAW]. Ref: NEC.21C.03, TYR.48E.01, TYR.51B.02
Ref: BT.38C.02, RB.61I.01, RB.108.01

REFERENCE: VICTORY POINTS (PAGE 108)

RB.108.01 – Q: Do „Type: Immobile‟ vehicles RB.108.02 – Q: If an Independent Character is part of


automatically give up half Victory Points at the end of a unit it cannot leave (a „retinue‟) are Victory Points
the game for being immobile? for the IC worked out separately from the retinue?
A: Yes, unless specified otherwise in their rules (such as the A: No, unless specified otherwise, if an IC cannot leave a unit
Necron Pylon) [clarification]. during the game then for Victory Point purposes their points
Ref: BT.38C.02, RB.61I.01, RB.95A.02 cost is included along with the unit and they are considered
just another model in the unit [clarification].
BLACK TEMPLARS CODEX QUERIES (BT) 20
Don‟t forget to check out the official Black Templars FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180125_Black_Templars_FAQ_2006-08_5th_Edition.pdf

BLACK TEMPLAR GENERAL QUERIES

BT.GEN.01 – BLACK TEMPLAR UNIT TYPES


All units are „Infantry‟ except for the following:
Units with an Armor Value are „Vehicles‟
Characters with a Jump Pack are „Jump Infantry‟
Characters with a Bike are „Bikes‟
Assault Squads are „Jump Infantry‟
Bike and Attack Bike Squadrons are „Bikes‟
[clarification]

BLACK TEMPLARS SPECIAL RULES (page 22)

BT.22A.01 – Q: The ATSKNF states that Space BT.22B.04 – Q: When a player deploys a Drop Pod
Marines automatically pass “Morale tests to can he choose to keep the doors open or closed? If
regroup”. Is a test to regroup a Morale test? the Drop Pod doors are deployed open can models
A: The reference to a “Morale test” is in error; it should deploy within 2” of them?
read: “tests to regroup” instead [clarification]. A: Once the Drop Pod lands, the doors remain open for the
rest of the game. However, all measurements to and from
BT.22A.02 – Q: When a unit with ATSKNF regroups the Drop Pod, besides firing its weapon, are done based on
at the start of their turn do they get the 3” move for the hull of the Drop Pod (its shape when the doors are
regrouping as well as their normal move? closed). This means, for example, that friendly and enemy
A: No, a unit with ATSKNF that regroups at the start of models will be able to move on top of the open doors
their turn may move normally instead of getting the 3” [clarification].
move [rules change]. If the doors cannot be opened (they are glued in place or a
Ref: BA.05A.01, DA.23A.01, SM.51B.01, SW.24F.01 player is using a model that doesn‟t have doors that
open/has a solid core), both players must agree before the
BT.22B.01 – Q: If a Black Templar Drop Pod‟s game to either pretend, to the best of their abilities, that
scatter would take it on top of a friendly unit or off the doors are open and both players can see „through‟ the
the table is the scatter reduced as if it were landing core for line of sight purposes, or they can play that the
in impassable terrain? model blocks line of sight „as is‟ in which case the Space
A: Treat friendly models as impassable terrain and reduce Marine player will be unable to fire the Drop Pod‟s weapon
the scatter as needed. If the scatter takes the Pod even (a trade-off for the improved line of sight blocking ability of
partially off the table it suffers a Deep Strike mishap. Make the model) [rules change].
one roll for both the Pod and the embarked models on the Ref: BA.26C.03, DA.35B.02, SM.69A.01, SW.47A.01
mishap table [clarification].
Ref: BA.06O.01, DA.35B.01, SM.69C.01, SW.47C.01 BT.22C.01 – Q: Pg 22 says: “A character who is
leading or attached to a squad does not stop being
BT.22B.02 – Q: Can a Templar Drop Pod arrive on its an independent character for the purposes of close
own while the unit that purchased it is deployed combat” but the rulebook seems to contradict this.
normally? Which rule is correct?
A: No, Black Templar units that take a Drop Pod must A: The codex takes precedence, so Black Templar
arrive in them [RAW]. characters with a retinue still attack, and are attacked, as a
Ref: BA.26C.02 separate unit from their retinue [RAW].
Ref: BT.27E.01, BT.27E.02
BT.22B.03 – Q: Do tournament missions count as
“standard missions” for using Templar Drop Pods? BT.22C.02 – Q: Is a Chaplain that is attached to
A: Yes, all missions in tournaments count as a standard another character‟s retinue unit worth a Kill Point if
mission for this purpose [clarification]. the entire unit is wiped out?
A: Yes [clarification].
BLACK TEMPLARS CODEX QUERIES (BT) 21

BLACK TEMPLARS SPECIAL RULES (page 22) CONTINUED

BT.23A.01 – Q: For the „Righteous Zeal‟ special rule, BT.23A.03 – Q: If a Templar unit that has „[gone] to
what is meant by a „Massacre‟ result? ground‟ passes its Morale Check in the enemy
A: Ignore this reference as it pertains to a previous edition Shooting phase, does it get to make a consolidate
of the rules. Instead, a unit suffering from „Righteous Zeal‟ move? If so, does this remove the unit from its
just makes a normal consolidation move that must take „[gone] to ground‟ status?
them closer to the nearest enemy unit [clarification]. A: The unit makes its consolidation move and then
continues to follow the „going to ground‟ rules and
BT.23A.02 – Q: Is the „Righteous Zeal‟ rule used for therefore cannot move, shoot or assault in its next turn
Morale Checks outside of the enemy‟s Shooting [RAW].
phase (now that Morale Checks are taken in any Ref: CD.75B.02, CSM.88E.02, RB.24A.02
phase a unit suffers 25% casualties)?
A: No, just for checks caused in the enemy‟s Shooting BT.23E.01 – Kill Them All: Ignore the reference for
phase [RAW]. vehicles to follow „Target Priority‟ as this no longer exists in
the current rules.

VOWS OF THE BLACK TEMPLARS (pages 24-25)

BT.24B.01 – Do Templar units following the BT.25A.03 – Q: The „Abhor the Witch, Destroy the
„Uphold the Honor of the Emperor‟ vow benefit Witch‟ vow allows all Templars to nullify psychic
from the cover save provided by intervening units abilities that they are in the “area of effect” of.
and the cover bonus for „going to ground‟? What exactly is meant by this?
A: No they do not [RAW]. A: Any Templar unit, or any unit containing a Templar
character, that is targeted or directly affected by any of
BT.24B.02 – Uphold the Honor of the Emperor: the following psychic powers may attempt to nullify
Ignore the reference to “being entangled” as it no longer them:
applies to the current rules. Blood Angels: Transfixing Gaze.
Chaos Space Marines: Bolt of Change, Doombolt, Gift of
Chaos*, Lash of Submission, Nurgle‟s Rot, Wind of Chaos.
BT.25A.01 – If a unit is embarked on a vehicle,
Daemonhunters: Holocaust, Scourging.
when rolling for the „Abhor the Witch Destroy the Dark Angels: Hellfire, Mind Worm*.
Witch‟ consolidation move is just one roll made for Eldar: Destructor, Doom, Eldritch Storm, Mind War*.
the transport vehicle and the unit inside? Imperial Guard: Lightning Arc, Soulstorm, Weaken
A: Yes, although if the embarked unit has Crusader Seals Resolve.
that bonus does apply to the roll [clarification]. Orks: Frazzle, Zogwort‟s Curse*, Zzap.
Space Marines: The Avenger, Machine Curse, Smite,
BT.25A.02 – Q: Abhor the Witch, Destroy the Vortex of Doom.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Witch: Ignore the references to “Concealment” and
Wolf*, Living Lightning, Murderous Hurricane, Tempest‟s
“Minor psychic powers” as neither is used in the current Wrath*, Thunderclap.
rules. Tyranids: Aura of Despair, The Horror, Hypnotic Gaze*,
Leech Essense, Paroxysm, Psychic Scream, Warp Blast,
Warp Lance.
Witch Hunters: Divine Pronouncement, Purgatus*,
Scourging.
* Powers marked with an asterisk (*) affect specific models
within a unit and are therefore not subject to „Abhor the Witch,
Destroy the Witch‟ unless an actual Templar model is affected by
it [clarification].
Ref: CSM.48C.01, DH.18C.01, SW.62M.01, WH.16E.01,
WH.18.01B
BLACK TEMPLARS CODEX QUERIES (BT) 22

BLACK TEMPLARS ARMOURY (pages 26-29)

BT.26C.01 – Q: Can a model be equipped with both a BT.27E.01 – Q: When a Chaplain, who is not attached
Space Marine Bike and a Jump Pack? to a Command Squad, takes Cenobyte Servitors, does
A: A model may take only one or the other [clarification]. he and the Servitors form a „retinue‟ unit?
A: Yes. This means, among other things, they take morale
BT.27C.01 – Q: Can a model/unit with an checks if they lose at least 25% casualties in a single phase
Auspex/Surveyor fire at every infiltrating unit within (or even a single model in the shooting phase per „Righteous
4D6”, or just one? Zeal‟), and give up Victory Points as normal for a unit. The
A: A model/unit with an Auspex/Surveyor waits until all one exception is that the unit is worth only one total Kill
infiltrators have been set up, rolls 4D6” once, and may then Point if destroyed [clarification].
fire once at each enemy unit within this distance (provided Ref: BT.22C.01, SW.62D.01, TAU.31D.01
they are also within range and line of sight). If both sides
have units with Auspexes/Surveyors, randomly determine BT.27E.02 – Q: Can a Chaplain who takes Cenobyte
which player fires his units first [clarification]. Servitors still join a friendly unit? If so, how does this
Ref: DH.16C.01, WH.20A.01 combined unit fight in close combat?
A: A Chaplain with Servitors may still join another unit and if
BT.27C.02 – Q: Is the shooting granted by an he does so the Servitors join the unit as well. In close
Auspex/Surveyor subject to the Night Fighting rules? combat, when attacking, and being attacked, the Chaplain
A: If Night Fighting is in effect at the start of the game, after
counts as one unit, while his Servitors count as a second unit
all infiltrators are deployed and the 4D6” Auspex/Surveyor and the unit they are joined to counts as a third unit
distance is established, make a separate Night Fighting sight [clarification].
roll (2D6x3) for each enemy infiltrating unit the player wishes Ref: BT.22C.01
to fire upon. Infiltrating units beyond this distance rolled may
not be fired at [RAW]. BT.28B.01 – Q: Does the Holy Orbs of Antioch use the
Ref: DH.16C.02, WH.20A.02 standard rules for determining where a blast weapon
lands?
BT.27C.03 – Q: Can “once per turn” weapons and A: Yes [clarification].
abilities (such as a Master-Crafted Weapon) be used
for Auspex/Surveyor shooting? If so, how many times BT.28G.01 – Q: Can a Narthecium be used against
may it be used? shooting attacks that don‟t allow a save at all (if the
A: They may be used each time the model or unit shoots at AP is equal or lower than the target‟s armor save)?
an enemy infiltrating unit. Using these weapons or abilities A: Yes [RAW].
before the game does not limit their use in the first turn Ref: BA.06L.01, DA.25F.01
[clarification].
Ref: DH.16C.04, WH.20A.04 BT.28G.02 – Q: Can a Narthecium be used against an
attack that would normally cause „Instant Death‟ if
BT.27C.04 – Q: Can weapons that may only be used the model wasn‟t immune to Instant Death (such as
„once per game‟ be used for Auspex shooting? If so, with the „Adamantine Mantle‟)?
does this count as its one use? A: No it cannot [rules change].
A: A one-use weapon may be used for Auspex shooting, but Ref: BT.27D.01, BA.06L.02, DA.25F.02
doing so will count as its one use for the game [clarification].
Ref: DH.16C.05, WH.20A.05 BT.28J.01 – Q: Can the Servo Arm‟s additional
Powerfist attack be used the same phase a
BT.27D.01 – Q: Can Bionics be used against an attack Tehcmarine uses his Power Weapon?
that would normally cause „Instant Death‟ if the A: Yes it can [clarification].
Ref: BA.06Y.01, DA.31B.01, IG.34C.01, SM.71C.01, SW.38C.01
model didn‟t also have „Adamantine Mantle‟?
A: No they cannot [rules change].
Ref: BT.28G.02, BA.06L.02, DA.25F.02
BLACK TEMPLARS CODEX QUERIES (BT) 23

BLACK TEMPLARS ARMOURY (pages 26-29) CONTINUED

BT.29A.01 – Q: Do Black Templar models in


Terminator Armor always count as stationary when
shooting a rapid fire weapon? Can they assault the
same turn they shoot a rapid fire or heavy weapon?
A: They may assault the same turn they shoot with rapid fire
or heavy weapons [rules change]. They do not, however
always count as stationary when shooting a rapid fire
weapon (just with heavy weapons) [RAW].
Ref: BA.06DD.01, CSM.86B.01, DA.53D.01, DH.19A.01

BLACK TEMPLARS VEHICLE UPGRADES (page 29)

BT.29I.01 – Q: Can the Machine Spirit operate a BT.29K.01 – Q: How exactly do Templar Smoke
weapon that has already been fired that shooting Launchers work?
phase? A: Templar smoke launchers downgrade all penetrating hits
A: No [clarification]. to glancing hits [RAW].
Ref: DA.34D.01, SM.81B.01, SW.44B.01 Ref: DH.19M.01, DA.55F.01

BT.29I.02 – Q: Can the Machine Spirit operate a


weapon on the same turn the vehicle uses Smoke
Launchers?
A: No [clarification].
Ref: BA.06S.01, DA.34D.02, SM.81B.02, SW.44B.02

BLACK TEMPLARS ARMY LIST: HQ (pages 31-33)

BT.31B.01 – Q: If the Emperor‟s Champion is BT.32B.01 – Sword Brethren Terminator Command


involved in a combat with an Independent Squad: Have both „Terminator Armor‟ and „Terminator
Character with a retinue (so he can‟t direct his Honors‟ with the accompanying statistical upgrades already
attacks against the enemy IC) does he still have to included in their profile [clarification].
move into base contact with the IC?
A: Yes as the Emperor‟s Champion never backs away from BT.32B.02/BT.33.01 – Q: Can a Command Squad or
a challenge no matter what the odds [RAW]. Sword Brethren Terminator Command Squad be
taken as an HQ choice without an accompanying
BT.32A.01 – Q: Can a Chaplain in Terminator Armor character leading it?
take Cenobyte Servitors? A: No [clarification].
A: No [RAW].

BLACK TEMPLARS ARMY LIST: ELITES (pages 34-36)

BT.34A.01/BT.34B.01 – Sword Brethren Terminator BT.36A.01 – Q: Can a Templar Techmarine


& Terminator Assault Squads: Have both „Terminator (including one with a full Servo-Harness) be
Armor‟ and „Terminator Honors‟ with the accompanying equipped with either a Bike or Jump Pack? If
statistical upgrades already included in their profile equipped with Terminator armor does he retain his
[clarification]. Servo-arm/full Servo-Harness?
A: Yes, a Techmarine with a Servo-arm/Full Servo-harness
may have a bike or Jump Pack. If equipped with
Terminator Armor he retains his Servo-arm but may not
upgrade to a Full Servo-Harness [RAW].
BLACK TEMPLARS CODEX QUERIES (BT) 24

BLACK TEMPLARS ARMY LIST: ELITES (pages 34-36) CONTINUED

BT.36C.01 – Q: Can a Templar Techmarine fix BT.36C.02 – Q: Can a Templar Techmarine attempt
multiple vehicles in a single phase if he starts the to repair a damaged vehicle he starts the turn
Movement phase in base contact with them both? embarked on?
A: No, he may only attempt to fix one vehicle per turn A: Yes he can [clarification].
[clarification]. Ref: BA.06C.01, DA.31A.02, IG.34A.02, SM.71A.01
Ref: BA.06C.02, DA.31A.01, IG.34A.01, SM.71A.02, SW.38B.01

BLACK TEMPLARS ARMY LIST: TRANSPORTS (page 38)

BT.38A.01 – Rhino: The Storm Bolter is pintle-mounted BT.38C.02 – Q: A Templar Drop Pod is listed as
[clarification]. being „Type: Immobile‟, what does that mean?
A: It means that it cannot move once it lands, and counts
in all respects as a vehicle that has suffered an Immobilized
BT.38B.01 – Razorback: The Twin-Linked Heavy Bolter
damage result (which cannot be repaired in any way)
is turret-mounted [clarification].
[clarification].
Ref: RB.61I.01, RB.95A.02, RB.108.01
BT.38C.01 – Drop Pod: The Storm Bolter is pintle-
mounted [clarification]. BT.38C.03 – Q: Can a Black Templar Drop Pod fire
on the turn it lands?
A: Yes, as it has a specific rule allowing it to do so [RAW].

BLACK TEMPLARS ARMY LIST: FAST ATTACK (pages 39-40)

BT.39B.01 – Land Speeder: All Land Speeder weapons BT.40A.01 – Black Templars Bike Squadron,
are hull-mounted [clarification]. „Options‟ should begin: “Up to three Initiates may take
one the following weapons” [typo].

BLACK TEMPLARS ARMY LIST: HEAVY SUPPORT (pages 41-42)

BT.41A.01 – Vindicator: The Storm Bolter is pintle- BT.42B.03 – Q: If a Land Raider Crusader is
mounted [clarification]. destroyed (by ramming an enemy vehicle, for
example) and its embarked passengers charge into
combat the ensuing Assault phase do they still
BT.42A.01/BT.42B.01 – Q: Land Raider / Land
benefit from Frag Assault Launchers?
Raider Crusader: Both have the „Assault Vehicle‟ special
rule that allows disembarking models to assault in the A: Yes [RAW].
Ref: BA.06N.01, DH.32B.03, DA.35A.01, ORK.93I.01, SM.75B.01,
same turn. SM.82C.01, SW.45B.01

BT.42A.02/BT.42B.02 – Q: If a Land Raider (or


Crusader) is transporting a mix of models in Power
Armor and Terminator Armor; how many models in
total can they carry?
A: In this case only, the basic Land Raider may transport
10 models total, the Crusader may carry 15. Models in
Terminator armor count as two models for this purpose.
Other types of models may also be transported and count
as a single model unless specified otherwise [rules
change].
BLACK TEMPLARS CODEX QUERIES (BT) 25

BLACK TEMPLARS ARMY LIST: HIGH MARSHAL HELBRECHT (page 44)

BT.44B.01 – Q: Does Helbrecht‟s Iron Halo count as BT.44F.01 – Q: If Helbrecht is fighting an existing
the one Iron Halo the army may take? combat and is charged by another enemy unit does
A: Yes [RAW]. he get +D3 Attacks that round? What about if he
charges into an existing combat?
BT.44E.01 – Q: Does the Furious Charge Veteran Skill A: Helbrecht only gets the +D3 attacks when it is his first
that his Command Squad must purchase count as the round of any particular combat [clarification].
one Veteran Skill the unit can take? Ref: ELD.31A.01
A: Yes [clarification].

BLACK TEMPLARS ARMY LIST: CHAPLAIN GRIMALDUS HERO OF HELSREACH (pages 46-47)

BT.47G.01 – Q: If Grimaldus is removed from play by


something that doesn‟t cause wounds (such as an Ork
Shokk Attack Gun) does „Only in Death does Duty
End‟ save him?
A: No, only when he loses his last wound (or suffers Instant
Death) does his rule take effect [RAW].
BLOOD ANGELS CODEX QUERIES (BA) [PDF download] 26
Don‟t forget to check out the official Blood Angels codex and FAQ PDF download here:
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FORCES OF THE BLOOD ANGELS: SPECIAL RULES (page 5)

BA.05A.01 – Q: When a unit with ATSKNF regroups at BA.05C.01 – Q: Can a vehicle with Over-Charged
the start of their turn do they get the 3” move for Engines use them the turn it arrives from Reserves?
regrouping as well as their normal move? A: No, as any ability that can prevent a unit from entering
A: No, a unit with ATSKNF that regroups at the start of their play on the turn it arrives may not be used [RAW].
turn may move normally instead of getting the 3” move
[rules change].
Ref: BT.22A.02, DA.23A.01, SM.51B.01, SW.24F.01

BA.05B.01 – Q: If a player declares that a unit is


arriving from Reserves inside a vehicle can that unit
be split into combat squads when it arrives?
A: No, besides a Drop Pod, a unit that arrives from Reserves
in a vehicle cannot be split into combat squads [clarification].
Ref: SM.51D.01

FORCES OF THE BLOOD ANGELS: WARGEAR AND UPGRADES (page 6)

BA.06C.01 – Q: „Blessing of the Omnissiah‟ says the BA.06L.03 – Q: Can an Exsanguinator be used to
model may repair “instead of moving” what exactly ignore a vehicle‟s failed cover save?
does that mean? Also, can a Blood Angels A: No [rules change].
Techmarine repair a vehicle while embarked on it? Ref: DA.25F.03
A: The Techmarine (and any unit he is with) and the vehicle
may not move at all that movement phase. The one BA.06L.04 – Q: Can a Sanguinary Priest use his
exception is that he (and any unit he is with) may Narthecium to ignore his own failed save?
disembark from the damaged vehicle and still repair it [rules A: Yes he can [clarification].
change]. He may also attempt to repair a vehicle he began Ref: DA.25F.04
the turn embarked on it [clarification].
Ref: BT.36C.02, DA.31A.02, IG.34A.02, SM.71A.01 BA.06N.01 – Q: If a Land Raider Crusader is
destroyed (by ramming an enemy vehicle, for
BA.06C.02 – Q: Can a Blood Angels Techmarine fix example) and its embarked passengers charge into
multiple vehicles in a single phase if he starts the combat the ensuing Assault phase do they still
Movement phase in base contact with them both? benefit from Frag Assault Launchers?
A: No, he may only attempt to fix one vehicle per turn A: Yes [RAW].
[clarification]. Ref: BT.42B.03, DH.32B.03, DA.35A.01, ORK.93I.01, SM.75B.01,
Ref: BT.36C.01, DA.31A.01, IG.34A.01, SM.71A.02, SW.38B.01 SM.82C.01, SW.45B.01

BA.06L.01 – Q: Can an Exsanguinator be used BA.06O.01 – If a Blood Angel Drop Pod‟s scatter
against shooting attacks that don‟t allow a save at would take it off the table is the scatter reduced as if
all (if the AP is equal or lower than the target‟s it were landing in impassable terrain?
armor save)? A: No, in this case the Drop Pod suffers a Deep Strike
A: Yes [RAW]. mishap. Make one roll for both the Pod and the embarked
Ref: BT.28G.01, DA.25F.01 unit on the mishap table [RAW].
Ref: BT.22B.01, DA.35B.01, SM.69C.01, SW.47C.01
BA.06L.02 – Q: Can an Exsanguinator be used
against an attack that would normally cause „Instant BA.06S.01 – Q: Can the Machine Spirit operate a
Death‟ if the model wasn‟t immune to Instant Death? weapon on the same turn the vehicle uses Smoke
A: No it cannot [rules change]. Launchers?
Ref: BT.27D.01, BT.28G.02, DA.25F.02 A: No [clarification].
Ref: BT.29I.02, DA.34D.02, SM.81B.02, SW.44B.02
BLOOD ANGELS CODEX QUERIES (BA) [PDF download] 27
Don‟t forget to check out the official Blood Angels codex and FAQ PDF download here:
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FORCES OF THE BLOOD ANGELS: WARGEAR AND UPGRADES (page 6) CONTINUED

BA.06T.01 – Q: Can a Blood Angel psychic hood be BA.06Y.01 – Q: Can the Servo Arm‟s additional
used against powers that don‟t require a psychic test? Powerfist attack be used the same phase a
And can multiple Librarians attempt to use their Tehcmarine uses his Power Weapon?
Psychic Hood against the same power? A: Yes it can [clarification].
A: No and No [rules change]. Ref: BT.28J.01, DA.31B.01, IG.34C.01, SM.71C.01, SW.38C.01

BA.06X.01 – Q: When a Blood Angel vehicle uses a BA.06DD.01 – Q: Do Blood Angels models in
Searchlight, in the opponent‟s turn can the enemy Terminator Armor always count as stationary when
automatically spot the Blood Angle vehicle without shooting a rapid fire weapon?
rolling for spotting range? A: No they do not [RAW].
A: Yes [rules change]. Ref: BT.29A.01, CSM.86B.01, DH.19A.01, DA.53D.01

FORCES OF THE BLOOD ANGELS: COMMANDER DANTE (page 7)

BA.07A.01 – Q: Does Dante‟s „Inspiring‟ ability


benefit himself and/or a unit he is joined to?
A: Yes in both cases [clarification].

FORCES OF THE BLOOD ANGELS: PSYCHIC POWERS (page 8)

BA.08B.01 – Q: Can Transfixing Gaze reduce an BA.08B.02 – Q: Are any Blood Angels psychic powers
enemy model‟s Attacks to zero? considered Psychic Shooting Attacks?
A: Yes [RAW]. A: No [clarification].

FORCES OF THE BLOOD ANGELS: CORBULO, SANGUINARY HIGH PRIEST (page 9)

BA.09A.01 – Q: Does the Red Grail‟s „Furious


Charge‟ ability benefit himself and/or a unit he is
joined to?
A: Yes in both cases [clarification].

BLOOD ANGELS ARMY LIST: FAST ATTACK (page 23)

BA.23C.01 – Land Speeder: All Land Speeder weapons


are hull-mounted [clarification].

BLOOD ANGELS ARMY LIST: HEAVY SUPPORT (pages 24-25)

BA.24B.01 – Land Raider: The Twin-Linked Heavy BA.24C.01 – Land Raider Crusader: The twin-linked
Bolter is hull-mounted and the Twin-Linked Lascannons Assault Cannon is hull-mounted, the Multi-melta is pintle-
are sponson-mounted. It has one access point on each mounted and the Hurricane Bolters are sponson-
side of the hull and one at the front. It has no fire points mounted. It has one access point on each side of the hull
[clarification]. and one at the front. It has no fire points [clarification].
BLOOD ANGELS CODEX QUERIES (BA) [PDF download] 28

BLOOD ANGELS ARMY LIST: HEAVY SUPPORT (pages 24-25) CONTINUED

BA.25A.01 – Q: How is the Whirlwind Launcher BA.25B.01 – Predator: The Autocannon is turret-
mounted and can it fire both „Vengeance‟ and mounted [clarification].
„Incendiary Castellan‟ missiles in the same game?
A: It is a turret-mounted weapon and yes both types of
BA.25C.01 – Vindicator: The Demolisher Cannon is hull-
missile can be fired during the game (choose each time the
mounted [clarification].
weapon fires) [clarification].

BLOOD ANGELS ARMY LIST: DEDICATED TRANSPORT VEHICLES (page 26)

BA.26A.01 – Rhino: The Storm Bolter is pintle-mounted. BA.26C.03 – Q: When a player deploys a Drop Pod
It has one access point of each side of the hull and one at can he choose to keep the doors open or closed? If
the rear. Up to two models can fire from the top hatch fire the Drop Pod doors are deployed open can models
point [clarification]. deploy within 2” of them?
A: Once the Drop Pod lands, the doors remain open for the
rest of the game. However, all measurements to and from
BA.26B.01 – Razorback: The twin-Linked Heavy Bolter is
turret-mounted. It has one access point on each side of the the Drop Pod, besides firing its weapon, are done based on
the hull of the Drop Pod (its shape when the doors are
hull and one at the rear. It has no fire points [clarification].
closed). This means, for example, that friendly and enemy
models will be able to move on top of the open doors
BA.26B.02 – Q: Can a unit containing more than six
[clarification].
models be equipped with a Razorback transport?
A: Yes, but unless the unit is split via the „Combat Squads‟ If the doors cannot be opened (they are glued in place or a
rule it will be unable to embark on the vehicle until it is player is using a model that doesn‟t have doors that
reduced to six models or less [RAW]. open/has a solid core), both players must agree before the
Ref: SM.135B.02 game to either pretend, to the best of their abilities, that
the doors are open and both players can see „through‟ the
BA.26C.01 – Drop Pod: The Storm Bolter is pintle- core for line of sight purposes, or they can play that the
mounted. It is an open-topped vehicle with no fire points model blocks line of sight „as is‟ in which case the Space
[clarification]. Marine player will be unable to fire the Drop Pod‟s weapon
(a trade-off for the improved line of sight blocking ability of
BA.26C.02 – Q: Can a Blood Angels Drop Pod arrive the model) [rules change].
on its own while the unit that purchased it is Ref: BT.22B.04, DA.35B.02, SM.69A.01, SW.47A.01
deployed or arrives from reserves normally?
A: Yes, as long as the player declares as much during
deployment [RAW].
Ref: BT.22B.02

BLOOD ANGELS ARMY LIST: SUMMARY (page 27)

BA.27C.01 – Q: What is the weapon profile for a BA.27C.02 – Q: What is the weapon profile for a
Blood Angel Cyclone Missile Launcher? Hunter-Killer Missile?
A: As this weapon is not printed in the summary, use the A: Use this profile [typo]:
profile from the Space Marine codex [clarification]: Hunter-Killer Missile: Range 48”, Str 8, AP3, Heavy 1
Krak: Range 48”, Str 8, AP3, Heavy 2
Frag: Range 48”, Str 4, AP6, Heavy 2, Blast
CHAOS DAEMONS CODEX QUERIES (CD) 29

CHAOS DAEMONS DAEMONIC FORCES: KU‟GATH (Page 48)

CD.48D.01 – Q: Can Ku‟gath move and fire his CD.48E.01 – Q: Is each Nurgling base created by
Necrotic Missiles and if so, can he Assault afterwards? Ku‟gath worth a Kill Point in „Annihilation‟ games?
A: Yes and yes [clarification]. A: Yes [RAW].

CHAOS DAEMONS DAEMONIC FORCES: EPIDEMIUS (Page 52)

CD.52D.01 – Q: For the „Tally of Pestilence‟, do CD.52D.03 – Q: If Epidemius‟s tally has reached 20+,
Ku‟gath, Epidemius and Nurglings all count as a do ranged attacks from followers of Nurgle ignore
follower of Nurgle? armor saves?
A: Yes to all [clarification]. A: Yes they do [RAW].

CD.52D.02 – Q: Which of the following situations CD.52D.04 – Q: Do models that have lost their last
counts as a model killed by a follower of Nurgle for wound but have an ability that can bring them back
the „Tally of Pestilence‟? into the game (like Inquisitorial bionics or Necron
A: [clarification]: „We‟ll Be Back‟) count towards Epidemius‟s tally?
Counts as killed by a follower of Nurgle A: No, only when the models have been removed from the
Models killed by an exploding or wrecked vehicle that table as casualties do they count towards the tally
was destroyed by a follower of Nurgle. [clarification].
A follower of Nurgle killed by his own Daemon weapon.
Does not count as killed by a follower of Nurgle
Casualties caused by „No Retreat!‟
Casualties caused by „Perils of the Warp‟.
Casualties caused by failed Dangerous Terrain checks.

CHAOS DAEMONS DAEMONIC FORCES: THE BLUE SCRIBES (Page 53)

CD.53D.01 – Q: The „Watch This!‟ special rule says:


“before using their second ranged attack. . .” does
this mean the Blue Scribes resolves one ranged attack
first and then the second one afterwards?
A: Yes, the Blue Scribes fully resolve their first power before
attempting their second one [clarification].

CHAOS DAEMONS DAEMONIC FORCES: THE CHANGELING (Page 54)

CD.54C.01 – Q: How many times per turn can the CD.54C.03 – Q: Can „Glamour of Tzeentch‟ be used
Changeling use „Glamour of Tzeentch‟? to force a psyker to use a psychic power?
A: Once per enemy shooting phase [clarification]. A: Yes, provided the power is a psychic shooting attack and
the psyker would normally be allowed to use the power
CD.54C.02 – Q: If a unit is successfully affected by [clarification].
„Glamour of Tzeentch‟ and some models are armed
with multiple weapons, who chooses which
weapons are fired?
A: The player controlling the Changeling chooses which
weapons and what firing modes (if applicable) the firing
models will use [clarification].
CHAOS DAEMONS CODEX QUERIES (CD) 30

CHAOS DAEMONS DAEMONIC FORCES: THE CHANGELING (Page 54) CONTINUED

CD.54C.04 – Q: What happens if „Glamour of CD.54C.05 – Q: If „Glamour of Tzeentch‟ is used to


Tzeentch‟ is used to fire a weapon or psychic make a Rune Priest cast „Jaws of the World Wolf‟
shooting attack that automatically affects certain what happens?
units or models (such as with Necron „Gauss Flux A: The Daemon player chooses which direction the line is
Arcs‟ or Chaos „Aura of Decay‟)? traced for „Jaws‟. However, the first model the line crosses
A: If the firing model normally has no choice over which must be from the unit nominated as the target for the
units/models are affected, then „Glamour of Tzeentch‟ Glamoured unit‟s shooting (and in line of sight) [clarification].
cannot change which units are affected by these types of
weapons/abilities [clarification].

CHAOS DAEMONS: DAEMONIC GIFTS (Pages 73-76)

CD.73A.01 – Q: If a model using „Boon of Mutation‟ is CD.75B.02 – Q: Can the Pavane of Slaanesh be used
part of a unit, is his target restricted by where the against a unit that has „[Gone] to Ground‟?
rest of his unit shoots? A: Yes, although after the move the unit will return to its
A: The model using „Boon of Mutation‟ must pick a model „[Gone] to Ground‟ status [RAW].
from within the same enemy unit that the rest of his squad is Ref: BT.23A.03, CSM.88E.02, RB.24A.02
firing at [clarification].
Ref: DA.39D.01, ELD.28F.01, SW.37H.02, WH.14E.01 CD.75B.03 – Q: Can a model who is able to use
Pavane of Slaanesh and another ranged attack use
CD.73A.02 – Q: If a model uses „Boon of Mutation‟ the Pavane to move an enemy unit into position and
does it prohibit which enemy unit he may charge in then immediately shoot at it with Breath of Chaos
the subsequent Assault phase? (for example)?
A: Yes, he may only declare an assault against the enemy A: No. When dealing with a single unit‟s shooting, all hits are
unit that contains (or contained) his target [clarification]. determined before Pavane of Slaanesh actually moves the
Ref: DA.39D.02, ELD.28F.02, SW.37H.03, WH.14E.02 unit (Pavane moves models in the „roll to wound‟ step of the
shooting process) [clarification]. Please note that the Blue
CD.73A.03 – Q: Are spawn created by „Boon of Scribes‟ „Watch This!‟ ability is an exception to this rule.
Mutation‟ worth a Kill Point when destroyed? Ref: CSM.88E.03
A: Yes [RAW].
Ref: CSM.88C.02 CD.75F.01 – Q: If a model using „Aura of Decay‟ is
part of a unit, does the rest of his unit‟s firing have to
CD.73A.04 – Q: Can „Boon of Mutation‟ target an target one of the enemy units affected by it?
enemy model embarked on a vehicle/building? A: The use of Aura of Decay does not affect his unit‟s choice
A: No, as the ability requires the target model within 6” to be of targets [clarification].
picked (and embarked models are not physically on the table Ref: CSM.88F.01
to be picked from) [clarification].
CD.75F.02 – Q: If a model uses „Aura of Decay‟ does it
CD.73C.01 – Q: When Deep Striking near a Chaos prohibit which enemy unit he may charge in the
Icon, does the player get to pre-measure to make subsequent Assault phase?
sure the unit lands within 6” of it? A: As it doesn‟t target a specific enemy unit the firer is free
A: Unlike similar gear in other codices (which allow the to choose his Assault target as normal [clarification].
player to “choose” to land within range), a Daemon player Ref: CSM.88F.02
must place the initial model from the Deep Striking unit on
the table before checking to see if is actually within range of +CD.75F.03 – Q: Does „Aura of Decay‟ require line of
the Icon or not [clarification]. sight? Must casualties come from affected models
within 6” of the daemon using it?
CD.75B.01 – Q: If a unit is hit by multiple „Pavane(s) A: As a ranged weapon, it does require line of sight (any
of Slaanesh‟ by a single firer (such as by „The units completely out of line of sight cannot be affected by it).
Masque‟) what happens? Resolve any wounds it causes via the normal shooting rules
A: No matter how many times „Pavane‟ hits the target, only a for casualties, which includes cover saves [clarification].
single roll is made to see how far the target moves Ref: CSM.88F.03
[clarification].
CHAOS SPACE MARINES CODEX QUERIES (CSM) 31
Don‟t forget to check out the official Chaos Space Marines FAQ at:
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CHAOS SPACE MARINES: CHAOS DREADNOUGHT (Page 40)

CSM.40A.01 – Q: Will a Chaos Dreadnought


suffering from „Fire Frenzy‟ pivot to face a target
directly behind itself (if that is the closest target)?
A: No. The Dreadnought selects the closest target within
the 45 degree arc of fire of any of its weapons and then
pivots to face that target [clarification].

CHAOS SPACE MARINES: FORCES OF CHAOS: KHARN THE BETRAYER (Page 48)

CSM.48C.01 – Q: Kharn is “immune to the effects of CSM.48C.04 – Q: If Kharn is part of a unit that is
psychic powers”. What exactly is meant by this? prevented from Assaulting by a psychic power (such
A: Kharn is completely unaffected by all the following as „The Horror‟ or „Word of the Emperor‟) what
enemy powers (the power is not cancelled, Kharn just happens?
ignores its effects): A: Kharn is unaffected by the power but cannot assault as
Blood Angels: Transfixing Gaze. the rest of the unit is not allowed to move (and a unit
Chaos Space Marines: Bolt of Change, Doombolt, Gift of always moves at the speed of its slowest model) [RAW].
Chaos, Lash of Submission, Nurgle‟s Rot, Wind of Chaos.
Daemonhunters: Holocaust, Sanctuary, Scourging, Word CSM.48C.05 – Q: If Kharn is part of a unit that is
of the Emperor.
affected by Eldar „Doom‟, what happens?
Dark Angels: Hellfire, Mind Worm.
Eldar: Destructor, Doom, Eldritch Storm, Mind War, Veil of
A: As Kharn is not actually allocated any wounds until after
Tears. all „to wound‟ rolls are completed, in this case Doom does
Imperial Guard: Lightning Arc, Nightshroud, Soulstorm, affect Kharn [clarification].
Weaken Resolve.
Orks: Frazzle, Zogwort‟s Curse, Zzap. CSM.48C.06 – Q: If Kharn is part of a unit that is
Space Marines: The Avenger, Null Zone, Smite, Vortex of affected by a psychic power that prevents his unit
Doom. from shooting (such as „Veil of Tears‟ or
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
„Nightshroud‟), what happens?
Wolf, Living Lightning, Murderous Hurricane, Tempest‟s
Wrath, Thunderclap.
A: Kharn ignores the psychic power and is therefore able to
Tyranids: Aura of Despair, The Horror, Hypnotic Gaze, fire even if the rest of his unit cannot [clarification].
Leech Essence, Paroxysm, Psychic Scream, Shadow in the
Warp, Warp Blast, Warp Lance. CSM.48C.07 – Q: If Kharn is part of a unit that has
Witch Hunters: Divine Pronouncement, Hammer of the its Ld reduced by a psychic power (such as „Weaken
Witches, Purgatus, Scourging, Word of the Emperor. Resolve‟ or „Psychic Scream‟), what happens?
* Please note Kharn cannot benefit from any friendly psychic A: Kharn ignores the power and retains his Ld of 10 (which
powers as well [clarification]. can then be used for his unit‟s Ld tests) [clarification].
Ref: BT.25A.03, DH.18C.01, SW.62M.01, WH.16E.01, WH.18.01B
CSM.48C.08 – Q: If Kharn is part of a unit that is
CSM.48C.02 – Q: If Kharn is part of a unit that is hit affected by Witch Hunters „Divine Pronouncement‟,
by a psychic shooting attack can wounds be what happens?
allocated to him (using the normal allocation rules A: The power affects the unit as usual. If the Morale Test is
for shooting) that he then ignores? failed, Kharn will Fall Back along with the unit
A: Yes [RAW]. [clarification].

CSM.48C.03 – Q: If Kharn is part of a unit that is hit


by „Lash of Submission‟ what happens?
A: Kharn ignores the ability and since a unit always moves
at the speed of the slowest model, his unit does not move.
However, if the unit fails its pinning test, Kharn will „[Go] to
Ground‟ with them [RAW].
CHAOS SPACE MARINES CODEX QUERIES (CSM) 32

CHAOS SPACE MARINES: FORCES OF CHAOS: FABIUS BILE (Pages 52-53)

CSM.53F.01 – Q: What counts as a „Chaos Space


Marine Squad‟ for Fabius‟s „Enhanced Warriors‟
special rule?
A: Only „Chaos Space Marines‟ units (pg 96 of the codex)
[clarification].

CHAOS SPACE MARINES: SUMMONED DAEMONS (Pages 61-63)

CSM.61A.01 – Q: If a Greater Demon possesses a CSM.61A.02 – Q: May a model that has „[Gone] to
model that wasn‟t engaged in combat, but there isn‟t Ground‟ be possessed by a Greater Demon? If yes,
any room to place the Daemon model because he is does the Greater Daemon also count as having
surrounded by models or impassable terrain what „[Gone] to Ground‟?
happens? A: Yes, a model that has „[Gone] to Ground‟ may be
A: If a Greater Demon possesses a model, it is never lost due possessed and if so, the Greater Demon does not count as
to surrounding models or terrain. Push the friendly/enemy having „[Gone] to Ground‟ [RAW].
models out of the way by the minimum amount needed to
place the Daemon model on the table [clarification].

CHAOS SPACE MARINES WARGEAR: ICONS OF CHAOS (Page 81)

CSM.81B.01 – Q: Can Daemons be summoned to a CSM.81B.02 – Q: If an Independent Character with


Chaos Icon in a unit that has „[Gone] to Ground‟? Jump Pack/Wings Deep Strikes into play joined to a
A: As the unit itself takes no action, yes Daemons may be unit of Terminators/Obliterators, can this unit utilize
summoned to their Icon [RAW]. an Icon on the table to avoid scattering?
A: No, as models Deep Striking with Wings/Jump Packs may
not use an Icon to prevent their scatter [clarification].

CHAOS SPACE MARINES WARGEAR: SPECIAL EQUIPMENT (Page 85)

CSM.85H.01 – Q: Do models with „wings‟ take


dangerous terrain tests for ending their move in
terrain as with Jump Infantry?
A: Yes, as this is part of the rules for moving as Jump
Infantry [clarification].

CHAOS SPACE MARINES WARGEAR: ARMOUR (Page 86)

CSM.86B.01 – Q: Do Chaos models in Terminator


Armor always count as stationary when firing rapid
fire weapons?
A: No they do not [RAW].
Ref: BT.29A.01, BA.06DD.01, DH.19A.01, DA.53D.01
CHAOS SPACE MARINES CODEX QUERIES (CSM) 33

CHAOS SPACE MARINES WARGEAR: PSYCHIC POWERS (Page 88)

CSM.88.01 – Q: Which Chaos psychic powers are CSM.88E.03 – Q: Can an Independent Character
psychic shooting attacks? joined to a unit use „Lash‟ to move an enemy unit into
A: Doombolt, Wind of Chaos, Lash of Submission, Nurgle‟s position and then have the rest of his unit
Rot and Bolt of Change [clarification]. immediately shoot at it with flamers (for example)?
A: No. When dealing with the firing from a single unit, all hits
CSM.88C.01 – Q: If the psyker is part of a unit, does are determined before „Lash‟ actually moves the unit („Lash‟
use of „Gift of Chaos‟ restrict where his unit can shoot moves models in the „roll to wound‟ step of the shooting
or assault in the subsequent shooting and assault process) [clarification].
phases? Ref: CD.75B.03
A: No as Gift of Chaos is not a psychic shooting attack
[clarification]. CSM.88F.01 – Q: If a psyker is part of a unit, does the
rest of his unit‟s firing have to target one of the
CSM.88C.02 – Q: Are spawn created by „Gift of Chaos‟ enemy units affected by „Nurgles Rot‟?
worth a Kill Point when destroyed? A: The use of Nurgle‟s Rot does not affect his unit‟s choice of
A: Yes [RAW]. targets [clarification].
Ref: CD.73A.03 Ref: CD.75F.01

CSM.88E.01 – Q: If an enemy unit is moved by CSM.88F.02 – Q: If a psyker uses „Nurgles Rot‟ does it
multiple Lash of Submissions in the same turn can it prohibit which enemy unit he may charge in the
take multiple dangerous terrain tests? subsequent Assault phase?
A: Yes, if both moves start, end or pass through dangerous A: As it doesn‟t target a specific enemy unit the psyker is free
terrain then a test will be made for each individual move to choose his Assault target as normal [clarification].
[RAW]. Ref: CD.75F.02

CSM.88E.02 – Q: The online GW Chaos FAQ says that +CSM.88F.03 – Q: Does „Nurgles Rot‟ require line of
an enemy unit can‟t be affected by Lash of sight? Must casualties come from affected models
Submission if it fails its Pinning test, does that mean within 6” of the daemon using it?
Lash can‟t be used against any unit that has „[Gone] A: As a psychic shooting attack, it does require line of sight
to Ground‟? (any units completely out of line of sight cannot be affected
A: The GW FAQ ruling was made under the previous pinning by it). Resolve any wounds it causes via the normal shooting
rules. Under the new rules, even a unit which has failed a rules for casualties, which includes cover saves [clarification].
Pinning test and „[Gone] to Ground‟ can be affected by Lash Ref: CD.75F.03
of Submission (although after the move it will return to its
„[Gone] to Ground‟ status) [RAW].
Ref: BT.23A.03, CD.75B.02, RB.24A.02

CHAOS SPACE MARINES ARMY LIST: TROOPS (Pages 96-98)

CSM.96B.01 – Chaos Rhino: The Twin-Linked Bolter is


pintle-mounted [clarification].
DAEMONHUNTERS CODEX QUERIES (DH) 34
Don‟t forget to check out the official Daemonhunters FAQ at:
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DAEMONHUNTERS GENERAL QUERIES

DH.GEN.01 – DAEMONHUNTER UNIT TYPES


All units are „Infantry‟ except for the following:
Units with an Armor Value are „Vehicles‟
[clarification]

GREY KNIGHTS SPECIAL RULES (page 8)

DH.08E.01 – Q: „The Shrouding‟ says that “Guess DH.08G.01 – Q: What, if anything does „Daemonic
Range Weapons” and Ordnance fire as normal but Infestation‟ do when playing with Chaos Space
double their scatter distance. Does this also apply to Marine and Chaos Daemon armies?
regular blast weapons? A: Ignore this rule completely as the „Sustained Attack‟ rule
A: No, follow the RAW. Only Ordnance and Guess Range isn‟t included in the current rules [clarification].
(Barrage) weapons follow this rule. All other weapons don‟t
fire if they aren‟t within spotting distance [RAW].

DH.08F.01 – Rites of Exorcism: Ignore all references to


“Instability tests” as this is no longer part of the current
rules [clarification].

ORDO MALLEUS PSYCHIC POWERS (page 12)

DH.12A.01 – Q: What, if anything, does „Banishment‟ DH.12D.02 – Q: Does Holocaust ever scatter and are
do? models partially covered by the blast hit
A: Ignore this power completely as it refers to rules that are automatically or only on the roll of a „4+‟?
no longer current [clarification]. A: Holocaust‟s blast does not scatter and models partially
covered are hit on a roll of „4+‟ [clarification].
DH.12D.01 – Q: Can the Holocaust be used if the
psyker isn‟t locked in combat? And what is an
„Ordnance template‟?
A: The power may only be used if the psyker is locked in
combat and in this case an „Ordnance template‟ means the
large blast marker [clarification].

INQUISITORIAL HENCHMEN (pages 13-15)

DH.15C.01 – Q: How does the Mystic‟s ability function


against a Space Marine unit that arrives via Drop Pod
and then splits into combat squads?
A: After the units have disembarked and been split, the „free
shots‟ provided by the Mystic are taken at either the Drop
Pod or at one of the two disembarked units [clarification].
DAEMONHUNTERS CODEX QUERIES (DH) 35

DAEMONHUNTERS ARMOURY (pages 16-19)

DH.16A.01 – Q: Does a Daemonhunter Storm Shield DH.16C.05 – Q: Can weapons that may only be used
count as a single-handed weapon in close combat? „once per game‟ be used for Auspex shooting? If so,
A: No, the note in the codex saying as much simply explains does this count as its one use?
why the Storm Shield is located where it is on the Armoury A: A one-use weapon may be used for Auspex shooting, but
page [clarification]. doing so will count as its one use for the game [clarification].
Ref: BT.27C.04, WH.20A.05
DH.16B.01 – Q: Does an Anointed Weapon get bonus
penetration against a Defiler or Soul Grinder? Also, DH.16D.01 – Q: Can Daemonhunter Bionics be used
what is a “Possessed Dreadnought”? even if the model was killed by Instant Death or
A: The Anointed Weapon rolls 2D6+Strengh against Defilers something that automatically removes the model
and Soul Grinders. Ignore the reference to a “Possessed from play as a casualty?
Dreadnought” as it no longer exists in the current rules A: Yes against Instant Death, but no against things that just
[clarification]. remove the model from the table [RAW].
Ref: WH.20B.01
DH.16C.01 – Q: Can a model/unit with an Auspex fire
at every infiltrating unit within 4D6”, or just one? DH.17E.01 – Q: Can a model using Digital Weapons
A: A model/unit with an Auspex waits until all infiltrators use another special weapon in the same round of
have been set up, rolls 4D6” once, and may then fire once at combat?
each enemy unit within this distance (provided they are also A: Yes [clarification].
within range and line of sight). If both sides have units with Ref: WH.21C.01
Auspexes/Surveyors, randomly determine which player fires
his units first [clarification]. DH.17E.02 – Q: Can Digital Weapons be used against
Ref: BT.27C.01, IG.35N.01, WH.20A.01 vehicles without a WS and if so do they always hit on
a „4+‟?
DH.16C.02 – Q: Is the shooting granted by an Auspex A: Yes and yes [RAW].
subject to the Night Fighting rules? Ref: WH.21C.02
A: If Night Fighting is in effect at the start of the game, after
all infiltrators are deployed and the 4D6” Auspex distance is DH.17F.01 – Q: Does the Emperor‟s Tarot also affect
established, make a separate Night Fighting sight roll the roll to „seize the initiative‟?
(2D6x3) for each enemy infiltrating unit the player wishes to A: No [clarification].
fire upon. Infiltrating units beyond this distance rolled may
not be fired at [RAW]. DH.17H.01 – Q: Does a Daemonhunter Force Weapon
Ref: BT.27C.02, WH.20A.02 „[slay] outright‟ as in the codex or does it inflict
„instant death‟ as in the rulebook?
DH.16C.03 – Q: Can a Psyker who is allowed to shoot A: The Daemonhunter Force Weapon slays outright and
due to an Auspex, use a psychic shooting attack therefore models immune to Instant Death can still be
instead? affected by it [RAW].
A: Only if the psychic shooting attack specifically targets a Ref: WH.21H.01
single enemy unit [rules change]. The psyker may use a
psychic shooting attack against each enemy unit he shoots at DH.17K.01 – Q: Can a model locked in combat reveal
(even with the same ability), but he must pass a separate a Holy Relic or is fighting in combat considered a
psychic test (if applicable) each time. “move”?
Ref: WH.20A.03 A: A model locked in combat may reveal a holy relic but will
not be able to pile-in or make a consolidation move
DH.16C.04 – Q: Can „once per turn‟ weapons and (although he will not prevent the rest of his unit from making
abilities (such as a Master-Crafted Weapon) be used a sweeping advance, pile-in or consolidation) [clarification].
for Auspex shooting? If so, how many times may it be Ref: WH.21K.01
used?
A: They may be used each time the model or unit shoots at
an enemy infiltrating unit. Using these weapons or abilities
before the game does not limit their use in the first turn
[clarification].
Ref: BT.27C.03, WH.20A.04
DAEMONHUNTERS CODEX QUERIES (DH) 36

DAEMONHUNTERS ARMOURY (pages 16-19) CONTINUED

DH.18C.01 – Q: Units containing a „Null Rod‟ are not DH.18G.01 – Q: Can multiple Daemonhunter Psychic
“affected” by Psychic Powers. What exactly is meant Hoods be used against a single enemy psychic power
by this? attempt?
A: The unit is completely unaffected by all the following A: No [rules change].
enemy powers (the power is not cancelled, the unit with the Ref: WH.22I.01
Null Rod just ignores its effects):
Blood Angels: Transfixing Gaze. DH.18K.01 – Q: How does a Daemonhunter Storm
Chaos Space Marines: Bolt of Change, Doombolt, Gift of Shield work?
Chaos, Lash of Submission, Nurgle‟s Rot, Wind of Chaos. A: Pick one enemy model in the unit the bearer is engaged
Daemonhunters: Holocaust, Sanctuary, Scourging, Word with – if that model is directing its attacks against the
of the Emperor. bearer‟s unit it must roll „to hit‟ and „to wound‟ separately.
Dark Angels: Hellfire, Mind Worm.
Only wounds from this enemy model may be saved by the
Eldar: Destructor, Doom, Eldritch Storm, Mind War, Veil of
Tears.
Storm Shield [clarification].
Imperial Guard: Lightning Arc, Nightshroud, Soulstorm,
Weaken Resolve. DH.18M.01 – Q: How does a Daemonhunter Teleport
Orks: Frazzle, Zogwort‟s Curse, Zzap. Homer work?
Space Marines: The Avenger, Null Zone, Smite, Vortex of A: If a Teleporting unit chooses to Deep Strike within 6” of
Doom. the model with the teleport homer then they won‟t scatter.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World The teleport homer must be on the table at the start of the
Wolf, Living Lightning, Murderous Hurricane, Tempest‟s
turn to be used [clarification].
Wrath, Thunderclap.
Tyranids: Aura of Despair, The Horror, Hypnotic Gaze,
Leech Essence, Paroxysm, Psychic Scream, Shadow in the DH.19A.01 – Q: Do Daemonhunter models in
Warp, Warp Blast, Warp Lance. Terminator Armor always count as stationary when
Witch Hunters: Divine Pronouncement, Hammer of the shooting a rapid fire weapon? Can they assault the
Witches, Purgatus, Scourging, Word of the Emperor. same turn they shoot a rapid fire or heavy weapon?
* Please note that units with a Null Rod cannot benefit from any A: They may assault the same turn they shoot with rapid fire
friendly psychic powers as well [clarification]. or heavy weapons [rules change]. They do not, however
Ref: BT.25A.03, CSM.48C.01, SW.62M.01, WH.16E.01, WH.18.01B always count as stationary when shooting a rapid fire
weapon (just with heavy weapons) [RAW].
DH.18F.01 – Q: Do Psycannon Bolts ignore cover Ref: BT.29A.01, BA.06DD.01, CSM.86B.01, DA.53D.01
saves?
A: No [clarification]. DH.19A.02 – Q: Do Daemonhunter models in
Ref: WH.22H.01 Terminator Armor count as two models for the
purposes of transport capacity when embarked on
allied transport vehicles?
A: Yes they do [clarification].

DAEMONHUNTERS VEHICLE UPGRADES (page 19)

DH.19E.01 – Blessed: Ignore the references to “Mutated DH.19M.01 – Q: How exactly do Daemonhunters
Hull”, “Living Vehicle” and “Parasitic Possession” as these Smoke Launchers work?
rules are no longer found in the Chaos Space Marine codex A: Daemonhunters smoke launchers downgrade all
[clarification]. penetrating hits to glancing hits [RAW].
Ref: BT.29K.01, DA.55F.01
DH.19I.01 – Pintle-Mounted Storm Bolter: Ignore the
last sentence as it refers to a previous version of the rules
[clarification].
DAEMONHUNTERS CODEX QUERIES (DH) 37

DAEMONHUNTER ARMY LIST (page 20)

DH.20Q.01 – Q: Exactly what models are currently


considered a “daemon”?
A: Ignore the rule in the codex and instead consult the
following guidelines [rules change]:
All models from the Chaos Daemons codex (excluding
Spawn created by „Boon of Mutation‟).
Chaos Space Marine Daemon Princes, Possessed Chaos
Space Marines, vehicles with the Daemonic Possession
upgrade, Summoned Greater and Lesser Daemons.
The Eldar Avatar.
Imperial Armor Daemon Lords and Spined Chaos
Beasts.

USING DAEMONHUNTERS WITH OTHER ARMY LISTS (page 21)

DH.21F.01 – Using Daemonhunters as Allies: Ignore


references to the “Dark Angels Hunt the Fallen” as that rule
no longer exists. Also, replace “Sisters of Battle” with
“Witch Hunters”.

DAEMONHUNTER ARMY LIST: HQ (pages 22-23)

DH.22A.01/DH24A.01 – Q: Are Inquisitors and DH.22B.01 – Q: If an Inquisitor uses „Iron Will‟ to


Inquisitor Lords counted as psykers even if they don‟t pass a Morale Check in close combat does this trigger
take any psychic powers? „No Retreat‟ wounds?
A: Yes, as they have the „Psyker‟ special rule [RAW]. A: Yes [clarification].
Ref: SM.84B.01, WH.26B.01

DAEMONHUNTERS ARMY LIST: ELITES (pages 24-28)

DH.24B.01/DH.25B.01/DH26A.02 – Q: Can a DH.24B.03 – Q: Does a Daemonhost‟s Terrify power


Daemonhunter Death-Cult Assassin, Officio affect units locked in close combat?
Assassinorum Operative or Daemonhost be taken as A: No [clarification].
an ally in an army that only has a Witch Hunters
Inquisitor (or vice versa)? DH.24B.04 – Q: If a Daemonhost Teleports and
A: Witch Hunters and Daemonhunters are discrete types of scatters within 1” of an enemy model, off the table,
Inquisitor. A Death-Cult Assassin, Officio Assassinorum in impassable terrain or on a friendly model, what
Operative and Daemonhost may only be taken in an army happens?
that has an Inquisitor from the same Codex [clarification]. A: Roll on the Deep Strike mishap table [clarification].

DH.24B.02 – Q: Daemonhosts are deployed “as a DH.25B.01 – Q: Death-Cult Assassins are deployed
single unit”. Does that mean individual “as a single choice”. Does that mean individual
Daemonhosts can‟t be held in reserve? Death-Cult Assassins can‟t be held in reserve?
A: All of a player‟s Daemonhosts must either be deployed A: All Death-Cult Assassins from a single Elites choice must
at the start of the game or held in Reserve. Only a single either be deployed at the start of the game or held in
Reserves roll is made to see if they arrive on the table each Reserve. Only a single Reserves roll is made to see if they
turn [clarification]. arrive on the table each turn [clarification].
Ref: DH.25B.01, DA.27C.02, NEC.20A.01, WH.32B.01 Ref: DH.24B.02, DA.27C.02, NEC.20A.01, WH.32B.01
DAEMONHUNTERS CODEX QUERIES (DH) 38

DAEMONHUNTERS ARMY LIST: ELITES (pages 24-28) CONTINUED

DH.26B.01 – Q: How does the Vindicare‟s turbo- DH.27.04 – Q: How does a Culexus Assassin‟s
penetrator round work in regards to rending? „Soulless‟ special rule function against the Ork‟s
A: Because sniper rifles are rending, when rolling for armor „Mob Rule‟?
penetration, the Vindicare gets to add a D3 to the total for A: In terms of replacing the mob‟s Ld with another value,
each dice that comes up a six. So, if one of the three dice these two rules cancel each other out. This means the mob
is a six, the total penetration would be 6+2D6+D3+3 will test on its standard Ld value unless it numbers 11 or
(giving a result between 12 and 22); if all three dice were more models, in which case it is „Fearless‟ [clarification].
sixes, the total would be 18+3D3+3 (24 to 30!). Almost Ref: NEC.17A.03, WH.30B.04
certainly enough [clarification].
DH.28A.01 – Q: With the new vehicle damage table,
DH.26B.02 – Vindicare Marksman Special Rule: how does the neural shredder work against
Ignore the final sentence in parenthesis as it no longer vehicles?
refers to current rules. A: As there isn‟t a Glancing Hits table anymore, simply roll
on the vehicle damage table, at „-4‟. Note that this modifier
DH.26B.03 – Q: Does the Vindicare‟s Exitus Rifle is cumulative with other damage roll modifiers as (such as
have the „sniper‟ special rule? the „+1‟ for being an AP1 weapon or when hitting an open-
A: Yes, which means the rifle is rending and counts as S3 topped vehicle) [clarification].
when rolling Armor Penetration against vehicles (even Ref: WH.31A.01
when the „Turbo-Penetrator‟ round is used) [clarification].
Ref: WH.32A.02 DH.28A.02 – Q: Is the Callidus Assassin‟s „A Word in
your Ear‟ used before or after Scout moves are
DH.27.01 – Q: Is the Culexus Assassin allowed to made?
move through enemy models when charging if he A: The redeployment move and the Scouts move are both
can reach a psyker model? described as happening after deployment but before the
A: No, he is only able to ignore the rule about having to first turn. In such cases the best way to proceed is to dice
charge the closest model in the target enemy unit if doing off for which takes priority [RAW].
so will allow him to get into base contact with a psyker
[clarification]. DH.28A.03 – Q: Can „A Word in your Ear‟ be used to
move units that are outside of the normal
DH.27.02 – Q: Does the Culexus Assassin‟s „Soulless‟ deployment zone (like infiltrators or units that have
special rule affect „Stubborn‟ units who are taking a already made their Scout move)?
morale test? A: Yes, so long as the Infiltrators, Scouts, etc. don‟t end up
A: Yes, the „Soulless‟ special rule is not a „modifier‟ and in a position they would not otherwise be allowed to deploy
therefore „Stubborn‟ has no effect on it [clarification]. in [clarification].
Ref: IG.47D.02, NEC.17A.01, TYR.59B.01, WH.30B.02
DH.28B.01 – Q: How does the Eversor Assassin‟s
DH.27.03 – Q: If a character‟s Ld is reduced to 7 by „fast shot‟ rule work in 5th edition?
a Culexus Assassin, and that character has the A: It doesn‟t, as the rule is referring to the way pistols
ability to pass his Ld onto other units (such as Space worked in previous editions [clarification].
Marines „Rites of Battle‟), what Ld value would
these other units use?
A: The other units would use the character‟s new Ld of 7,
unless the ability speicified that his unmodified Ld was used
(such as with the Witch Hunter‟s „Book of St. Lucius‟, for
example) [clarification].
Ref: NEC.17A.02, TYR.59B.02, WH.30B.03
DAEMONHUNTERS CODEX QUERIES (DH) 39

DAEMONHUNTERS ARMY LIST: TRANSPORTS (page 30)

DH.30A.01 – Q: Can Daemonhunter dedicated DH.30C.01 – Rhino: The Storm Bolter is pintle-mounted.
transports be used by other units besides those that It has one access point of each side of the hull and one at
purchased them: the rear. Up to two models can fire from the top hatch fire
A: No [RAW]. point. It also has the „Repair‟ special rule as follows: Roll
D6 in the Shooting Phase if immobilized instead of
DH.30B.01 – Chimera: The access point is the rear hull shooting; on a „6‟, the vehicle is no longer immobilized
ramp. Up to two models may fire out of the top hatch fire [clarification].
point. Each Lasgun is a separate fire point that a passenger
may use to fire a lasgun instead of its normal weapon. DH.30D.01 – Land Raider: It has one access point on
Models in Terminator armor count as two models when each side of the hull and one at the front. Models in
embarked [clarification]. Terminator armor count as two models when embarked. It
has the „Machine Spirit‟ and „Assault Vehicle‟ special rules
as presented in the GW online DH FAQ [clarification].

DAEMONHUNTERS ARMY LIST: INDUCTED & ALLIED UNITS (pages 30-31)

DH.30E.01 – Q: Can an allied Space Marine Scout DH.31D.01 – Q: Can an allied Space Marine tank
Squad include Sergeant Telion? include Brother-Sergeant Chronus?
A: Yes [clarification]. A: Yes [clarification].
Ref: WH.26A.01 Ref: WH.26A.03

DH.31C.01 – Space Marine Land Speeder Tornado: DH.31D.02 – Q: Can an inducted Imperial Guard
Ignore the reference to this unit as it is now incorporated Leman Russ Battle Tank include Knight Commander
into the basic Land Speeder Squadron entry [clarification]. Pask?
A: Yes [clarification].
Ref: WH.26A.04

DAEMONHUNTERS ARMY LIST: HEAVY SUPPORT (pages 31-32)

DH.31A.01 – Q: How does the Orbital Strike work DH.31B.03 – Q: When hitting a vehicle, a Melta
with the new blast rules? Torpedo is an Ordnance weapon AND rolls 2D6 for
A: Ignore the „(In)accuracy‟ special rule given in the Codex penetration. How exactly does this work?
and treat the attack as an Ordnance Barrage with the „firer‟ A: First, roll two D6s and pick the highest (for being
not having line of sight to the target. The blast marker is Ordnance), then add a further D6 to the total (for the
therefore placed anywhere in the terrain feature nominated Melta‟s 2D6 penetration rule) [clarification].
and deviates 2D6” from that point. Also note that the Codex Ref: WH.37B.02
uses the older term „Ordnance Blast‟ to denote the use of
the large (5” diameter) blast marker [clarification]. DH.32A.01 – Grey Knight Land Raider: It has one
access point on each side of the hull and one at the front. It
DH.31B.02 – Q: Is an Orbital Strike affected by the can carry up to ten models with models in Terminator armor
Night Fighting rules at all? counting as two models [clarification].
A: No [clarification].
Ref: WH.37B.01
DH.32B.01 – Grey Knight Land Raider Crusader: The
Hurricane Bolters are sponson-mounted, the Multi-melta is
pintle-mounted and the twin-linked Assault Cannons are
hull-mounted. It has one access point on each side of the
hull and one at the front [clarification]. It can carry up to
sixteen models with models in Terminator armor counting as
two models [rules change].
DAEMONHUNTERS CODEX QUERIES (DH) 40

DAEMONHUNTERS ARMY LIST: HEAVY SUPPORT (pages 31-32) CONTINUED

DH.32B.02 – Q: Is a Grey Knight Land Raider DH.32B.03 – Q: If a Land Raider Crusader is


Crusader able to move at cruising speed and fire its destroyed (by ramming an enemy vehicle, for
Hurricane bolters? What about if smoke launchers example) and its embarked passengers charge into
were used that turn or the vehicle is combat the ensuing Assault phase do they still
shaken/stunned? benefit from Frag Assault Launchers?
A: Grey Knight Crusaders may fire their Hurricane bolters no A: Yes [RAW].
matter how far they move [RAW]. However they may not be Ref: BT.42B.03, BA.06N.01, DA.35A.01, ORK.93I.01, SM.75B.01,
used if the vehicle is unable to fire for any reason SM.82C.01, SW.45B.01
[clarification].

THE ADVERSARIES OF THE DAEMONHUNTER (pages 49-51)

DH.49.01 – Q: Can I use the Daemonhunter Adversary


rules to take a Greater Demon in my army?
A: The Adversary rules were written to correspond with a
previous version of the game and the old Chaos Space
Marine codex. As such, the Adversary rules are no longer
appropriate for tournament use without extensive
modification [clarification].

DAEMONHUNTERS ARMY LIST: BROTHER-CAPTAIN STERN OF THE GREY KNIGHTS (page 59)

DH.59.01 – Daemonic Nemesis: Ignore this rule as it


no longer references current rules [clarification].

DAEMONHUNTER SUMMARY (pages 64)

DH.64A.01 – Q: What are the weapon


characteristics for a Daemonhunter Assault
Cannon?
A: As found in the summary, they are a Heavy 3, non-
rending weapon [clarification].
DARK ANGELS CODEX QUERIES (DA) 41
Don‟t forget to check out the official Dark Angels FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1810079_DarkAngels_Oct_2008_5th_Edition_FAQ.pdf

FORCES OF THE DARK ANGELS: SPECIAL RULES (page 23)

DA.23A.01 – Q: When a unit with ATSKNF regroups DA.23D.01 – Q: If a player declares that a unit is
at the start of their turn do they get the 3” move for arriving from Reserves inside a vehicle can that unit
regrouping as well as their normal move? be split into combat squads when it arrives?
A: No, a unit with ATSKNF that regroups at the start of A: No, besides a Drop Pod, a unit that arrives from
their turn may move normally instead of getting the 3” Reserves in a vehicle cannot be split into combat squads
move [rules change]. [clarification].
Ref: BT.22A.02, BA.05A.01, SM.51B.01, SW.24F.01 Ref: SM.51D.01

FORCES OF THE DARK ANGELS: DARK ANGELS SPACE MARINES (pages 24-25)

DA.25F.01 – Q: Can a Narthecium be used against DA.25F.03 – Q: Can a Dark Angel Narthecium be used
shooting attacks that don‟t allow a save at all (if the to ignore a vehicle‟s failed cover save?
AP is equal or lower than the target‟s armor save)? A: No [rules change].
A: Yes [RAW]. Ref: BA.06L.03
Ref: BA.06L.01, BT.28G.01
DA.25F.04 – Q: Can a Dark Angel Apothecary use his
DA.25F.02 – Q: Can a Narthecium be used against an Narthecium to ignore his own failed save?
attack that would normally cause „Instant Death‟ if A: Yes he can [clarification].
the model wasn‟t immune to Instant Death (such as Ref: BA.06L.03
with the „Adamantine Mantle‟)?
A: No it cannot [rules change].
Ref: BT.27D.01, BT.28G.02, BA.06L.02

FORCES OF THE DARK ANGELS: RAVENWING SQUADRONS (pages 26-27)

DA.27A.01 – Q: Can Ravenwing Bikes Turbo-Boost DA.27C.03 – Q: If Ravenwing Attack squadrons


during their Scout move? don‟t split up until they are deployed, does this
A: No [RAW]. mean the bike elements of the squadron are unable
to „Outflank‟ if the squadron contains a Land
DA.27C.01 – Q: Does the Attack Bike and Land Speeder (because the Land Speeder does not have
Speeder from a Ravenwing Attack Squadron count the „Scouts‟ USR)?
as a scoring unit even when taken as a Fast Attack A: The bikes may still Outflank, and if so, the Land Speeder
choice? arrives onto the table using the normal Reserve rules [rules
A: Yes, per the codex they both each always count as a change].
Scoring unit of one model [RAW]. Note that in the case of
the Land Speeder it counts as a scoring unit until it is
„destroyed‟ [clarification].

DA.27C.02 – Q: Ravenwing Attack squadrons are


deployed “at the same time”. Does that mean
individual elements of the squadron can‟t be held in
reserve?
A: The entire squadron must either be deployed at the
start of the game or held in Reserve. Only a single
Reserves roll is made to see if they arrive on the table each
turn In „Dawn of War‟ missions, a squadron that is split into
combat squads counts as multiple units for determining
how many units may be deployed [clarification].
Ref: DH.24B.02, DH.25B.01, NEC.20A.01, WH.32B.01
DARK ANGELS CODEX QUERIES (DA) 42

FORCES OF THE DARK ANGELS: TECHMARINES (page 31)

DA.31A.01 – Q: Can a Dark Angels Techmarine fix DA.31B.01 – Q: Can the Servo-arm‟s additional
multiple vehicles in a single phase if he starts the Powerfist attack be used the same phase a
Movement phase in base contact with them both? Techmarine uses his Power Weapon?
A: No, he may only attempt to fix one vehicle per turn A: Yes [clarification].
[clarification]. Ref: BT.28J.01, BA.06Y.01, IG.34C.01, SM.71C.01, SW.38C.01
Ref: BT.36C.01, BA.06C.02, IG.34A.01, SM.71A.02, SW.38B.01

DA.31A.02 – Q: Can a Space Marine Techmarine


who started the turn embarked on a vehicle attempt
to repair it?
A: Yes he can [clarification].
Ref: BT.36C.02, BA.06C.01, IG.34A.02, SM.71A.01

FORCES OF THE DARK ANGELS: LAND RAIDERS (page 34)

DA.34D.01 – Q: Can the Machine Spirit operate a DA.34D.02 – Q: Can the Machine Spirit operate a
weapon that has already been fired that shooting weapon on the same turn the vehicle uses Smoke
phase? Launchers?
A: No [clarification]. A: No [clarification].
Ref: BT.29I.01, SM.81B.01, SW.44B.01 Ref: BT.29I.02, BA.06S.01, SM.81B.02, SW.44B.02

FORCES OF THE DARK ANGELS: LAND RAIDER CRUSADERS (page 35)

DA.35A.01 – Q: If a Land Raider Crusader is


destroyed (by ramming an enemy vehicle, for
example) and its embarked passengers charge into
combat the ensuing Assault phase do they still
benefit from Frag Assault Launchers?
A: Yes [RAW].
Ref: BT.42B.03, BA.06N.01, DH.32B.03, ORK.93I.01, SM.75B.01,
SM.82C.01, SW.45B.01
DARK ANGELS CODEX QUERIES (DA) 43

FORCES OF THE DARK ANGELS: DROP PODS (page 35)

DA.35B.01 – If a Dark Angel Drop Pod‟s scatter DA.35B.02 – Q: When a player deploys a Drop Pod
would take it off the table is the scatter reduced as can he choose to keep the doors open or closed? If
if it were landing in impassable terrain? the Drop Pod doors are deployed open can models
A: No, in this case the Drop Pod suffers a Deep Strike deploy within 2” of them?
mishap. Make one roll for both the Pod and the embarked A: Once the Drop Pod lands, the doors remain open for the
unit on the mishap table [RAW]. rest of the game. However, all measurements to and from
Ref: BT.22B.01, BA.06O.01, SM.69C.01, SW.47C.01 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
[clarification].
If the doors cannot be opened (they are glued in place or a
player is using a model that doesn‟t have doors that
open/has a solid core), both players must agree before the
game to either pretend, to the best of their abilities, that
the doors are open and both players can see „through‟ the
core for line of sight purposes, or they can play that the
model blocks line of sight „as is‟ in which case the Space
Marine player will be unable to fire the Drop Pod‟s weapon
(a trade-off for the improved line of sight blocking ability of
the model) [rules change].
Ref: BT.22B.04, BA.26C.03, SM.69A.01, SW.47A.01

FORCES OF THE DARK ANGELS: DARK ANGELS LIBRARIAN PSYCHIC POWERS (page 39)

DA.39D.01 – Q: If a Librarian is part of a unit, is his DA.39D.02 – Q: If a Librarian uses „Mind Worm‟ does
target for „Mind Worm‟ restricted by where the rest of it prohibit which enemy unit he may charge in the
his unit shoots? subsequent Assault phase?
A: The Librarian must pick a model from within the same A: Yes, the Librarian may only declare an assault against the
enemy unit that the rest of his squad is firing at enemy unit that contains (or contained) his target
[clarification]. [clarification].
Ref: CD.73A.01, ELD.28F.01, SW.37H.02, WH.14E.01 Ref: CD.73A.02, ELD.28F.02, SW.37H.03, , WH.14E.02

WARGEAR: ARMOUR (page 53)

DA.53D.01 – Q: Do models in Terminator Armor


always count as stationary when shooting a rapid fire
weapon (such as with a combi-weapon)?
A: No [RAW].
Ref: BT.29A.01, BA.06DD.01, CSM.86B.01, DH.19A.01

WARGEAR: VEHICLE ARMOURY (page 55)

DA.55F.01 – Q: How exactly do Dark Angel Smoke


Launchers work?
A: Dark Angel smoke launchers downgrade all penetrating
hits to glancing hits [RAW].
Ref: BT.29K.01, DH.19M.01
DARK ANGELS CODEX QUERIES (DA) 44

DARK ANGELS ARMY LIST: HQ (pages 79-81)

DA.79C.01 – Sammael, Master of the Ravenwing DA.79C.03 – Q: The Master of the Ravenwing allows
Land Speeder: The twin-linked Assault Cannon and Heavy a squadron member riding a bike to be upgraded to
Bolter are both hull-mounted [clarification]. a Standard Bearer. Can either an Attack Bike or a
biker with a special weapon be upgraded as the
DA.79C.02 – Q: The Master of the Ravenwing allows Standard Bearer?
an Attack Squadron biker to be upgraded to an A: Yes, the Standard Bearer can be either an Attack Bike or
Apothecary. Can either an Attack Bike or a biker a biker with a special weapon [RAW].
with a special weapon be upgraded to the
Apocthecary?
A: An Attack Bike cannot be upgraded as an Apothecary,
but a biker with a special weapon may [clarification].

DARK ANGELS ARMY LIST: FAST ATTACK (pages 84-85)

DA.85A.01/DA85B.01 – Ravenwing Land Speeders:


All Land Speeder weapons are hull-mounted [clarification].

DARK ANGELS ARMY LIST: HEAVY SUPPORT (pages 86-87)

DA.86B.01 – Land Raiders: The twin-linked Heavy DA.86D.01 – Predator: The Autocannon is turret-
Bolter is hull-mounted and the twin-linked Lascannons are mounted [clarification].
sponson-mounted [clarification].
DA.87A.01 – Whirlwind: The Whirlwind Missile Launcher
DA.86C.01 – Land Raider Crusader: The Multi-melta is is turret-mounted [clarification].
pintle-mounted, the twin-linked Assault Cannons are hull-
mounted and the Hurricane Bolters are sponson-mounted DA.87B.01 – Vindicator: The Demolisher Cannon is hull-
[clarification]. mounted [clarification].

DARK ANGELS ARMY LIST: DEDICATED TRANSPORT VEHICLES (page 87)

DA.87D.01 – Razorback: The twin-linked Heavy Bolter is


turret-mounted [clarification].
DARK ELDAR CODEX [2nd Edition] QUERIES (DE) 45
Don‟t forget to check out the official Dark Eldar FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180149_Dark_Eldar_FAQ_2004-08_5th_Edition.pdf

DARK ELDAR GENERAL QUERIES

DE.GEN.01 – DARK ELDAR UNIT TYPES


All units are „Infantry‟ except for the following:
Units with an Armor Value are „Vehicles‟
Characters on a Hellion Skyboard are „Jump Infantry‟
Characters on a Reaver Jetbike are „Jetbikes‟
Warp Beast Packs are „Beasts‟
Reaver Jetbike Squads are „Jetbikes‟
Hellions are „Jump Infantry‟
Scourges are „Jump Infantry‟
Talos are „Monstrous Creatures‟
[clarification]

DARK ELDAR SPECIAL RULES (page 4)

DE.04C.01 – Capturing Prisoners: Replace: “if the


Dark Eldar advance and destroy their opponents by moving
further than them” with: “if the Dark Eldar catch fleeing
enemies in a sweeping advance” [clarification].

DARK ELDAR ARMY LIST: ELITES (pages 8-9)

DE.08A.01 – Q: What happens when a weapon DE.08B.02 – Hidden Deployment: Ignore the reference
without a Strength value (like a Wraithcannon) hits to “crossfire purposes” as that rule is no longer relevant.
a Grotesque? Also, replace: “and may not make a fleet of foot move
A: Weapons without a defined Strength value cannot instead of shooting” with: “and may not run instead of
wound Grotesques unless the attack inflicts Instant Death shooting” [clarification].
regardless of the model‟s Toughness (such as with a
Wraithcannon that rolls a „6‟ to wound). In this case the DE.09B.01 – Q: If the Beastmaster is slain in a Warp
Grotesque is removed due to Instant Death [clarification]. Beast Pack does the pack have to move as fast as
possible (including running) in order to assault the
DE.08B.01 – Mandrakes Shadow-skinned: Replace: nearest unit?
“so unless the attackers are armed with frag grenades the A: Yes [clarification].
Mandrakes will always strike first” with: “so any charging Ref: ORK.59C.01, WH.27B.01
enemy who directs their attacks at a Mandrake will count
as having assaulted through cover, unless the Mandrakes
were already locked in combat from a previous turn”. Also,
Mandrakes in woods or rubble have a 2+ cover save as
opposed to the 3+ cover save listed [clarification].
Ref: DE.41E.01, TAU.27F.03

DARK ELDAR ARMY LIST: TROOPS (page 10)

DE.10C.01 – Raider: The Dark Lance is pintle-mounted


[clarification].
DARK ELDAR CODEX [2nd Edition] QUERIES (DE) 46

DARK ELDAR ARMY LIST: FAST ATTACK (page 11)

DE.11A.01 – Reaver Jetbike Squad: The Toughness of DE.11B.01 – Hellion Hit & Run: This is a different
this unit should be listed as T3(4) as the +1 Toughness version of the Hit & Run rule. The move is not slowed by
(and Strength too!) have already been added to their difficult terrain but is affected by dangerous terrain as
profile for having a Reaver Jetibke [clarification]. normal. It may not be used to contact enemy models. If
there are units on both sides with this ability roll-off to
determine who moves first and then alternate disengaging
them. If the last of these ends up no longer in combat, it
consolidates instead [clarification].

DARK ELDAR ARMY LIST: HEAVY SUPPORT (page 12)

DE.12B.01 – Ravager: All three Dark Lances are pintle- DE.12C.03 – Q: If a Talos‟s shooting hits multiple
mounted [clarification]. enemy units which unit (if any) is it allowed to
charge in the subsequent Assault phase?
DE.12C.01 – Q: The GW online DE FAQ says that A: The Talos may declare an assault against any of the
Talos uses all the rules for Monstrous Creatures. units hit by his shooting [RAW].
Does that mean its own „Skimmer‟ rule is no longer
used? DE.12C.04 – Q: When the Talos attacks a vehicle in
A: The Talos follows the rules for Monstrous Creatures as close combat does it get the 2D6 penetration roll for
well as its own „Skimmer‟ rule which means it ignores the being a Monstrous Creature as well as the „Talos
effects of terrain as it moves but if it ends the move in Claws‟ special rule?
terrain it must then take a dangerous terrain test A: Yes, the Talos only hits an enemy vehicle once no
[clarification]. matter how many „hits‟ are rolled. Armor penetration is
then 7+2D6 and +1 for each additional hit that was rolled
DE.12C.02 – Q: Does the Talos „Wildfire‟ special rule after the first [RAW].
override the normal rules for casualty removal (that
allow the defending player to choose his
casualties)?
A: Yes, a hit scored on specific enemy model must be
resolved against that particular model [RAW].

DARK ELDAR VEHICLE UPGRADES (page 13)

DE.13B.01 – Q: Does a Night Shield affect Blast DE.13D.01 – Q: Can transported models
weapons? immediately disembark from a vehicle that arrives
A: Yes [RAW]. on the table via Deep Strike with Screaming Jets?
A: No [RAW].
DE.13C.01 – Scaling Nets: Replace: “and any enemy
unit attacking the Raider in close combat hits on a straight DE.13F.01 – Q: Now that morale checks for 25%
4+, rather than the 6+ usually needed for skimmers” with: casualties can be caused in any phase do casualties
“and any enemy unit attacking the Raider in close combat from Slave Snares count twice – both in the
never requires worse than a 4+ to hit regardless of how far movement and again in the shooting phase?
the vehicle moved” [clarification]. A: No, ignore casualties caused by Slave Snares in the
movement phase and just apply them to the Shooting
phase [clarification].
DARK ELDAR CODEX [2nd Edition] QUERIES (DE) 47

DARK ELDAR WARGEAR (pages 14-15)

DE.14B.01 – Blaster: Has the „Lance‟ special rule DE.15B.01 – Shadow Field: Ignore the final sentence as
[clarification]. it refers to rules that are no longer in use [clarification].

DE.14D.01 – Combat Drugs: Ignore the reference to a DE.15D.01 – Q: Does the Stinger‟s Blast have to roll
“pursuit move” as it refers to rules that are no longer in for scatter?
use [clarification]. A: Yes it does (you can imagine the victim stumbling
around before he explodes) [clarification].
DE.14E.01 – Dark Lance: Has the „Lance‟ special rule
DE.15E.01 – Q: Can a Terrorfex cause a Fearless unit
[clarification].
to become Pinned („Go to Ground‟)?
A: No, the Ld test caused by a Terrorfex is considered a
DE.14J.01 – Q: How can the Hellglaive be used as
Pinning Test [clarification].
both as a splinter rifle and a pistol in the same turn?
A: It cannot. This reference is to a previous edition of the
DE.15H.01 – Q: Can a model that deployed a
game and is no longer relevant [clarification].
Webway Portal run or assault in the same turn?
A: No, the model may not move the same turn he deploys
DE.14L.01 – Q: If an Independent Character with a
the portal [RAW].
Hell Mask has a retinue what, if anything, does the
Hell Mask do?
DE.15H.02 – Q: Can a Webway Portal be deployed
A: While the retinue remains alive, the Hell Mask has no
by an embarked model?
effect [clarification].
A: No, as you must actually place the marker in contact
with the model carrying it [RAW].
DE.14N.01 – Poisoned Blades: Are a poisoned weapon
as described in the Warhammer 40,000 rulebook DE.15H.03 – Q: Can models (friend or foe) move or
[clarification]. shoot over a deployed Webway Portal?
A: The Webway portal counts as impassable terrain
DE.15A.01 – Scissorhands: Are a poisoned weapon as (although Skimmers and other units that can move over
described in the Warhammer 40,000 rulebook impassable terrain may do so as normal), but does not
[clarification]. block line of sight [clarification].

DARK ELDAR ARCANE WARGEAR (page 15)

DE.15K.01 – Q: The online GW rulebook FAQ says DE.15N.01 – Q: What does a Vexanthrope do when
wargear doesn‟t affect enemy models unless the rule given to non-independent characters or Independent
specifically says so. With this in mind, does the Characters with a retinue?
„Goblet of Spite‟ affect enemy units? A: It serves no function when given to non-Independent
A: Yes, this is a case where the wargear can (and does) Characters, or to Independent Characters as long as their
affect enemy units [rules change]. retinue remains alive [clarification].

DE.15K.02 – Q: Does the Goblet of Spite affect DE.15O.01 – Q: The GW online DE FAQ says that
friendly units that have a model within base contact Xenospasm grenade effects are cumulative if fired by
of the bearer (or his unit)? the same unit. Does that mean I can take more than
A: Absolutely [RAW]. one Xenospasm in my army?
A: No, that FAQ answer should actually refer to the
DE.15M.01 – Q: What, if anything, does the possibility of an enemy unit being hit by both a Xenospasm
Nightmare Doll do? and Terrorfex from the same Dark Eldar unit (and yes, the
A: The Nightmare Doll is of no use in the standard missions negative Leadership modifiers from both these weapons are
in the Warhammer 40,000 rulebook but may still be used in cumulative) [typo].
custom scenarios where choice of table edge/quarter is rolled
for [RAW].
DARK ELDAR CODEX [2nd Edition] QUERIES (DE) 48

DARK ELDAR SPECIAL CHARACERS (pages 36-41)

DE.36E.01 – Asdrubael Vect Firepower: The two DE.41D.01 – Q: If Decapitator is fighting enemy
Disintegrators and Dark Lance are all pintle-mounted models he automatically hits (such as inactive
[clarification]. Wratihguard) is it impossible for him to get double-
strength hits against them?
DE.36F.01 – Q: What armor value do attackers hit A: Yes [RAW].
Asdrubael Vect at in close combat? Does Vect get to
make sweeping advances, consolidation and pile-in DE.41E.01 – Decapitator‟s Shadow-skinned:
moves? Does Vect get locked in combat? Replace: “so unless the attackers are armed with frag
A: Vect fights fully as a walker, so enemy hits go against grenades the Mandrakes will always strike first” with: “so
his front armor value of 11. As with all walkers, he does any charging enemy who directs their attacks at
get locked in combat and will make sweeping advances, Decapitator will count as having assaulted through cover,
consolidation and pile-in moves [clarification]. unless he was already locked in combat from a previous
turn” [clarification].
DE.38B.01 – Kruellagh‟s Soul Flayer: Is a poisoned Ref: DE.08B.01, TAU.27F.03
weapon as described in the Warhammer 40,000 rulebook
[clarification]. DE.41D.01 – Q: What happens if Decapitator‟s
deployment position turns out to be occupied by
DE.38B.02 – Q: Is the Soul Flayer‟s bonus for killing friendly models or within 1” of an enemy model?
enemy models in base contact cumulative? A: In this case, move his deployment location the minimum
A: Yes, for each enemy model in base contact she kills she distance needed to place him onto the table at least 1”
gains +1A for the next player turn [clarification]. away from the enemy [clarification].

DE.39.01 – Lelith Hesperax Designer‟s Note:


Replace: “several armies as a joint force (see page 131 of
the Warhammer 40,000 rulebook)” with: “Multiple
detachment games (see page 87 of the Warhammer
40,000 rulebook)” [clarification].
ELDAR CODEX QUERIES (ELD) 49
Don‟t forget to check out the official Eldar FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1610177_Eldar_FAQ_2008-05_Edition.pdf

FORCES OF THE ELDAR: THE AVATAR (page 24)

ELD.24C.01 – Q: The GW online Eldar FAQ says that ELD.24D.01 – Q: The online GW Eldar FAQ lists
units that come within 12” of the Avatar regroup several flamer-style weapons the Avatar is immune
immediately, but the Fearless universal special rule to. Should the Land Raider Reedemer‟s Flamestorm
says that a falling back unit which becomes Fearless Cannon be added to this list?
doesn‟t regroup until the start of their next turn. A: Yes [clarification].
Which rule takes precedence?
A: The FAQ ruling takes precedence [RAW].

FORCES OF THE ELDAR: WARLOCKS (page 27)

ELD.27B.01 – Q: Some printings of the Eldar codex


say that Warlocks MUST select a power, is this
correct?
A: No, as found in the most recent printing of the codex,
Warlocks may be taken without a power [typo].

FORCES OF THE ELDAR: ELDAR PSYCHIC POWERS (page 28)

ELD.28C.01 – Q: Does a player using Eldritch Storm ELD.28F.02 – Q: If a Farseer uses „Mind War‟ does it
have to roll for scatter? prohibit which enemy unit he may charge in the
A: Yes, roll for scatter as with any other blast weapon subsequent Assault phase?
[clarification]. A: Yes, the Farseer may only declare an assault against the
enemy unit that contains (or contained) his target
ELD.28C.02 – Q: Can Eldritch Storm be used by a [clarification].
Farseer embarked on a Wave Serpent or Falcon? Ref: CD.73A.02, DA.39D.02, SW.37H.03, WH.14E.02
A: No. Firing a psychic shooting attack requires a Fire Point,
even if the attack itself doesn‟t require line of sight ELD.28F.03 – Q: Can a Farseer on a jetbike use a
[clarification]. psychic power at the start of the turn (like „Fortune‟)
Ref: SM.52B.01 on the same turn he turbo-boosts?
A: No, as a turbo-boosting model may take no voluntary
ELD.28F.01 – Q: If a Farseer is part of a unit, is his actions [RAW].
target for „Mind War‟ restricted by where the rest of
his unit shoots? ELD.28G.01 – Q: Can „Conceal‟, „Embolden‟ &
A: The Farseer must pick a model from within the same „Enhance‟ ever be nullified or cancelled?
enemy unit that the rest of his squad is firing at A: No. Persistent abilities can never fully be nullified or
[clarification]. cancelled [clarification].
Ref: CD.73A.01, DA.39D.01, SW.37H.02, WH.14E.01 Ref: ELD.49B.01

FORCES OF THE ELDAR: AUTARCH (page 29)

ELD.29A.01 – Q: When does a player decide to add


the Autarch‟s +1 to Reserve rolls, and can the bonus
be added to some rolls and not to others?
A: After finishing his Reserves rolls for his turn, the player
then decides whether or not to apply the bonus to all of his
rolls [clarification].
ELDAR CODEX QUERIES (ELD) 50

FORCES OF THE ELDAR: HOWLING BANSHEES (page 31)

ELD.31A.01 – Q: If Banshees in an existing close ELD.31A.02 – Q: Do Banshees benefit from the


combat are charged by new enemies, does it count as Iniative bonus provided by their Banshee Masks on a
a “first round” of an assault for their Mask? turn they assault through cover?
Alternatively, what about if Banshees charge into an A: Yes they do [clarification].
existing combat?
A: Banshees only benefit from their mask when it is their
first round of any particular combat [clarification].
Ref: BT.44F.01

FORCES OF THE ELDAR: STRIKING SCORPIONS (page 33)

ELD.33.01 – Q: Can the Scorpion Chainsword‟s +1S


bonus be combined with the Scorpion‟s Claw
Powerfist attack?
A: No, as both are special close combat weapons the Exarch
may only use one each round [RAW].

FORCES OF THE ELDAR: SWOOPING HAWKS (page 35)

ELD.35B.01 – Q: Does a Swooping Hawk unit get to ELD.35B.02 – Q: Is the scatter for a Swooping Hawk‟s
use its Grenade Pack if they suffer a Deep Strike Grenade Pack reduced by the unit‟s Ballistic Skill?
mishap that destroys the unit or places it back into Can cover saves be taken against it? Is it affected by
Reserves? Night Fighting rules?
A: Yes, as the pack is used before the Hawks actually A: The scatter is not reduced by the firer‟s BS. Cover and
attempt to land [clarification]. vehicle armor facings are determined like a barrage weapon
(from the center hole of the blast). A Grenade Pack is not a
shooting attack per se, so is not affected by Night Fighting,
Veil of Tears, etc, and does not affect the Hawks‟ choice of
target in the subsequent shooting and/or assault phase
[clarification].
Ref: ELD.49B.03, ORK.48F.02

FORCES OF THE ELDAR: WARP SPIDERS (page 36)

ELD.36B.01 – Q: The GW online Eldar FAQ says the


Warp Spider Jump Generator may be used in “any
Assault phase during which the Warp Spiders are not
assaulting or fighting in an assault”. Does that mean
it can be used in an opponent‟s Assault phase?
A: No [clarification].

FORCES OF THE ELDAR: RANGERS (page 38)

ELD.38B.01 – Q: How the heck do Ranger Long Rifles


work since they also have the Rending special rule?
A: Any „to hit‟ roll of „6‟ („5+‟ for Pathfinders) always counts
as being AP1. Any of these hits that then roll a „6‟ „to wound‟
follow the rending rules, but remain AP1 [clarification].
ELDAR CODEX QUERIES (ELD) 51

FORCES OF THE ELDAR: VEHICLE UPGRADES (page 44)

ELD.44C.01 – Q: Can Star Engines be used to Tank ELD.44C.02 – Q: Can Star Engines be used on the
Shock or Ram in the shooting phase? same turn a vehicle Tank Shocks or Rams?
A: No [clarification]. A: Yes, as long as the vehicle didn‟t suffer damage during
the Tank Shock/Ram that prevents it from moving
[clarification].

FORCES OF THE ELDAR: SUPPORT WEAPONS (page 45)

ELD.45B.01 – Q: Can vibro cannons cause hits on ELD.45B.03 – Q: Can enemy vehicles utilize a cover
units embarked in vehicles and buildings? save against Vibro Cannon hits?
A: No [clarification]. A: As the weapon does not require line of sight, they may
only claim a cover save if they have a special rule or wargear
ELD.45B.02 – Q: Can enemy non-vehicle models that confers an „obscured‟ status on them [clarification].
utilize a cover save against Vibro Cannon wounds? Ref: TAU.27E.03, TAU.30K.02
A: As the weapon does not require line of sight, they may
only claim a cover save if at least half of their models are ELD.45B.04 – Q: What happens if a vibro cannon
actually in terrain and/or touching a piece of intervening battery hits an enemy artillery unit?
terrain [clarification]. A: The enemy artillery unit suffers D6 hits which are
Ref: TAU.27E.02, TAU.30K.01 randomized as normal. Any vibro cannon hit that strikes a
gun model destroys it [clarification].

FORCES OF THE ELDAR: WRAITHGUARD/WRAITHLORD (pages 46-47)

ELD.46B.01/ELD.47C.01 – Q: What happens if


Inactive Wraithguard/Wraithlords have all their
combatants killed by friendly models and the enemy
is unable to Pile into them?
A: An Inactive unit that finds itself not locked in combat after
Pile-In moves are completed no longer counts as being part
of the combat [rules change].
Ref: IG.34B.01, RB.41C.02, RB.73A.01, SM.72A.01, TYR.54D.05,
TYR.84E.01

FORCES OF THE ELDAR: HARLEQUINS (pages 48-49)

ELD.49B.01 – Q: Can Veil of Tears ever be nullified ELD.49B.03 – Q: Can the Veil of Tears be used to
or cancelled? stop a Swooping Hawk Grenade Pack or an Ork
A: No. Persistent abilities can never fully be nullified or Bigbomm attack?
cancelled [clarification]. A: No, as both attacks are made in the movement phase
Ref: ELD.28G.01 and are not technically considered „firing‟ [clarification].
Ref: ELD.35B.02, ORK.48F.02
ELD.49B.02 – Veil of Tears should refer to page 28
instead of pages 20-21 [typo]. Also, ignore the reference to ELD.49B.04 – Q: Do intervening Harlequins that are
a “Target Priority test” as this rule is no longer used protected by „Veil of Tears‟ provide cover saves to
[clarification]. units being shot through them?
A: Yes [RAW].
Ref: RB.24A.03, TAU.27F.02
ELDAR CODEX QUERIES (ELD) 52

FORCES OF THE ELDAR: HARLEQUINS (pages 48-49) CONTINUED

ELD.49B.05 – Q: Is an embarked enemy unit that


fires at Harlequins via their vehicle‟s fire points
affected by „Veil of Tears‟?
A: Yes it is [rules change].
Ref: IG.33C.01

FORCES OF THE ELDAR: ELDRAD ULTHRAN (pages 50-51)

ELD.51D.01 – Q: Is the Staff of Ulthamar a single- ELD.51D.02 – Q: In close combat can Eldrad choose
handed weapon? to fight with his Witchblade and Shuriken pistol in
A: Yes, as it is a special close combat weapon [clarification]. order to gain the +1 bonus to Attack?
Ref: RB.37A.01 A: Yes [clarification].
Ref: RB.42P.01

FORCES OF THE ELDAR: PRINCE YRIEL (pages 52-53)

ELD.53A.01 – Master Strategist should refer to page 29 ELD.53E.01 – Q: With the „Eye of Wrath‟ attack, are
[typo]. cover saves allowed? What is a large blast
„template‟? Do casualties caused by it count
towards combat resolution?
A: The Eye of Wrath uses the large Blast marker [typo].
Cover saves are not allowed against the attack and any
models in the affected unit may be removed as a casualty.
Casualties caused by the attack do count towards combat
resolution provided they come from the combat that Yriel is
locked in [clarification].

FORCES OF THE ELDAR: THE PHOENIX LORDS (pages 54-57)

ELD.56B.01 – Q: Can Kandras join a Scorpion unit ELD.57B.01 – The Maugetar‟s Executioner should refer
before the game and use his „Stealth‟ ability to back to page 31 [typo].
allow them all to infiltrate?
A: Yes, he may nominate a unit of Scorpions to join and
together they may infiltrate [rules change].
Ref: SM.92.02
ELDAR CODEX QUERIES (ELD) 53

ELDAR ARMY LIST: HQ (pages 60-61)

ELD.60B.01 – Q: Do a Farseer and his unit of


Warlocks form a single unit (i.e. a „retinue‟)?
A: No they do not. They are two separate units that take
up a single force organization choice [RAW].

ELDAR ARMY LIST: TRANSPORT (page 63)

ELD.63C.01 – Wave Serpent: The twin-linked Shuriken


Catapults are hull-mounted and the other weapon is turret-
mounted [clarification].

ELDAR ARMY LIST: FAST ATTACK (page 65)

ELD.65A.01 – Q: Do Shining Spears count as having ELD.65D.01 – Vyper Squadron: The twin-linked
“Eldar” Jetbikes? Shuriken Catapults are hull-mounted and the other weapon
A: Yes [clarification]. is turret-mounted [clarification].

ELDAR ARMY LIST: HEAVY SUPPORT (pages 66-67)

ELD.67A.01 – Falcon: The twin-linked Shuriken Catapults ELD.67B.01 – Fire Prism: The twin-linked Shuriken
are hull-mounted and both other weapons are turret- Catapults are hull-mounted and the Prism Cannon is turret-
mounted [clarification]. mounted [clarification].
IMPERIAL GUARD CODEX QUERIES (IG) 54
Don‟t forget to check out the official Imperial Guard FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m470041a_FAQ_ImperialGuard_2009.pdf

IMPERIAL GUARD GENERAL QUERIES

IG.GEN.01 – Q: Several characters provide bonuses


(such as Stubborn, Furious Charge, etc) to “friendly
units” within range. Do these bonuses apply to allied
units (such as Witch Hunter and Daemonhunter units,
for example)?
A: Yes [RAW].
Ref: SM.93A.01, SW.56B.01

FORCES OF THE IMPERIAL GUARD: COMPANY COMMAND SQUAD (page 30)

IG.30B.01/IG.30C.01 -- Q: 'Bring it Down!' and „Fire IG.30B.03 -- Q: Can the 'Bring it Down!' order be used
on My Target!‟ orders require the enemy be “visible” against a unit that isn't entirely made up of
to the Officer. What does this mean exactly and do Monstrous Creatures, such as a Tyrant with Tyrant
the Night Fighting rules affect the Officer‟s „vision‟? Guard or a Tomb Spyder with Scarabs?
A: It means the enemy unit must be within line of sight of A: No, the unit must be entirely made up of Monstrous
the Officer and the Night Fighting rules have no effect on this Creatures to qualify [clarification].
range as they are only rolled for when a unit actually fires Ref: IG.58B.01
[clarification].
IG.30D.01 -- Q: When a unit regroups using the 'Get
IG.30B.02/IG.30C.02 -- Q: What happens if a unit Back in the Fight!' order, does it get to make the 3"
receives the 'Bring it Down!' or „Fire on My Target!‟ move for regrouping? Also, when shooting that phase
order but ends up being unable to fire on the selected does the unit count as having moved even if it doesn't
enemy unit (because the enemy turns out to be out of actually move?
range, for example)? Yes and yes [RAW].
A: If the unit receiving the order is unable to fire on the
selected enemy for any reason they still count as having
carried out the order and therefore may not otherwise shoot
or run that phase [clarification].
Ref: IG.36B.01

FORCES OF THE IMPERIAL GUARD: REGIMENTAL ADVISORS (page 31)

IG.31A.01 -- Q: Do Astropaths count as a Psyker for +IG.31C.01 -- Q: Does an Officer of the Fleet's ability
rules that affect 'Psykers'? still apply while the model is in reserve?
A: No [RAW]. A: No, as the ability doesn‟t specify that it can be used while
not in play [clarification].
+IG.31A.02 -- Q: Does the Astropath's ability still Ref: IG.31A.02, TYR.34B.04, TYR.56G.02
apply while the model is in reserve?
A: No, as the ability doesn‟t specify that it can be used while IG.31D.01 -- Q: Can the 'Look Out -- Arghh!' rule be
not in play [clarification]. used to re-allocate two wounds away from the
Ref: IG.31C.01, TYR.34B.04, TYR.56G.02 Commander if only a single Bodyguard models is still
alive?
A: Yes, two wounds (max) may be re-allocated as long as
there is at least one Bodyguard model alive [RAW].
IMPERIAL GUARD CODEX QUERIES (IG) 55

FORCES OF THE IMPERIAL GUARD: COMMISSARS (page 32)

IG.32B.01 -- Q: Will a Commissar perform a IG.32B.03 -- Q: If a unit containing a Commissar fails


„Summary Execution‟ when in a unit containing an a Morale check but can re-roll that test (such as with
Inquisitor that chooses to fail the Morale check using a Regimental Standard), can they do so, or does
his 'Iron Will' special rule? „Summary Execution‟ immediately kick in?
A: Yes. Although it doesn‟t match the fluff, in a game A: The unit can attempt to re-roll the test but if they fail the
Commissars can (and will) execute Inquisitors, although the second time the Commissar will still perform a „Summary
Morale check is not re-rolled (as no roll was initially made) Execution‟ (although the test cannot then be re-rolled again)
[clarification]. [clarification].

IG.32B.02 -- Q: Can an Officer's Bodyguard, or an


Inquisitor's Acolyte, protect them from a Commissar‟s
„Summary Execution‟?
A: No, as „Summary Execution‟ doesn‟t inflict any wounds
[RAW].

FORCES OF THE IMPERIAL GUARD: PRIMARIS PSYKERS (page 33)

IG.33C.01 – Q: Is an embarked enemy unit that fires


at a unit protected by „Nightshroud‟ affected by the
power?
A: Yes it is [rules change].
Ref: ELD.49B.05

FORCES OF THE IMPERIAL GUARD: TECHPRIEST ENGINSEER (page 34)

IG.34A.01 – Q: Can a Techpriest Enginseer in base IG.34B.02 – Q: What happens if a unit containing
contact with multiple vehicles attempt to repair them Mindlocked Servitors is forced to Fall Back?
all in the same shooting phase? A: The unit counts as „Falling Back‟ but does not move. In
A: No, he may only attempt to repair a single vehicle following turns if they pass their „Mindlock‟ test they will then
[clarification]. start making fall back moves. Mindlocked Servitors that Fall
Ref: BT.36C.01, BA.06C.02, DA.31A.01, SM.71A.02, SW.38B.01 Back from combat do not move but are not run down unless
the enemy is able to roll high enough to do so. If that
IG.34A.02 – Q: Can a Techpriest Enginseer attempt to doesn‟t occur, the enemy will have to use its consolidation to
repair a damaged vehicle he started the turn move at least 1” away from the Servitors [clarification].
embarked on? Ref: SM.72A.02
A: Yes he can [clarification].
Ref: BT.36C.02, BA.06C.01, DA.31A.02, SM.71A.01 IG.34C.01 – Q: Can a Servo Arm‟s additional
Powerfist attack be used the same phase an
IG.34B.01 – Q: If a unit containing Mindlocked Enginseer uses his Power Weapon?
Servitors is locked in combat can it perform a A: Yes it can [clarification].
sweeping advance, consolidation and/or pile-in Ref: BT.28J.01, BA.06Y.01, DA.31B.01, SM.71C.01, SW.38C.01
moves?
A: Mindlocked Servitors will fight normally, but cannot make
sweeping advances, consolidations and/or pile-in moves. If,
after the enemy makes their pile-in moves Mindlocked
Servitors find themselves not engaged with any enemy they
no longer count as being locked in the combat [clarification].
Ref: ELD.46B.01/ELD.47C.01, RB.41C.02, RB.73A.01, SM.72A.01,
TYR.54D.05, TYR.84E.01
IMPERIAL GUARD CODEX QUERIES (IG) 56

FORCES OF THE IMPERIAL GUARD: MINISTORUM PRIESTS (page 35)

IG.35A.01 – Q: If a Priest is killed in combat before


his unit gets to strike, can the rest of his unit still
benefit from the „Righteous Fury‟ ability?
A: Yes, if the unit charges into combat with him, they benefit
from „Righteous Fury‟ for that phase regardless of what
happens to the Priest [clarification].

FORCES OF THE IMPERIAL GUARD: PLATOON COMMAND SQUAD (page 36)

IG.36B.01 -- Q: What happens if a unit receives the


„First Rank, FIRE! Second Rank, FIRE!‟ order but ends
up being unable to fire on the selected enemy unit
(because the enemy turns out to be out of range, for
example)?
A: If the unit receiving the order is unable to fire on the
selected enemy for any reason they still count as having
carried out the order and therefore may not otherwise shoot
or run that phase [clarification].
Ref: IG.30B.02/IG.30C.02

FORCES OF THE IMPERIAL GUARD: INFANTRY SQUAD (page 37)

IG.37.01 -- Q: When exactly is the decision made to


combine Infantry Squads that are in Reserve, when
the units are placed into Reserves or when they
actually deploy on the table?
A: The player decides whether or not to combine squads
when they are put into Reserves [clarification].
Ref: IG.57A.01

FORCES OF THE IMPERIAL GUARD: CHIMERA ARMOURED TRANSPORT (page 39)

IG.39B.01 -- Q: Can all five embarked models IG.39B.02 -- Q: When firing from a Chimera‟s fire
shooting from the Chimera‟s fire point use their own point, do embarked Ogryns and Heavy Weapon teams
weapons or do some of them have to use the count as one model firing or two?
Chimera‟s hull-mounted lasguns? A: One model (they only count as two models for transport
A: All embarked models firing from a Chimera must use their capacity purposes) [RAW].
own weapons [RAW]. The hull-mounted lasguns are purely
decorative.

FORCES OF THE IMPERIAL GUARD: PENAL LEGION TROOPERS (page 41)

IG.41A.01 -- Q: Does the Penal Custodian and/or an IG.41A.02 -- Q: If a Penal Legion Squad is placed in
Independent Character joining a Penal Legion Squad Reserves during deployment when exactly is their
benefit from the „Desperadoes‟ special rule? „Desperadoes‟ roll made?
A: The Penal Custodian has (and therefore benefits from) A: This roll is made before deciding whether to place the unit
„Desperadoes‟. An Independent Character joining the unit into Reserves or not [RAW].
would not benefit from „Desperadoes‟ and would therefore
prevent the unit from using „Fleet‟ if the unit has that ability
[RAW].
IMPERIAL GUARD CODEX QUERIES (IG) 57

FORCES OF THE IMPERIAL GUARD: ROUGH RIDERS (page 44)

IG.44.01 -- Q: If some Rough Rider models are unable IG.44.02 -- Q: Do Rough Rider Hunting Lance Attacks
to strike the first round their unit charges into benefit from the Furious Charge special rule
combat do those models retain their Hunting Lances? (effectively making them Strength and Initiative 6)?
A: No, all models in the unit lose their Hunting Lance after A: Yes they do [clarification].
the first round of combat in which they charge [RAW].

FORCES OF THE IMPERIAL GUARD: PSYKER BATTLE SQUAD (page 47)

IG.47A.01 -- Q: Does each Sanctioned Psyker count as IG.47D.01 -- Q: Is 'Weaken Resolve' a Psychic
a separate Psyker model for calculating a Culexus Shooting Attack?
Assassin's shooting attack? A: It is not, which means that the squad is still free to fire
A: Yes, besides when using a psychic power, each their pistols or run in the same phase [RAW].
Sanctioned Psyker model is a separate psyker [RAW].
IG.47D.02 -- Q: Does 'Weaken Resolve' affect units
IG.47B.01 -- Q: When 'Hammer of the Witches' will with the 'Stubborn' special rule when they are taking
affect multiple models in a Psychic Battle Squad, is a morale test?
the power resolved one model at a time before A: Yes, as „Weaken Resolve‟ is not defined as a „modifier‟, it
moving onto the next Psyker? is not ignored by the „Stubborn‟ special rule [clarification].
A: Yes. If the first Sanctioned Psyker model fails his Ld test, Ref: DH.27.02, NEC.17A.01, TYR.59B.01, WH.30B.02
then the „Ultimate Sanction‟ special rule is immediately
resolved before moving onto the next closest Sanctioned IG.47D.03 -- Q: If a unit is able to use a different Ld
Psyker (assuming there are any left after that) [RAW]. value via a special rule (such as with Ork‟s „Mob Rule‟
or Space Marine‟s „Rites of Battle‟), how does
IG.47C.01 -- Q: When using 'Soulstorm', besides the „Weaken Resolve‟ function in these situations?
Pysker that range and line of sight are measured A: „Weaken Resolve‟ continually affects the unit for the entire
from, can the rest of the Sanctioned Psykers fire their player turn, so even if the unit uses a Ld value from a
Laspistols at the same time? What about the different source, this new value is still reduced [clarification].
Overseer?
A: As all the Sanctioned Psyker models count as having used IG.47D.04 -- Q: Can „Weaken Resolve‟ be used in
a power in this case, only the Overseer can fire his laspistol conjunction with a Neural Shredder to inflict „Instant
[clarification]. Death‟ by lowering a target unit‟s Ld to „4‟ or below?
A: Absolutely [RAW].

FORCES OF THE IMPERIAL GUARD: LEMAN RUSS BATTLE TANK (pages 48-49)

IG.48A.01 -- Q: Does 'Lumbering Behemoth' allow a


Leman Russ to fire its turret weapon even if it is
otherwise unable to fire (i.e. it is
Shaken/Stunned/used Smoke Launchers, etc)?
A: No, the tank must still be able to normally fire to utilize
the „Lumbering Behemoth‟ rule [clarification].

FORCES OF THE IMPERIAL GUARD: HELLHOUND FLAME TANK (page 50)

IG.50B.01 -- Q: How is the 'Melta' rule applied if the


Melta Cannon‟s blast scatters?
A: If the blast hits a vehicle, after any scatter is resolved,
check range again from the weapon to the vehicle hit to see
if it is within half range or not [clarification].
IMPERIAL GUARD CODEX QUERIES (IG) 58

FORCES OF THE IMPERIAL GUARD: HYDRA FLAK TANK (page 51)

IG.51A.01 -- Q: In games using Flyers, do Flyers get IG.51B.01 -- Q: Does any weapon fired by a Hydra
their cover save against shots fired by a Hydra? Does (such as a Hunter-Killer missile or Heavy Bolter)
the Hydra still have the 'Anti-Aircraft Mount' ability? benefit from the 'Auto-Targeting System' rule?
A: Flyers do not get their cover save against shots from the A: Yes they do [RAW].
Hydra. The Hydra may only utilize the „AA Mount‟ ability in
games of Apocalypse [clarification].

FORCES OF THE IMPERIAL GUARD: ORDNANCE BATTERY (pages 52-53)

IG.52A.01 -- Q: Is the Griffon's 'Accurate IG.53.02 -- Q: If a multiple barrage is comprised of


Bombardment' rule still utilized when fired as part of weapons with different minimum/maximum ranges
a multiple barrage along with other barrage and the initial blast is out of range, do all the
weapons? weapons automatically miss (even if some of them
A: Yes. If the Griffon is the closest to the target then its re- are within range)?
roll applies to the placement of the initial blast. If the Griffon A: Yes, if the initial blast is out of range then the entire
isn‟t the closest, then its re-roll applies only when barrage misses. In the reverse situation (where the initial
determining which direction its blast is placed amongst the blast is in range), any other weapons in the barrage that are
multiple barrage markers [RAW]. found to be out of range miss automatically and are not
resolved [clarification].
IG.53.01 – Q: Can some weapons in a Battery fire
directly while the others fire as a Barrage?
A: Yes they can, in which case the direct fire weapons are
resolved separately from the Barrage [RAW].

FORCES OF THE IMPERIAL GUARD: MANTICORE ROCKET LAUNCHER (page 54)

IG.54B.01 -- Q: Does a single „Weapon Destroyed‟ IG.54B.02 -- Q: When a Manticore fires a Storm Eagle
result destroy all of a Manticore‟s Storm Eagle Rocket indirectly, how are the D3 large blasts
Rockets? resolved on the enemy unit(s)?
A: Yes [clarification]. A: Resolve them as if they were fired by different weapons in
the same unit (e.g. as a Multiple Barrage) [clarification].
Ref: TYR.43B.02

FORCES OF THE IMPERIAL GUARD: DEATHSTRIKE MISSILE LAUNCHER (page 55)

IG.55A.01 -- Q: Can an Enginseer fix a 'weapon IG.55A.02 -- Q: Can Daemonhunter Mystics allow a
destroyed' result on a Deathstrike Missile (the '-1' to Deathstrike to be nominated as the unit to take the
the launch roll)? „free shot‟ at enemy Deep Striking units?
A: Yes he can [clarification]. A: Yes, and each time they do another roll is made to see if
the Deathstrike fires [clarification].
IMPERIAL GUARD CODEX QUERIES (IG) 59

FORCES OF THE IMPERIAL GUARD: VALKYRIE ASSAULT CARRIER (page 56)

IG.56A.01 -- Q: What exactly is considered part of the IG.56A.06 -- Q: When a Valkyrie/Vendetta is


„hull‟ on a Valkyrie/Vendetta model? immobilized (off its base) can friendly or enemy
A: Any part of the model, besides its weapons, landing gear models move under its wings at all?
and nose-mounted sensors is considered part of the hull A: Friendly models are able to move under both the side and
[clarification]. back wings provided they can physically fit there. Enemy
models may also move under the back wings provided they
IG.56A.02 -- Q: What part of a Valkyrie/Vendetta physically fit there and don‟t move so their base is within 1”
model needs to be in or on terrain in order for it to of the hull. Enemy models cannot move under the side wings
count as being in or on the terrain piece? except as part of an assault move [clarification].
A: While the Valkyrie/Vendetta is on its base, only if the base
is actually in or on the terrain would the model count as IG.56A.07 -- Q: Can an enemy tank ram a
being in or on the terrain (unless both players agree Valkyrie/Vendetta that is on its base?
otherwise) [clarification]. A: Yes, treat the Valkyrie/Vendetta‟s base as part of its hull
for this purpose [clarification].
IG.56A.03 -- Q: Can a Valkyrie/Vendetta model end
its movement over friendly or enemy models and can IG.56A.08 -- Q: How are template weapons resolved
other models end their move underneath it? against a Valkyrie/Vendetta?
A: As long as a Valkyrie/Vendetta doesn‟t end its move with A: Unless specified otherwise, the firing player holds the
its base on top of any model or within 1” of any enemies, it template over the top of the Valkyrie/Vendetta so that the
is fine to have portions of the Valkyrie/Vendetta model end small tip is touching the firer‟s base (or the weapon barrel for
up over other models, provided they physically fit underneath a firing vehicle), but only from a „top-down‟ (two-
the Valkyrie/Vendetta model [clarification]. dimensional) standpoint, similar to how templates are held
over ruins (see page 85 of the rulebook) [clarification].
IG.56A.04 -- Q: If a Valkyrie/Vendetta is immobilized
or destroyed while over other models, what happens? IG.56B.01 -- Q: Are squadrons of Valkyries/Vendettas
A: Follow these guidelines [clarification]: allowed to Deep Strike (as it is technically impossible
Immobilized* – Adjust the Valkyrie/Vendetta the to put them in "base contact" with each other)?
minimum distance needed to place the model on the A: They must be placed so that their hulls are in contact with
table but not over any friendly models, within 1" of any each other [clarification].
enemies, or in impassable terrain (although it may end
up on top of impassable terrain if the model will fit IG.56B.02 -- Q: Can a Valkyrie/Vendetta Outflank
there). Do not turn the model, unless it is absolutely while transporting an embarked unit that doesn't
necessary for it to fit on the table, and only then by the have the 'Scout' special rule?
minimum required. A: Yes [clarification].
Wrecked – Disembark any passengers as normal. Then
adjust the model (as described in the immobilized IG.56D.01 -- Q: Can a Valkyrie fire both its Hellstrike
guidelines above) before marking it as a wreck. missiles in the same shooting phase (as they are
Explodes – Resolved normally (with surviving Ordnance weapons)?
passengers being placed anywhere within the hull A: No, only a single Ordnance weapon may be fired [RAW].
„footprint‟ of where the vehicle was).
* Remember, if there is more than one model in the squadron,
then „Immobilized‟ becomes „Wrecked‟ instead.

IG.56A.05 -- Q: When a Valkyrie/Vendetta is


wrecked, if enemy models in base contact with it
completely surround its base, are all passengers
onboard killed?
A: Yes [clarification].
IMPERIAL GUARD CODEX QUERIES (IG) 60

FORCES OF THE IMPERIAL GUARD: LORD CASTELLAN CREED & SERGEANT KELL (page 57)

IG.57A.01 -- Q: Can Creed use Tactical genius on a IG.57A.02 -- Q: If a combined Infantry Squad
Platoon's combined Infantry Squad? Outflanks using „Tactical Genius‟, what happens to
A: Yes [clarification]. dedicated Chimeras assigned to those units?
Ref: IG.37.01 A: As the combined squad cannot embark on the Chimera(s),
any dedicated transports for this unit will arrive normally
from the player‟s table edge while the combined squad
Outflanks [clarification].
Ref: IG.64A.01

FORCES OF THE IMPERIAL GUARD: KNIGHT COMMANDER PASK (page 58)

IG.58B.01 -- Q: Does Pask's 'Crack Shot' have any


effect against a unit that isn't entirely made up of
Monstrous Creatures, such as a Tyrant with Tyrant
Guard or a Tomb Spyder with Scarabs?
A: No, the unit must be entirely made up of Monstrous
Creatures to qualify [clarification].
Ref: IG.30B.01

FORCES OF THE IMPERIAL GUARD: COLONEL „IRON HAND‟ STRAKEN (page 60)

IG.60C.01 -- Q: When exactly does a unit check if


they are within 12" of Straken to benefit from both of
his 'Cold Steel and Courage‟ abilities?
A: Check range at the start of each assault phase. Valid units
found to be within range benefit from both rules for the
entire phase [clarification].
Ref: TYR.52C.01

FORCES OF THE IMPERIAL GUARD: COMMISSAR YARRICK (page 63)

IG.63B.01 -- Q: If, using „Iron Will‟, Yarrick would


stand up in base contact with the enemy are there
any restrictions on where he can be placed on the
table (besides not being within 1” from any enemy)?
A: Yes, move him the minimum distance needed to be more
than 1” away from every enemy model [clarification].

FORCES OF THE IMPERIAL GUARD: CAPTAIN AL‟RAHEM (page 64)

IG.64A.01 -- Q: If a combined Infantry Squad IG.64A.02 -- Q: When Al‟Rahem‟s Outflanking platoon


Outflanks via „Stalk the Enemy‟, what happens to any arrives from Reserves, is a single roll made to see
dedicated Chimeras assigned to those units? which table edge the whole Platoon arrives on, or is
A: Normally units outflanking with their transports must each unit in the Platoon rolled for separately?
arrive inside them, but since they cannot fit onto their A: One roll is made for the entire Platoon to see which table
Chimera a combined Infantry Squad is allowed to arrive edge it arrives from [clarification].
outside of their vehicle(s) [clarification].
Ref: IG.57A.02
IMPERIAL GUARD CODEX QUERIES (IG) 61

FORCES OF THE IMPERIAL GUARD: COMMANDER CHENKOV (page 65)

IG.65C.01 -- Q: If Conscripts locked in combat are


removed using „Send in the Next Wave‟, what
happens to enemy units that were fighting them?
A: Nothing, they remain exactly where they are
[clarification].

FORCES OF THE IMPERIAL GUARD: NORK DEDDOG (page 67)

IG.67A.0A -- Q: Can unit containing Nork Deddog


embark on a Valkyrie/Vendetta?
A: No, as Nork is an Ogryn [clarification].

IMPERIAL GUARD WARGEAR: OTHER EQUIPMENT (page 71)

IG.71F.01 – Q: If an Independent Character joins a IG.71I.01 -- Q: If an Officer fails to issue an order to


Squad with a Medi-Pack does he gain the „Feel No his OWN Command Squad can they re-roll the result if
Pain‟ universal special rule? the squad has a Vox-caster?
A: Yes, as the Medi-Pack is a piece of Wargear that specifies A: No [clarification].
which models gain the special rule [clarification].
Ref: ORK.38A.01, ORK.59A.01, RB.48B.02, SM.55A.01

IMPERIAL GUARD ARMY LIST: HQ (pages 90-93)

IG.93A.01/IG.93B.01 -- Q: Can Ministorum Priests or


Techpriest Enginseers be taken as the one mandatory
HQ choice in an Imperial Guard army?
A: Yes they can [clarification].

IMPERIAL GUARD ARMY LIST: ELITES (pages 94-95)

IG.95A.01 -- Q: Are Storm Trooper Sergeants


supposed to be able to take Melta bombs (since
regular Infantry Sergeants can)?
A: No [RAW].
IMPERIAL GUARD CODEX QUERIES (IG) 62

IMPERIAL GUARD ARMY LIST: TROOPS (pages 96-99)

IG.96A.01 -- Q: Can individual units from a Platoon be IG.97B.01/IG.97C.01 -- Q: Are Special Weapon
held in Reserve while others are deployed normally? Squads really supposed to not have Frag grenades
A: Yes, and all units from that Platoon that are held in and the option to take Krak grenades (while Heavy
Reserve are rolled for together to see when they arrive Weapon squads have both)?
[clarification]. A: Unfortunately, Special Weapon Squads cannot take Frag
or Krak grenades [RAW].
IG.96A.02 -- Q: If a Valkyrie/Vendetta Squadron is
held in Reserve carrying units from DIFFERENT
Platoons (who are also in Reserve), how are Reserves
rolls handled for this situation?
A: A separate Reserves roll is made for each Platoon in
reserve. Valkyrie/Vendetta Squadrons transporting units from
the Platoon are included in this roll, but ONLY if the
Squadron is transporting units from one (and only one)
Platoon. If any Valkyries/Vendettas in the Squadron are
transporting units that aren't part of the same Platoon, then
the Squadron (along with all its passengers) must make a
separate Reserves roll and may therefore end up arriving on
a different turn from the rest of their Platoon(s) [rules
change].

IMPERIAL GUARD ARMY LIST: DEDICATED TRANSPORTS (page 99)

IG.96B.01 – Chimera: The Multi-laser is turret-mounted


and the Heavy Bolter is hull-mounted [clarification].

IMPERIAL GUARD ARMY LIST: FAST ATTACK (pages 100-101)

IG.101A.01 – Hellhound Squadron: The Inferno, Melta IG.101B.01 – Valkyrie: The Multi-laser and Hellstrike
and Chem Cannons are all turret-mounted. The Heavy Missiles are both hull-mounted [clarification].
Bolter is hull-mounted [clarification].
IG.101C.01 – Vendetta: The twin-linked Lascannons are
all hull-mounted [clarification].

IMPERIAL GUARD ARMY LIST: HEAVY SUPPORT (pages 102-103)

IG.102A.01 – Leman Russ Squadron: The Battle, IG.103A.01 – Ordnance Battery: The Earthshaker
Exterminator Auto, Vanquisher Battle, Eradicator Nova, Cannon, Medusa Siege Cannon, Colossus Siege Mortar,
Demolisher Siege, Punisher Gatling and Executioner Plasma Griffon Heavy Mortar and Heavy Bolter are all hull-mounted
are all turret-mounted. The standard equipped Heavy Bolter [clarification].
is hull-mounted [clarification].
IG.103B.01 – Manticore: Storm Eagle Rockets are turret-
IG.102B.01 – Hydra: The twin-linked Hydra Autocannons mounted and the Heavy Bolter is hull-mounted
are turret-mounted and the Heavy Bolter is hull-mounted [clarification].
[clarification].
IG.103C.01 – Deathstrike: The Deathstrike Missile and
the Heavy Bolter are both hull-mounted [clarification].
NECRONS CODEX QUERIES (NEC) 63
Don‟t forget to check out the official Necron FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180146_Necrons_FAQ_2004-08_5th_Edition.pdf

NECRONS GENERAL QUERIES

NEC.GEN.01 – NECRON UNIT TYPES


All units are „Infantry‟ except for the following:
The Monolith is a „Vehicle‟
Tomb Spyders and C‟Tan are „Monstrous Creatures‟
Necron Lords with a Destroyer Body are „Jetbikes‟
Destroyers and Heavy Destroyers are „Jetbikes‟
[clarification]

NECRONS SPECIAL RULES (page 13)

NEC.13A.01 – Q: The GW online FAQ indicates that NEC.13A.02 – Q: If a Necron unit is wiped out by a
damaged Necron models are moved when their unit Sweeping Advance in close combat, can any of the
falls back. Does this ruling apply whenever the unit models in the unit (including its damaged ones) use
moves in an opponent‟s turn (such as pile-in and „We‟ll Be Back!‟ to repair themselves?
consolidation moves)? A: No, as a special rule cannot be used to save models
A: Yes, anytime a Necron unit moves in the opponent‟s from a Sweeping Advance [clarification].
turn move its damaged Necrons along with it, as if they
were normal models in the unit [clarification]. NEC.13H.01 – Morale: Ignore the last sentence as it
refers to coherency rules that are no longer current
[clarification].

NECRONS ARMOURY (pages 14-15)

NEC.14A.01 – Gauss Weapons: Ignore the entire last NEC.15D.01 – Q: Does the Nightmare Shroud cause
paragraph as it refers to rules that are no longer current enemy units to immediately take a Morale check?
[clarification]. A: Yes and if the units actually suffer 25% casualties that
shooting phase they will test again at the end of the phase
NEC.15C.01 – Q: Do wounds caused by a Lightning (or fall back again if they failed the first test) [clarification].
Field count towards combat resolution? Ref: NEC.30B.02, WH.14A.01, WH.23E.01
A: Yes, and these attacks are resolved right before combat
resolution is calculated [RAW]. NEC.15G.01 – Q: If a Lord with a Resurrection Orb is
damaged (downed), do friendly Necron units within
6” still benefit from the Orb?
A: No, while a Necron Lord is damaged (downed) the Orb
only benefits himself [clarification].
NECRONS CODEX QUERIES (NEC) 64

NECRONS ARMY LIST: ELITES (page 17)

NEC.17A.01 – Q: Does the Pariah‟s „Soulless‟ special NEC.17A.03 – Q: How does the Pariah‟s „Soulless‟
rule affect „Stubborn‟ units who are taking a morale special rule function against the Ork‟s „Mob Rule‟?
test? A: In terms of replacing the mob‟s Ld with another value,
A: Yes, the „Soulless‟ special rule is not a „modifier‟ and these two rules cancel each other out. This means the mob
therefore „Stubborn‟ has no effect on it [clarification]. will test on its standard Ld value unless it numbers 11 or
Ref: DH.27.02, IG.47D.02, TYR.59B.01, WH.30B.02 more models, in which case it is „Fearless‟ [clarification].
Ref: DH.27.04, WH.30B.04
NEC.17A.02 – Q: If a character‟s Ld is reduced to 7 by
a Pariah unit, and that character has the ability to NEC.17C.01 – Q: How does a Flayed Ones „Terrifying
pass his Ld onto other units (such as Space Marines Visage‟ work against opponents who always hit on a
„Rites of Battle‟), what Ld value would these other fixed number regardless of Weapon Skill (like „on a
units use? 3+‟, for example)?
A: The other units would use the character‟s new Ld of 7, A: In such a case, roll off each round of combat to see which
unless the ability speicified that his unmodified Ld was used rule takes precedence [RAW].
(such as with the Witch Hunter‟s „Book of St. Lucius‟, for
example) [clarification].
Ref: DH.27.03, TYR.59B.02, WH.30B.03

NECRONS ARMY LIST: TROOPS (page 18)

NEC.18.01 – Warriors Reserves rule: Ignore the


reference to which units are allowed to begin in Reserve as
all units are now allowed to begin in Reserve [clarification].

NECRONS ARMY LIST: FAST ATTACK (page 19)

NEC.19A.01 – Q: Can Wraiths „run‟ in the Shooting NEC.19C.02 – Q: Can Scarab Swarms „run‟ in the
phase? Shooting phase?
A: No [clarification]. A: No [clarification].

NEC.19C.01 – Q: Do Turbo-Boosting Scarab Swarms NEC.19C.03 – Q: When Scarabs (who are


really have a 2+ cover save? „Vulnerable to Blasts‟) are hit by a Blast weapon
A: Yes [RAW]. that also causes „Instant Death‟, what happens?
A: The Wounds caused by the weapon are doubled due to
„Vulnerable to Blasts‟ and then each unsaved wound will
mean an entire Scarab base is removed (so yes, they really
are vulnerable to blasts) [RAW].
NECRONS CODEX QUERIES (NEC) 65

NECRONS ARMY LIST: HEAVY SUPPORT (pages 20-21)

NEC.20A.01 – Q: Tomb Spyder rules say they are NEC.21C.04 – Q: What happens if a Monolith Deep
deployed “as a single unit”. Does that mean individual Strikes onto friendly models, impassable terrain,
Tomb Spyders can‟t be held in reserve? immobile enemy models or off the table?
A: All Tomb Spyders from a single Heavy Support choice A: If a Monolith Deep Strikes onto friendly models,
must either be deployed at the start of the game or held in impassable terrain or off the table it will suffer a Deep Strike
reserve. Only a single Reserves roll is made to see if they Mishap as normal. If it Deep Strikes onto an immobile enemy
arrive on the table each turn. [clarification]. model the enemy model is still moved out of the way by the
Ref: DH.24B.02, DH.25B.01, DA.27C.02, WH.32B.01 force of the Monolith [clarification].
Ref: TYR.51B.04
NEC.20A.02 – Q: Is a unit made up of a Tomb Spyder
and Scarabs able to utilize cover saves from NEC.21D.01 – Q: Can a Monolith ever be immobilized
intervening units and terrain that don‟t physically just by suffering enough „Weapon Destroyed‟ results?
cover 50% of the Spyder model? A: No, as the Monolith will always have a functioning weapon
A: Yes, as long as half the models in the Spyder/Scarab unit (the Power Matrix) that cannot be destroyed [RAW].
count as being in cover then the entire unit gets a cover save
regardless of whether the Spyder model itself is obscured NEC.21E.01 – Q: If a Necron unit teleports through
[RAW]. the Monolith‟s portal do the unit‟s damaged Necrons
Ref: RB.51B.01, RB.62B.01, TYR.35B.03 get to teleport with them?
A: Yes. All damaged Necron models from the teleporting unit
NEC.21C.01 – Q: Does a Deep Striking Monolith count that haven‟t already joined another Necron unit may be
as moving at Cruising Speed and if so what weapons teleported through the Monolith‟s portal and re-roll their
may it fire that turn? failed WBB roll. Necrons repaired in this way are placed back
A: Yes, a Monolith counts as having moved at Cruising Speed in coherency with their unit emerging from the portal
the turn it Deep Strikes and may therefore not fire its Gauss [clarification].
Flux Arc although it can still fire the Particle Whip
[clarification]. NEC.21E.02 – Q: If a Monolith moves and then
teleports a Necron unit that is „falling back‟ from a
NEC.21C.02 – Q: When a Deep Striking Monolith previous turn (but hasn‟t moved yet this phase), what
moves a vehicle out of its way can players turn the happens?
vehicle to face a different direction? A: Before it is teleported, the unit must take its test to
A: No the owning player moves his vehicle the minimum regroup (if able). If the unit fails to regroup, then when it
distance needed to make space for the Monolith and cannot emerges from the portal it will still count as „falling back‟, but
turn the vehicle unless it is the only way to make room (and will not move any further this phase (as they count as having
only then by the minimum amount needed) [clarification]. disembarked from a moving vehicle) [clarification].

NEC.21C.03 – Q: Can a Monolith attempt to Deep


Strike directly over enemy models? If it does end up
landing within 1” of an enemy model does it still roll
on the Deep Strike mishap table (just ignoring the
„Terrible Accident!‟ result)?
A: It can attempt to land directly over an enemy model and if
it does so, the enemy models are pushed out of the way as
described in its „Deep Strike‟ rule and no mishap is rolled
[clarification].
Ref: RB.95A.03, TYR.48E.01, TYR.51B.02
NECRONS CODEX QUERIES (NEC) 66

NECRONS ARMY LIST: SPECIAL CHARACTERS (pages 27-31)

NEC.27C.01 – Q: When a C‟Tan is killed what armor NEC.30B.02 – Q: Is the Morale check caused by
facing does the S6 hit affect against vehicle models „Deceive‟ taken immediately?
within D6”? A: Yes and if the unit actually suffers 25% casualties that
A: Treat the hit like a shooting attack originating from the shooting phase it will test again at the end of the phase (or
former position of the C‟Tan model [clarification]. fall back again if it failed the first test) [clarification].
Ref: NEC.15D.01, WH.14A.01, WH.23E.01
NEC.27C.02 – Q: Are C‟Tan immune to „Instant
Death‟ in general or only against Wraithcannons? NEC.30D.01 – Q: How does the Deceivers „Dread‟
What about D-Cannons? power work against opponents who always hit on a
A: C‟Tan are only immune to the specific weapons listed in fixed number regardless of Weapon Skill (like „on a
their „Necrodermis‟ special rule [RAW]. 3+‟, for example)?
A: In such a case, roll off each round of combat to see
NEC.27F.01 – Above all Others: Ignore the reference to which rule takes precedence [RAW].
being picked out “even if within 6 [inches] of other targets”
as it refers to rules that are no longer used [clarification]. NEC.30E.01 – Q: When the Deceiver leaves combat
via „Misdirect‟ is he actually falling back?
NEC.29D.01 – Q: Are enemy models partially under A: No, he makes a fall back move but is not considered to
the „Gaze of Death‟ blast automatically hit? be „falling back‟ (and therefore cannot be „Trapped!‟ for
A: No, only on a roll of „4+‟ [RAW]. example) [RAW].

NEC.30B.01 – Q: What type of saves, if any, do


Fearless models get against wounds inflicted by the
„Deceive‟ special rule (per the GW online Necron
FAQ)?
A: Only Armor and Invulnerable saves may be taken
against these wounds [clarification].
ORKS CODEX QUERIES (ORK) 67
Don‟t forget to check out the official Ork FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m970066a_FAQ_Orks_Feb2010

FORCES OF THE ORKS: ORK SPECIAL RULES (page 31)

ORK.31A.01 – Q: Can a player wait until the end of ORK.31B.01 – Q: Does the Ld value of an Ork in a mob
the shooting phase to call the Waaagh? benefit from the „Mob Rule‟ when they are targeted
A: Yes, but any units that make a „run‟ move before the individually such as with Eldar Mind War?
Waaagh! is called do not gain the fleet ability in the A: Yes, individual Orks within a mob may always benefit from
subsequent Assault phase [clarification]. the Mob Rule up to a maximum Ld value of 10 (no matter
how many Orks beyond ten the mob actually has)
[clarification].

FORCES OF THE ORKS: MEKBOYZ (pages 34-35)

ORK.34B.01 – Q: Does a Kustom Force Field provide a ORK.35.02 – Q: If a vehicle is hit by a “Raargh” Shokk
4+ or a 5+ cover save to friendly vehicles? Attack result, is the vehicle removed from the table
A: A 4+ cover save for being „obscured‟ [clarification]. regardless of the damage caused by the penetrating
hit?
ORK.35.01 – Q: If a Shokk Attack Gun suffers a A: No, the vehicle only suffers an automatic penetrating hit
“Oops”, “Gah”, “Sploosh”, “Bzaap” or “Raargh” result [clarification].
does the player still have to roll „to hit‟ with the
Scatter dice?
A: Yes [RAW].

FORCES OF THE ORKS: WEIRDBOYZ (pages 36-37)

ORK.37B.01 – Q: If a Wierdboy embarked on a


vehicle that is moving at cruising speed (or faster)
rolls either „Frazzle‟ or „Zzap‟, what happens?
A: As the Wierdboy is unable to shoot in such a situation,
nothing happens [RAW].

FORCES OF THE ORKS: PAINBOYZ (page 38)

ORK.38A.01 – Q: If an Independent Character joins a


mob with a Painboy, does he gain the „Feel No Pain‟
universal special rule?
A: Yes, as Dok‟s Tools are a piece of Wargear that specifies
which models gain the special rule [clarification].
Ref: IG.71F.01, RB.48B.02, ORK.59A.01, SM.55A.01

FORCES OF THE ORKS: TRUKKS (page 41)

ORK.41C.01 – Q: If a Trukk suffers a „Kaboom!‟ result


does the model become a wreck?
A: No, it is removed and replaced with an area of difficult
ground [rules change].
Ref: RB.61K.02
ORKS CODEX QUERIES (ORK) 68

FORCES OF THE ORKS: TANKBUSTAS (page 42)

ORK.42E.01 – Q: Can vehicles take cover saves ORK.42E.02 – Q: If Tankbustas embarked on a vehicle
against Bomb Squig attacks? roll a „1‟ when releasing their Bomb Squig, what
A: Bomb Squigs are not a shooting attack per se, so in happens?
general no. However, vehicles that are „obscured‟ (such as a A: Resolve the attack against their vehicle‟s rear armor value
skimmer that moved „flat out‟) or that always get a cover [clarification].
save for some reason would still be able to use it against a
Bomb Squig [clarification].

FORCES OF THE ORKS: Deffkoptas (page 48)

ORK.48F.01 – Q: When is a Bigbomm attack resolved? ORK.48F.02 – Q: Is the scatter for a Bigbomm
A: Bigbomm attacks are resolved immediately after the reduced by the firer‟s Ballistic Skill? Can cover saves
player finishes moving the Deffkopta unit [clarification]. be taken against them? Are they affected by Night
Fighting?
A: The scatter is not reduced by the firer‟s BS. Cover and
vehicle armor facings are determined like a barrage weapon
(from the center hole of the blast). A Bigbomm is not a
shooting attack per se, so is not affected by Night Fighting,
Veil of Tears, etc, and does not affect the Deffkopta‟s choice
of target in the subsequent shooting and/or assault phase
[clarification].
Ref: ELD.35B.02, ELD.49B.03

FORCES OF THE ORKS: BATTLEWAGONS (page 55)

+ORK.55D.01 – Q: If the hits caused by a Deff Rolla +ORK.55D.02 – Q: If a skimmer manages to


manage to „explode‟ an enemy vehicle during a „ram‟, successfully dodge a ramming Battlewagon, does it
does the ramming vehicle continue its move? still suffer hits from the Deff Rolla?
A: Yes, the Deff Rolla hits are worked out simultaneously A: No, as a successful dodge by a skimmer means the
along with the hit inflicted due to ramming. If any of this vehicle wasn‟t actually rammed (tank shocked) [clarification].
damage causes the enemy vehicle to „explode‟ then the ram
move continues as normal [clarification]. +ORK.55D.03 – Q: Can a Deff Rolla be destroyed via a
„weapon destroyed‟ damage result?
A: No, as it does not function as a weapon [clarification].

FORCES OF THE ORKS: MAD DOK GROTSNIK (page 59)

ORK.59A.01 – Q: Does Grotsnik himself benefit from ORK.59C.01 – Q: If Grotsnik appears to be out of
his own „Dok‟s Tools‟, both when on his own and Assault range in the shooting phase is he forced to
when joined to a unit? „run‟ towards the nearest enemy or can he choose to
A: Grotsnik benefits from his own Dok‟s Tools, both when on shoot a weapon instead?
his own and when joined to a unit [clarification]. A: Grotsnik (and his unit) only must assault if possible in the
Ref: IG.71F.01, ORK.38A.01, RB.48B.02, SM.55A.01 Assault phase, so they are free to either „run‟ or shoot as the
player sees fit in the shooting phase [clarification].
Ref: DE.09B.01, WH.27B.01
ORKS CODEX QUERIES (ORK) 69

FORCES OF THE ORKS: OLD ZOGWORT (page 61)

ORK.61A.01 – Q: If Zogwort rolls for power weapon ORK.61D.04 – Q: If an Independent Character is


attacks while in close combat, do they combine with joined to a unit when turned into a Squig, does the
his poisoned attacks (so that he wounds on a „2+‟ and Squig remain joined to the unit?
ignores armor saves)? A: Yes [clarification].
A: Zogwort‟s „Pit of Vipers‟ is not a weapon and may
therefore be combined with the power weapon ability [RAW]. ORK.61D.05 – Q: If the Ork player does not have a
Squig model can Zogwort still use the curse?
ORK.61D.01 – Q: Does Zogwort have to pass a A: No, Zogwort may only use his curse if the Ork player has
psychic test to use his curse? Is the Curse a psychic a squig model available [RAW].
shooting attack?
A: A psychic test must be passed to use the Curse and it is ORK.61D.06 – Q: If an Independent Character that is
not a psychic shooting attack [clarification]. also a „Troops‟ choice (such as an Officer from an
Imperial Guard Platoon) gets turned into a Squig can
ORK.61D.02 – Q: Can the Curse be used if Zogwort he still capture an objective? Can a Squig ever
and/or his target are locked in combat? contest an objective being captured by the enemy?
A: No [clarification]. A: Yes and yes [clarification].

ORK.61D.03 – Q: Does a character turned into a Squig


give up a Kill Point or Victory Points at the end of the
game or must the Squig model be killed first?
A: As the Squig replaces the character, it must be killed for a
Kill Point or Victory Points to be awarded for the character
[clarification].
Ref: TAU.26G.01

FORCES OF THE ORKS: BOSS SNIKROT (page 62)

ORK.62C.01 – Q: Can an Independent Character (such


as a Warboss on a bike) join Snikrot‟s unit before the
game and arrive with them via „Ambush‟?
A: No, as Snikrot‟s ability is a special rule that does not
specify it affects other ICs joined to his unit, it does not
[clarification].
Ref: RB.95A.01, SM.92.01

FORCES OF THE ORKS: BOSS ZAGSTRUK (page 63)

ORK.63C.01 – Zagstruk does not have the „Waaagh!‟ ORK.63C.02 – Q: If D3 Vulchas are killed while
special rule [typo]. landing do these casualties count towards combat
resolution?
ORK.63C.01 – Q: Can Zagstruk and the Vulchas run A: Yes [clarification].
the turn they arrive via Deep Strike?
A: Yes [clarification].

ORK WARGEAR: OTHER EQUIPMENT (page 92)

ORK.92A.01 – Q: If an Ammo Runts are taken by a


mob, as opposed to a character (as with Flash Gitz),
which models can use the re-roll?
A: In this case, any model in the unit may use the Ammo
Runt‟s re-roll [clarification].
ORKS CODEX QUERIES (ORK) 70

ORK WARGEAR: ORK VEHICLE UPGRADES (page 93)

ORK.93C.01 – Q: If a Boarding Plank is used to attack ORK.93I.01 – Q: If a vehicle with a Stikkbomb


a Walker does the Walker get to strike back? Chukka is destroyed (via a „Death or Glory‟ attack, for
A: No [RAW]. example) and its embarked passengers charge into
combat the ensuing Assault phase do they still
ORK.93D.01 – Q: In games that allow Flyers, can an benefit from the Chukka?
Ork Grabbin‟ Klaw be used to grab one? A: Yes [RAW].
A: No [rules change]. Ref: BT.42B.03, BA.06N.01, DH.32B.03, DA.35A.01, SM.75B.01,
SM.82C.01, SW.45B.01
+ORK.93H.01 – Q: Is a Trukk with a Reinforced Ram
allowed to ram other vehicles? ORK.93J.01 – Q: If the Wreckin‟ Ball hits an enemy
A: Yes it is [clarification]. vehicle, what armor facing is used? Can it be used in
an opponent‟s assault phase?
A: Resolve it as a (very) short-ranged shooting attack
originating from wherever the Wreckin‟ Ball is on the Trukk
model. It may only be used in the Ork player‟s Assault phase
[clarification].

ORK ARMY LIST: HQ (pages 96-97)

ORK.96C.01 – Wazzdaka has a Dakkacannon [typo].

ORK ARMY LIST: ELITES (pages 98-99)

ORK.99C.01 – Q: Can a Painboy in a Nobz mob take a ORK.99C.01 – Q: Does taking Snikrot replace one of
bosspole, Waaagh! banner, Ammo runt or „eavy the Kommandos in the mob?
armour? A: No, Snikrot is taken in addition to the Kommandos in the
A: Yes, as the Nob can take any of these upgrades before mob (although a Nob may not be included in the same mob)
being made into a Painboy (he just can‟t upgrade his [RAW].
weapons as those have to be replaced when he becomes a
Painboy) [clarification].

ORK ARMY LIST: TROOPS (page 100)

ORK.100B.01 – Q: If a Gretchin unit has 29 Grots in it,


is the unit required to have two or three Runtherds?
A: One Runtherd per full 10 Gretchin, so 29 Grots require
only two Runtherds [RAW].

ORK ARMY LIST: FAST ATTACK (page 101)

ORK.101A.01 – Q: Does taking Zagstruk replace one


of the Stormboyz in the mob?
A: No, Zagstruk is taken in addition to the Stormboyz in the
mob (although a Nob may not also be included in the same
mob) [RAW].
ORKS CODEX QUERIES (ORK) 71

ORK ARMY LIST: HEAVY SUPPORT (pages 102-103)

ORK.102A.01 – Q: Besides the Killakannon, how are ORK.103A.01 – Q: Does taking Badrukk replace one
the other weapons mounted on a Battlewagon? of the Flash Gitz in the mob?
A: Players are free to mount the other weapons on a A: No, Badrukk is taken in addition to the Flash Gitz in the
scratch-built Battlewagon however they see fit (i.e. in a mob [RAW].
turret, sponson, fixed or otherwise), as long as this is
absolutely clear by looking at the model [clarification]. ORK.103C.01 – The Looted Wagon should refer back to
page 54 [typo].
SPACE MARINES CODEX QUERIES (SM) 72

SPACE MARINE GENERAL QUERIES

SM.GEN.01 – Q: Several army list entries refer to SM.GEN.02 – Q: If an army contains two characters
“digital lasers” and “power sword(s)”, what exactly with „Chapter Tactics‟ when exactly does the player
do these things do? choose which version to use?
A: These should actually read “digital weapons” and “power A: It must be declared before either player deploys
weapons” respectively [typo]. [clarification].

FORCES OF THE SPACE MARINES: SPECIAL RULES (page 51)

SM.51B.01 – Q: When a unit with ATSKNF regroups at SM.51D.01 – Q: If a player declares that a unit is
the start of their turn do they get the 3” move for arriving from Reserves inside a vehicle can that unit
regrouping as well as their normal move? be split into combat squads when it arrives?
A: No, a unit with ATSKNF that regroups at the start of their A: No, besides a Drop Pod, a unit that arrives from Reserves
turn may move normally instead of getting the 3” move in a vehicle cannot be split into combat squads [RAW].
[rules change]. Ref: BA.05B.01, DA.23D.01
Ref: BT.22A.02, BA.05A.01, DA.23A.01, SW.24F.01

FORCES OF THE SPACE MARINES: CHAPTER MASTER (page 52)

SM.52B.01 – Q: Can a Chapter Master use Orbital


Bombardment when embarked on a Land Raider?
A: No. Firing from a vehicle requires the model to use a Fire
Point, even if the weapon itself doesn‟t require line of sight
[clarification].
Ref: ELD.28C.02

FORCES OF THE SPACE MARINES: HONOUR GUARD (page 53)

SM.53A.01 – Q: If a Chapter Champion is in base


contact with an Independent Character that has a
retinue is he able to direct his attacks against the
Independent Character (and re-roll misses)?
A: No, as Attacks against an Independent Character with a
retinue are actually made against the whole retinue unit
[RAW].
SPACE MARINES CODEX QUERIES (SM) 73

FORCES OF THE SPACE MARINES: COMMAND SQUAD (page 55)

SM.55A.01 – Q: If an Independent Character joins a SM.55A.02 – Q: If a unit with an Apothecary is killed


Command Squad with an Apothecary does he gain the at the same time as other members of his unit do the
„Feel No Pain‟ universal special rule? other squad members still get to make their „Feel No
A: Yes, as the Narthecium is a piece of Wargear that Pain‟ saves?
specifies which models gain the special rule [clarification]. A: A unit with an Apothecary is a „complex unit‟ so the
Ref: IG.71F.01, ORK.38A.01, ORK.59A.01, RB.48B.02 owning player can choose to take all the other squad
member‟s saving throws and corresponding „Feel No Pain‟
saves before attempting the Apothecary‟s saving throw(s)
[RAW].

FORCES OF THE SPACE MARINES: LIBRARIAN PSYCHIC POWERS (page 57)

SM.57F.01 – Q: What happens with „Null Zone‟ vs. SM.57H.02 – Q: Can „The Gate of Infinity‟ be used on
special rules that re-roll failed invulnerable saves like a unit (including the Psyker) that is falling back or
„Fortune‟ or „Oracle of Eternity‟? locked in close combat?
A: In this case, all the saves, both successful (Null Zone) and A: A unit that is falling back (because they are unable to
the failed (Fortune, Oracle of Eternity) are rolled again once regroup that turn) or locked in close combat, including the
[RAW]. To save time (and pointless rolling), if both players psyker himself, may not be transported via „The Gate of
agree these rules can simply cancel each other out instead. Infinity‟ [clarification].
Ref: SW.52C.01, TYR.56B.01
SM.57I.01 – Q: If a Librarian embarked on a vehicle
SM.57H.01 – Q: Does „The Gate of Infinity‟ work with attempts to use „Vortex of Doom‟ and fails his psychic
a Homing Beacon to prevent scatter? test, what happens?
A: Yes [RAW]. A: In this case, the Vortex is centered over the vehicle
carrying the Librarian (without scattering) and is resolved
against the vehicle‟s rear armor value [clarification].

FORCES OF THE SPACE MARINES: SCOUT BIKE SQUAD (page 67)

SM.67A.01 – Q: When exactly does a player booby- SM.67A.03 – Q: If a Drop Pod lands in a booby-
trap terrain with Cluster Bombs? trapped piece of terrain, what happens?
A: After terrain is settled upon. In the case of standard A: The booby-trap is triggered against the Drop Pod before
rulebook missions that means before the roll to select a the unit inside disembarks [clarification].
mission is made [RAW].
SM.67B.01 – Q: Can a locator beacon be utilized by
SM.67A.02 – Q: If a unit starts the game in a booby- the opponent‟s Deep Striking units?
trapped piece of terrain, what happens? A: No [clarification].
A: The booby-trap will be triggered the first time the unit
moves [clarification].
SPACE MARINES CODEX QUERIES (SM) 74

FORCES OF THE SPACE MARINES: DROP POD (page 69)

SM.69A.01 – Q: When a player deploys a Drop Pod SM.69C.01 – If a Space Marine Drop Pod‟s scatter
can he choose to keep the doors open or closed? If would take it off the table is the scatter reduced as
the Drop Pod doors are deployed open can models if it were landing in impassable terrain?
deploy within 2” of them? A: No, in this case the Drop Pod suffers a Deep Strike
A: Once the Drop Pod lands, the doors remain open for the mishap. Make one roll for both the Pod and the embarked
rest of the game. However, all measurements to and from unit on the mishap table [RAW].
the Drop Pod, besides firing its weapon, are done based on Ref: BT.22B.01, BA.06O.01, DA.35B.01, SW.47C.01
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
[clarification].
If the doors cannot be opened (they are glued in place or a
player is using a model that doesn‟t have doors that
open/has a solid core), both players must agree before the
game to either pretend, to the best of their abilities, that
the doors are open and both players can see „through‟ the
core for line of sight purposes, or they can play that the
model blocks line of sight „as is‟ in which case the Space
Marine player will be unable to fire the Drop Pod‟s weapon
(a trade-off for the improved line of sight blocking ability of
the model) [rules change].
Ref: BT.22B.04, BA.26C.03, DA.35B.02, SW.47A.01

FORCES OF THE SPACE MARINES: TECHMARINE (page 71)

SM.71A.01 – Q: Can a Space Marine Techmarine who SM.71C.01 – Q: Can a Servo-arm‟s additional
started the turn embarked on a vehicle attempt to Powerfist attack be used the same phase a
repair it? Techmarine uses his Power Weapon?
A: Yes he can [clarification]. A: Yes it can [clarification].
Ref: BT.36C.02, BA.06C.01, IG.34A.02, DA.31A.02 Ref: BT.28J.01, BA.06Y.01, DA.31B.01, IG.34C.01, SW.38C.01

SM.71A.02 – Q: Can a Space Marine Techmarine in


contact with multiple damaged vehicles attempt to
fix them all in the same Shooting phase?
A: No, he may only attempt to repair a single vehicle
[clarification].
Ref: BT.36C.01, BA.06C.02, DA.31A.01, IG.34A.01, SW.38B.01

FORCES OF THE SPACE MARINES: SERVITOR (page 72)

SM.72A.01 – Q: If a Mindlocked Servitor unit is locked SM.72A.02 – Q: What happens if a Mindlocked


in combat can it perform a sweeping advance, Servitor unit is forced to Fall Back?
consolidation and/or pile-in moves? A: The unit counts as „Falling Back‟ but does not move. In
A: Mindlocked Servitors will fight normally, but cannot make following turns if they pass their „Mindlock‟ test they will then
sweeping advances, consolidations and/or pile-in moves. If, start making fall back moves. Mindlocked Servitors that Fall
after the enemy makes their pile-in moves Mindlocked Back from combat do not move but are not run down unless
Servitors find themselves not engaged with any enemy they the enemy is able to roll high enough to do so. If that
no longer count as being locked in the combat [clarification]. doesn‟t occur, the enemy will have to use its consolidation to
Ref: ELD.46B.01/ELD.47C.01, IG.34B.01, RB.41C.02, RB.73A.01, move at least 1” away from the Servitors [clarification].
TYR.54D.05, TYR.84E.01 Ref: IG.34B.02
SPACE MARINES CODEX QUERIES (SM) 75

FORCES OF THE SPACE MARINES: THUNDERFIRE CANNON (page 73)

SM.73A.01 – Q: If a Thunderfire Cannon is destroyed


does then killing the Techmarine earn an extra Kill
Point?
A: No, the unit is only worth one Kill Point total when both
models are killed/destroyed [clarification].

FORCES OF THE SPACE MARINES: LAND SPEEDER STORM (page 75)

SM.75B.01 – Q: If a Land Speeder Storm is destroyed


(by moving into booby-trapped terrain, for example)
and its embarked passengers charge into combat the
ensuing Assault phase do they still benefit from the
Cerebus Launcher?
A: Yes [RAW].
Ref: BT.42B.03, BA.06N.01, DH.32B.03, DA.35A.01, ORK.93I.01,
SM.82C.01, SW.45B.01

FORCES OF THE SPACE MARINES: LAND RAIDER (page 81)

SM.81B.01 – Q: Can the Machine Spirit operate a SM.81B.02 – Q: Can the Machine Spirit be used to fire
weapon that has already been fired that shooting a weapon on the same turn a Land Raider uses Smoke
phase? Launchers?
A: No [clarification]. A: No [clarification].
Ref: BT.29I.01, DA.34D.01, SW.44B.01 Ref: BT.29I.02, BA.06S.01, DA.34D.02, SW.44B.02

FORCES OF THE SPACE MARINES: LAND RAIDER CRUSADER (page 82)

SM.82C.01 – Q: If a Land Raider Crusader is


destroyed (by ramming an enemy vehicle, for
example) and its embarked passengers charge into
combat the ensuing Assault phase do they still
benefit from Frag Assault Launchers?
A: Yes [RAW].
Ref: BT.42B.03, BA.06N.01, DH.32B.03, DA.35A.01, ORK.93I.01,
SM.75B.01, SW.45B.01

FORCES OF THE SPACE MARINES: MARNEUS AUGUSTUS CALGAR (page 84)

SM.84B.01 – Q: If a unit uses „God of War‟ to pass a


Morale Check in close combat does this trigger „No
Retreat‟ wounds?
A: Yes [clarification].
Ref: DH.22B.01, WH.26B.01
SPACE MARINES CODEX QUERIES (SM) 76

FORCES OF THE SPACE MARINES: TORIAS TELION (page 88)

SM.88A.01 – Q: If Telion is taken does his entire unit SM.88B.01 – Q: How exactly is Telion‟s „Eye of
benefit from Stealth even if they don‟t take Camo Vengeance‟ special rule resolved?
Cloaks? A: Wounds caused by Telion are allocated first (by the player
A: No, only the models with Stealth actually benefit from it controlling Telion), followed by the wounds inflicted by the
[clarification]. rest of his unit [clarification].
Ref: RB.76F.01

FORCES OF THE SPACE MARINES: ANTARO CHRONUS (page 89)

SM.89.01 – Q: Is Chronus worth a Kill Point if he SM.89.02 – Q: How does Chronus work in games
manages to escape his vehicle? utilizing Victory Points?
A: Chronus‟s vehicle is worth 1 Kill Point and Chronus himself A: Chronus‟s point value is just added to the vehicle unless
is worth another Kill Point if (and only if) he manages to he manages to escape when it is destroyed. In this case, the
escape and is later killed [clarification]. vehicle gives up its points for being destroyed and Chronus‟s
Ref: TAU.30E.01 70 pts are only awarded if he is killed [clarification].

FORCES OF THE SPACE MARINES: KAYVAAN SHRIKE (page 92)

SM.92.01 – Q: Can another Independent Character SM.92.02 – Q: Can Shrike join a unit before the game
join Shrike (and his unit) before the game and gain and use his „Seen, But Remain Unseen‟ ability to allow
the infiltrate special rule? them all to infiltrate?
A: No, as Shrike‟s ability is a special rule that does not A: Yes, Shrike may nominate a unit he is going to join and
specify it affects other ICs joined to his unit, it does not together they may infiltrate [rules change].
[clarification]. Ref: ELD.56B.01
Ref: ORK.62C.01, RB.95A.01

FORCES OF THE SPACE MARINES: VULCAN HE‟STAN (page 93)

SM.93A.01 – Q: Does Vulkan‟s Chapter Tactics benefit SM.93A.02 – Q: Does Vulkan‟s Chapter Tactics benefit
weaponry of allied units included in the army (such as the Flamestorm Cannon on a Land Raider Redeemer?
allied Sisters of Battle flamers, for example)? A: No [RAW].
A: Yes, if the weapon is part of his army, including
inquisitorial allies, then it benefits from his Chapter Tactics SM.93A.03 – Q: Does Vulkan‟s Chapter Tactics benefit
special rule [RAW]. his own Gauntlet of the Forge when it is fired as a
Ref: IG.GEN.01, SW.56B.01 Heavy Flamer?
A: Yes, as it is fired as a heavy flamer [RAW].

FORCES OF THE SPACE MARINES: KOR‟SARRO KHAN (page 94)

SM.94D.01 – Q: When Khan rolls a „6‟ to wound


with Moonfang, does this inflict instant death on
creatures with a Toughness so high that he cannot
normally harm them?
A: No, Khan must still successfully score an unsaved
wound with a roll of „6‟ in order to cause Instant Death. If
the creatures Toughness is too high, or the wound is
subsequently saved by an invulnerable save, then Instant
Death is not inflicted [clarification].
Ref: TYR.84C.01
SPACE MARINES CODEX QUERIES (SM) 77

SPACE MARINE ARMY LIST: HQ (pages 129-133)

SM.132B.01 – Q: Can a Veteran in a Command Squad SM.132B.02 – Q: Can Apothecaries in a Command


take additional equipment (such as a Storm Shield or Squad take upgrades as though they are a „Veteran‟?
Storm Bolter) before being upgraded to a Company A: No they cannot [RAW].
Champion?
A: Yes, as the Power Weapon and Combat Shield do not
replace any of the model‟s existing gear [RAW]. Remember
that all wargear taken must be represented on the model.

SPACE MARINE ARMY LIST: DEDICATED TRANSPORTS (page 135)

SM.135A.01 – Rhino: The Storm bolter is pintle-mounted SM.135B.02 – Q: Can a unit containing more than
[clarification]. six models be equipped with a Razorback transport?
A: Yes, but unless the unit is split via the „Combat Squads‟
rule it will be unable to embark on the vehicle until it is
SM.135B.01 – Razorback: The twin-linked Heavy bolter
reduced to six models or less [RAW].
is turret-mounted [clarification].
Ref: BA.26B.02

SM.135C.01 – Drop Pod: The Storm bolter is pintle-


mounted [clarification].

SPACE MARINE ARMY LIST: FAST ATTACK (pages 139-141)

SM.139C.01– Land Speeder Squadrons: All Land SM.141A.01– Land Speeder Storm: All Land Speeder
Speeder weapons are hull-mounted [clarification]. weapons are hull-mounted [clarification].

SPACE MARINE ARMY LIST: HEAVY SUPPORT (pages 142-143)

SM.142C.01 – Land Raider: The twin-linked Heavy SM.143B.01 – Predator: The Autocannon is turret-
Bolter is hull-mounted and the twin-linked Lascannons are mounted [clarification].
sponson-mounted [clarification].
SM.143C.01 – Whirlwind: The Whirlwind Missile
SM.142D.01 – Land Raider Crusader: The Multi-melta Launcher is turret-mounted [clarification].
is pintle-mounted, the twin-linked Assault Cannons are hull-
mounted and the Hurricane Bolters are sponson-mounted SM.143D.01 – Vindicator: The Demolisher Cannon is
[clarification]. hull-mounted and the Storm bolter is pintle-mounted
[clarification].
SM.143A.01 – Land Raider Redeemer: The twin-linked
Assault Cannons are hull-mounted and the Flamestorm
cannons are sponson-mounted [clarification].
SPACE WOLVES CODEX QUERIES (SW) 78

SPACE WOLVES GENERAL QUERIES

SW.GEN.01 – Q: Are Space Wolves units able to take SW.GEN.02 – Q: Several Space Wolves vehicles have a
dedicated transports if the unit is too large to fit different transport capacity than their counterparts in
into the transport at the start of the game? the Space Marine codex, is this a mistake?
A: Yes they may, however the unit will not be able to A: No it is not [RAW].
embark on the transport until it reduced to a size that will
fit [RAW].

THE WARRIORS OF THE FANG: SPACE WOLVES SPECIAL RULES (page 24)

SW.24D.01/SW.24E.01 – Q: Do Space Wolves SW.24F.01 – Q: When a unit with ATSKNF regroups at


vehicles have the „Counter-Attack‟ and „Acute the start of their turn do they get the 3” move for
Senses‟ special rules? regrouping as well as their normal move?
A: No, only the units listed as having those special rules in A: No, a unit with ATSKNF that regroups at the start of their
their army list entry benefit from them [clarification]. turn may move normally instead of getting the 3” move [rules
change].
Ref: BT.22A.02, BA.05A.01, DA.23A.01, SM.51B.01

THE WARRIORS OF THE FANG: BLOOD CLAWS (page 25)

SW.25B.01 – Berserk Charge: Replace:“when they


charge” with: “when they assault” [typo].

THE WARRIORS OF THE FANG: WOLF SCOUTS (page 27)

SW.27A.01 – Special Rules: Replace: “Scout” with:


“Scouts” [typo].

THE WARRIORS OF THE FANG: LONG FANGS (page 28)

SW.28B.01 – Q: Do Independent Characters directly


benefit from „Fire Control‟ while joined to a Long
Fang pack?
A: While Independent Characters joined to the unit do not
directly benefit from „Fire Control‟, the rest of the models in
the unit are still eligible to utilize the rule in order to fire at
a second target [clarification].
SPACE WOLVES CODEX QUERIES (SW) 79

THE WARRIORS OF THE FANG: LONE WOLVES (page 29)

SW.29D.01 – Q: Does the „Beastslayer‟ special rule SW.29D.02 – Q: How does „Beastslayer‟ function
apply to both ranged and close combat attacks? against enemy units only partially comprised of
A: Yes [RAW]. Monstrous Creatures and/or models with at least
Toughness 5 (such as a Necron Tomb Spyder with
Scarabs)?
A: Against such units, „Beastslayer‟ cannot be used unless the
Lone Wolf is able to specifically target only the applicable
models in the unit (such as allocating close combat attacks
against a T5 Independent Character that is joined to a unit)
[clarification].
Ref: SW.35B.01, SW.51B.02, SW.64F.02

THE WARRIORS OF THE FANG: WOLF GUARD (page 30)

SW.30B.01 – Q: Can a Wolf Guard fire a Cyclone


Missile Launcher along with (either portion of) a
Combi-weapon?
A: No, a Cyclone Missile Launcher may only be fired
along with a Storm Bolter [RAW].

THE WARRIORS OF THE FANG: FENRISIAN WOLVES (page 31)

SW.31B.01 – Q: What happens if a rule dictates that


a Fenrisian Wolf (that was chosen as wargear)
should be moved more than 2” away from its
character (such as with an Assault or Pile-In move)?
A: You must attempt to follow both rules wherever
possible. Ultimately however, the mandate to keep the
Wolf within 2” of its character takes precedence [RAW].

THE WARRIORS OF THE FANG: WOLF PRIESTS (page 35)

SW.35B.01 – Q: How is „Oath of War‟ resolved SW.35B.02 – Q: If „Oath of War‟ is declared against
against units that only partially contain models of „Infantry‟ is the „Preferred Enemy‟ bonus gained
the selected unit type (such as a Tomb Spyder with against crew models in an „Artillery‟ unit?
Scarabs when „Monstrous Creature‟ is the selected A: Yes [clarification].
Unit Type)?
A: Against such units, „Oath of War‟ provides no benefit SW.35B.03 – Q: If „Jump Infantry‟ is chosen for „Oath
unless the Wolf Priest is able to specifically target only the of War‟ would this be of any benefit against a Chaos
applicable models in the unit [clarification]. Bloodthirster, for example?
Ref: SW.29D.02, SW.50B.01, SW.51B.02, SW.64F.02 A: No. If a model just „moves as‟ a different unit type from
what they are, then they still count as their original unit type
for „Oath of War‟ [RAW].
SPACE WOLVES CODEX QUERIES (SW) 80

THE WARRIORS OF THE FANG: RUNE PRIESTS (page 36)

SW.36C.01 – Q: How exactly is line of sight


determined regarding „Chooser of the Slain‟ when a
Rune Priest shoots?
A: If any model in the target enemy unit can draw line of
sight to the Chooser of the Slain (as if they were trying to
shoot at the Chooser of the Slain model) then the Rune
Priest gets the bonus [clarification].

THE WARRIORS OF THE FANG: RUNE PRIESTS PSYCHIC POWERS (page 37)

SW.37B.01 – Q: Does the Thunderclap blast scatter? SW.37H.02 – Q: If a Rune Priest is part of a unit, is
Can cover saves be taken against it? „Jaws of the World Wolf‟ restricted by where the rest of
A: Although a psychic shooting attack, it isn‟t technically a his unit shoots?
„blast‟ weapon, so will not scatter and cover is handled as A: Yes, the first model touched by „Jaws‟ must be part of the
for a standard ranged weapon [clarification]. same enemy unit that the rest of his squad is firing at
[clarification].
SW.37H.01 – Q: Can „Jaws of the World Wolf‟ affect Ref: CD.73A.01, DA.39D.01, ELD.28F.01, WH.14E.01
friendly models and/or models locked in close
combat? SW.37H.03 – Q: If a Rune Priest uses „Jaws of the
A: „Jaws‟ does affect friendly models it touches, although World Wolf‟ does it prohibit which enemy unit he may
the line may not be drawn across any models locked in charge in the subsequent Assault phase?
close combat [clarification]. A: Yes, he may only declare an assault against the enemy unit
that contains (or contained) the first model touched by „Jaws‟
in the previous shooting phase [clarification].
Ref: CD.73A.02, DA.39D.02, ELD.28F.02, WH.14E.02

THE WARRIORS OF THE FANG: IRON PRIESTS (page 38)

SW.38A.01 – Q: Do Thrall-Servitors suffer from SW.38B.02 – Q: If an Iron Priest has „The Saga of the
„Mindlock‟ like Space Marine Servitors? Are they Iron Wolf‟ and is accompanied by three Thrall-
removed from play if the Iron Priest dies? Servitors, will he successfully repair a damaged vehicle
A: No and No [RAW]. even on a roll of a „1‟?
A: Yes he will [RAW].
SW.38B.01 – Q: Can an Iron Priest in contact with
multiple damaged vehicles attempt to fix them all in SW.38C.01 – Q: Can a Servo-arm‟s additional Powerfist
the same Shooting phase? attack be used the same phase an Iron Priest uses his
A: No, he may only attempt to repair a single vehicle Thunderhammer?
[clarification]. A: Yes it can [clarification].
Ref: BT.36C.01, DA.31A.01, IG.34A.01, SM.71A.02, SM.71A.02 Ref: BT.28J.01, BA.06Y.01, DA.31B.01, IG.34C.01, SM.71C.01
SPACE WOLVES CODEX QUERIES (SW) 81

THE WARRIORS OF THE FANG: LAND RAIDER (pages 44-45)

SW.44B.01 – Q: Can the Machine Spirit operate a SW.45B.01 – Q: If a Land Raider Crusader is
weapon that has already been fired that shooting destroyed (by ramming an enemy vehicle, for
phase? example) and its embarked passengers charge into
A: No [clarification]. combat the ensuing Assault phase do they still
Ref: BT.29I.01, DA.34D.01, SM.81B.01 benefit from Frag Assault Launchers?
A: Yes [RAW].
SW.44B.02 – Q: Can the Machine Spirit be used to Ref: BT.42B.03, BA.06N.01, DH.32B.03, DA.35A.01, ORK.93I.01,
fire a weapon on the same turn a Land Raider uses SM.75B.01, SM.82C.01
Smoke Launchers?
A: No [clarification].
Ref: BT.29I.02, BA.06S.01, DA.34D.02, SM.81B.02

THE WARRIORS OF THE FANG: DROP POD (page 47)

SW.47A.01 – Q: When a player deploys a Drop Pod SW.47C.01 – If a Space Marine Drop Pod‟s scatter
can he choose to keep the doors open or closed? If would take it off the table is the scatter reduced as
the Drop Pod doors are deployed open can models if it were landing in impassable terrain?
deploy within 2” of them? A: No, in this case the Drop Pod suffers a Deep Strike
A: Once the Drop Pod lands, the doors remain open for the mishap. Make one roll for both the Pod and the embarked
rest of the game. However, all measurements to and from unit on the mishap table [RAW].
the Drop Pod, besides firing its weapon, are done based on Ref: BT.22B.01, BA.06O.01, DA.35B.01, SM.69C.01
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
[clarification].
If the doors cannot be opened (they are glued in place or a
player is using a model that doesn‟t have doors that
open/has a solid core), both players must agree before the
game to either pretend, to the best of their abilities, that
the doors are open and both players can see „through‟ the
core for line of sight purposes, or they can play that the
model blocks line of sight „as is‟ in which case the Space
Marine player will be unable to fire the Drop Pod‟s weapon
(a trade-off for the improved line of sight blocking ability of
the model) [rules change].
Ref: BT.22B.04, BA.26C.03, DA.35B.02, SM.69A.01

THE WARRIORS OF THE FANG: BJORN THE FELL-HANDED (page 49)

SW.49B.01 – Q: If Bjorn uses „Ancient Tactician‟ to re- SW.49B.02 – Q: Can „Ancient Tactician‟ be used on
roll the dice to go first, and that re-rolled result is a the „seize the initiative‟ roll to steal the first turn?
tie between the players. When the players roll yet A: No [clarification].
again to determine who goes first, can „Ancient
Tactician‟ now be used again? SW.49C.01 – Q: What does a successful „War of the
A: Yes it can [clarification]. Primarch‟ saving throw accomplish? Can this
invulnerable save be utilized after a cover save is
attempted?
A: A successful save means the glancing or penetrating hit is
ignored. As with non-vehicle models, only one type of save
may be attempted per hit [clarification].
SPACE WOLVES CODEX QUERIES (SW) 82

THE WARRIORS OF THE FANG: ULRIK THE SLAYER (page 50)

SW.50B.01 – Q: How does „Slayer‟s Oath‟ function


against enemy units only partially comprised of
models with at least Toughness 5?
A: Against such units, „Beastslayer‟ cannot be used unless
the attacking model is able to specifically target only the
applicable models in the unit (such as allocating close
combat attacks against a T5 Independent Character that is
joined to a unit) [clarification].
Ref: SW.29D.02, SW.35B.01, SW.51B.02, SW.64F.02

THE WARRIORS OF THE FANG: ARJAC ROCKFIST (page 51)

SW.51B.01 – Q: Does „Grimnar‟s Champion‟ special SW.51C.01 – Q: When used as a ranged weapon, does
rule apply to the „To Hit‟ rolls for both ranged and „Foehammer‟ still affect enemies like a „Thunder
close combat attacks? Hammer‟ (reducing Initiative to „1‟ and inflicting
A: Yes [RAW]. automatic „crew shaken‟, for example)?
Ref: SW.64F.01 A: No [clarification

SW.51B.02 – Q: How does „Grimnar‟s Champion‟


function against enemy units only partially comprised
of Monstrous Creatures or models with at least
Toughness 5?
A: Against such units, „Grimnar‟s Champion‟ cannot be used
unless the attacking model is able to specifically target only
the applicable models in the unit (such as allocating close
combat attacks against a T5 Independent Character that is
joined to a unit) [clarification].
Ref: SW.29D.02, SW.35B.01, SW.50B.01, SW.64F.02

THE WARRIORS OF THE FANG: LUKAS THE TRICKSTER (page 52)

SW.52C.01 – Q: What happens with „Pelt of the


Doppegangrel‟ vs. rules that allow re-rolls of failed
„To Hit‟ rolls (such as with Eldar „Guide‟)?
A: In this case, after the „To Hit‟ rolls are made, they are all
immediately rolled again („Pelt of the Doppegangrel‟ re-rolls
the successful rolls and „Guide‟, for example, re-rolls the
failures) with those results being final [RAW]. To save time
(and pointless rolling), if both players agree these rules can
simply cancel each other out instead.
Ref: SM.57F.01, TYR.56B.01
SPACE WOLVES CODEX QUERIES (SW) 83

THE WARRIORS OF THE FANG: NJAL STORMCALLER (page 53)

SW.53C.01 – Q: Is „Lord of Tempests‟ rolled for at SW.53G.02 – Q: When and how do you check range and
the start of a turn Njal arrives from Reserves? line of sight for „Living Hurricane‟?
A: No, as Njal is not in play at the start of the turn A: When an enemy unit is going to move, first check range
[clarification]. and line of sight from Njal. This entire area (within line of sight
Ref: RB.94B.02 and range of Njal), counts as difficult terrain for infantry
models during that move [clarification].
SW.53C.02 – Q: Does „Lord of Tempests‟ have any
effect while Njal is embarked on a vehicle? SW.53G.03 – Q: Can „Howling Cyclone‟ force units
A: Yes, as long as the vehicle has at least one fire point. embarked in vehicles (or buildings) to fall back?
In which case, when the power requires line of sight to A: No [clarification].
be drawn from Njal, use any fire point on his vehicle to Ref: RB.66E.02, TAU.33E.01, TAU.42H.01, TYR.58B.01
do so [clarification].
SW.53G.04 – Q: Does „Vengeful Tornado‟ occur before
SW.53F.01 – Q: Can/will Nightwing attack a friendly or after Morale Checks are taken at the end of the
model in base contact with Njal? shooting phase?
A: No, Nightwing will only attack enemy models [rules A: Resolve the attack before taking any Morale Checks at the
change]. end of the phase [clarification].

SW.53F.02 – Q: Can wounds caused by Nightwing SW.53G.05 – Q: Is „Chain Lightning‟ a shooting attack?
be allocated to other models in the unit? Does it occur before or after Morale Checks are taken
A: No, Nightwing‟s attacks are treated as standard close at the end of the shooting phase?
combat hits at Initiative 5 except that they may only affect A: It is treated exactly as a regular shooting attack except that
the specified model, which is chosen by the player being it hits automatically and can affect multiple enemy units.
attacked [clarification]. Resolve these attacks before taking any Morale Checks at the
end of the phase [clarification].
SW.53G.01 – Q: When and how do you check range
and line of sight for „Driving Gale‟?
A: When an enemy unit fires, check to see if any of the
firing models are within range and line of sight of Njal. If
so, those models (and only those models) fire at -1 BS
[clarification].

THE WARRIORS OF THE FANG: LOGAN GRIMNAR, THE GREAT WOLF (page 56)

SW.56B.01 – Q: Does „Living Legend‟ apply to SW.56C.02 – Q: If Logan and his unit are falling
allied units in the army (such as Daemonhunter back at the start of their turn and within 6” of an
or Witch Hunters)? enemy model, can the player then choose the
A: Yes it does [RAW]. „Fearless‟ special rule to allow Logan and his unit
Ref: IG.GEN.01, SM.93A.01 to immediately regroup?
A: Yes they can [rules change].
SW.56C.01 – Q: If Logan „[goes] to ground‟, at the
start of the next turn can he still use „The High King‟
to choose a special rule?
A: No he cannot [clarification].
SPACE WOLVES CODEX QUERIES (SW) 84

SPACE WOLVES WARGEAR: WEAPONS (pages 57-60)

SW.60I.01 – Q: Does a player really have to


declare how all models with Wolf Claws will use
them at the start of each Assault phase?
A: No, instead you must declare how Wolf Claws in a
particular combat will be used when starting to fight that
combat each Assault phase. If a player forgets to
declare how his Wolf Claws in a combat will be used,
then the Wolf Claws instead function as regular power
weapons that phase [clarification].

SPACE WOLVES WARGEAR: UPGRADES AND OTHER EQUIPMENT (page 62)

SW.62D.01 – Q: If an Independent Character is SW.62M.01 – Q: Models with a Wolf Tail Talisman


accompanied by Fenrisian Wolves, how many can attempt to nullify psychic powers that they are
Victory and Kill Points is this „unit‟ worth? And “affected by”. What exactly is meant by this?
does this „unit‟ take morale checks when it suffers A: Any unit containing a model with a Wolf Tail Talisman
casualties? that is targeted or directly affected by any of the following
A: The unit formed by the IC and his wolves takes morale psychic powers may attempt to nullify them:
checks and gives up Victory Points as with any other Blood Angels: Transfixing Gaze.
normal unit. The unit is worth one total Kill Point if the Chaos Space Marines: Bolt of Change, Doombolt, Gift of
character is a casualty at the end of the game Chaos, Lash of Submission, Nurgle‟s Rot, Wind of Chaos.
[clarification]. Daemonhunters: Holocaust, Scourging.
Ref: BT.27E.01, TAU.31D.01 Dark Angels: Hellfire, Mind Worm.
Eldar: Destructor, Doom, Eldritch Storm, Mind War.
Imperial Guard: Lightning Arc, Soulstorm, Weaken
SW.62F.01 – Q: Can a model equipped with the Resolve.
„Mark of the Wulfen‟ and another special close Orks: Frazzle, Zogwort‟s Curse, Zzap.
combat weapon choose to attack with the special Space Marines: The Avenger, Machine Curse, Smite, Vortex
close combat weapon? of Doom.
A: No. The model must attack with its Rending attacks and Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Wolf, Living Lightning, Murderous Hurricane, Tempest‟s
cannot benefit from any wargear (which includes weapons)
Wrath, Thunderclap.
[clarification]. Tyranids: Aura of Despair, The Horror, Hypnotic Gaze,
Leech Essense, Paroxysm, Psychic Scream, Warp Blast, Warp
SW.62K.01 – Q: If an Independent Character on a Lance.
„Thunderwolf Mount‟ has a Powerfist, are his close Witch Hunters: Divine Pronouncement, Hammer of the
combat attacks resolved at Strength 9 or 10? Witches, Purgatus, Scourging [clarification].
A: Strength 10 [clarification]. Ref: BT.25A.03, CSM.48C.01, DH.18C.01, WH.16E.01, WH.18.01B

SW.62O.01 – Q: If a Wolf Standard is used in an


Assault Phase, does it immediately take effect?
A: No, it only affects the next Assault Phase, which (in this
case) is the next player‟s Assault Phase [RAW].
SPACE WOLVES CODEX QUERIES (SW) 85

SPACE WOLVES WARGEAR: SAGAS (page 64)

SW.64A.01 – Q: Do the bonuses for „Saga of the SW.64F.02 – Q: How does „Saga of the Beastslayer‟
Wolfkin‟ continue to apply if the only model with the function against enemy units only partially
oath in the army is killed? comprised of Monstrous Creatures or models with at
A: Yes they do [clarification]. least Toughness 5?
A: Against such units, „Saga of the Beastslayer‟ cannot be
SW.64D.01 – Q: I‟m confused by the GW online used unless the attacking model is able to specifically
Space Wolves FAQ. Can an Independent Character target only the applicable models in the unit (such as
with „Saga of the Hunter‟ join a Wolf Scouts Pack allocating close combat attacks against a T5 Independent
and Outflank with them? Character that is joined to a unit) [clarification].
A: A character with „Saga of the Hunter‟ can join and Ref: SW.29D.02, SW.35B.01, SW.50B.01, SW.51B.02
outflank with a Wolf Scouts Pack however they may not
use the „Behind Enemy Lines‟ special rule [clarification]. SW.64G.01 – Q: Can a model with „Saga of the Iron
Wolf‟ embark onto a vehicle that has already moved
SW.64E.01 – Q: Do enemy models removed via a that phase and then allow it to move a further D3”?
„sweeping advance‟ count as „models killed‟ for the A: No, as the vehicle has already completed its move
„Saga of the Warrior Born‟? [clarification].
A: No they do not [clarification].
SW.64G.02 – Q: Can „Saga of the Iron Wolf‟ allow a
SW.64F.01 – Q: Does the „Saga of the Beastslayer‟ vehicle that is temporarily unable to move (such as
apply to the „To Hit‟ rolls for both ranged and close being „Stunned‟) to move D3”?
combat attacks? A: No, the vehicle must be able to move in order to utilize
A: Yes [RAW]. the „Iron Wolf‟ bonus movement [clarification].
Ref: SW.51B.01

SPACE WOLVES ARMY LIST: HQ (pages 82-85)

SW.85A.01/SW.85B.01 – Q: Does „Runic Armor‟


count as „Power Armor‟ for the purposes of taking
„Saga of the Hunter‟?
A: No it does not [clarification].

SPACE WOLVES ARMY LIST: ELITES (pages 86-88)

SW.86B.01 – Q: When exactly does a player have to SW.86B.03 – Q: If every Wolf Guard from a Pack is
declare which Wolf Guard models are being assigned as a Pack Leader to other units, does their
assigned as Pack Leaders for which units? original unit automatically give up a Kill Point in
A: This Space Wolves player must declare which (if any) „Annihilation‟ missions?
Wolf Guard models are assigned to other units before A: No, as the unit never existed during the game
either player starts to deploy [clarification]. [clarification].

SW.86B.02 – Q: Can a Wolf Guard Pack be left SW.86B.04 – Q: Are Wolf Guard with a Jump Pack
starting the game with 1-2 models while the rest really not allowed to be assigned as Pack Leaders to
are assigned as Pack Leaders in other units? „Skyclaw Assault Packs‟?
A: Yes, it is perfectly fine for a Wolf Guard Pack to start the A: Unfortunately, no [RAW].
game with only one or two models in it if the rest have
been assigned as Pack Leaders [clarification].
SPACE WOLVES CODEX QUERIES (SW) 86

SPACE WOLVES ARMY LIST: ELITES (pages 86-88) CONTINUED

SW.87C.01 – Q: Are Cyberwolves accompanying an SW.88A.01 – Special Rules: Replace: “Scout” with:
Iron Priest considered „Infantry‟ or „Beasts‟? Are “Scouts” [typo].
they removed from play if the Iron Priest dies?
A: They are considered „Beasts‟ (but remember, a unit
always moves at the speed of the slowest model in it) and
yes, they are removed if the Iron Priest is killed
[clarification].

SPACE WOLVES ARMY LIST: FAST ATTACK (pages 90-91)

SW.91A.01– Land Speeder Squadrons: All Land


Speeder weapons are hull-mounted [clarification].

SPACE WOLVES ARMY LIST: HEAVY SUPPORT (pages 92-93)

SW.92B.01 – Predator: The Autocannon and SW.93A.01 – Land Raider: The twin-linked Heavy Bolter
replacement Lascannon are turret-mounted [clarification]. is hull-mounted and the twin-linked Lascannons are
sponson-mounted [clarification].
SW.92C.01 – Whirlwind: The Whirlwind Multiple Missile
Launcher is turret-mounted [clarification]. SW.93B.01 – Land Raider Crusader: The twin-linked
Assault Cannon is hull-mounted and the Hurricane Bolters
SW.92D.01 – Vindicator: The Demolisher Cannon is are sponson-mounted [clarification].
hull-mounted and the Storm bolter is pintle-mounted
[clarification]. SW.93C.01 – Land Raider Redeemer: The twin-linked
Assault Cannon is hull-mounted and the Flamestorm
cannons are sponson-mounted [clarification].

SPACE WOLVES ARMY LIST: DEDICATED TRANSPORTS (page 94)

SW.94A.01 – Rhino: The Storm bolter is pintle-mounted SW.94C.01 – Drop Pod: The Storm bolter and
[clarification]. replacement Deathwind Launcher are pintle-mounted
[clarification].
SW.94B.01 – Razorback: The twin-linked Heavy bolter
and its replacements are turret-mounted [clarification].
TAU EMPIRE CODEX QUERIES (TAU) 87
Don‟t forget to check out the official Tau Empire FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180141_Tau_Empire_FAQ_2006-08_5th_Edition.pdf

TAU EMPIRE ARMOURY (pages 25-29)

TAU.25A.01 – Q: If a unit with Advanced TAU.27E.02 – Q: Can enemy non-vehicle models


Stabilization Systems has drones, can the utilize a cover save against Smart Missile System
Battlesuit(s) in the unit still use the Stabilization wounds?
special rules? A: As the weapon does not require line of sight, they may
A: Yes, although only the Battlesuit models benefit from only claim a cover save if at least half of their models are
the Stabilization System [clarification]. actually in terrain, touching a piece of intervening terrain or
otherwise have a cover save not based on line of sight (like
TAU.26D.01 – Q: What, if anything, does the a Turbo-boosting bike, for example) [clarification].
Command and Control Node do? Ref: ELD.45B.02, TAU.30K.01
A: ignore this item, as it does nothing with the current
rules of the game [RAW]. TAU.27E.03 – Q: Can enemy vehicles utilize a cover
save against Smart Missile System attacks?
TAU.26F.01 – Q: Can a model with a Drone A: As the weapon does not require line of sight, they may
Controller take two of the same type of Drone? only claim a cover save if they have a special rule or
A: Yes [clarification]. wargear that confers an „obscured‟ status on them
[clarification].
TAU.26G.01 – Q: If a Tau Battlesuit uses an Ref: ELD.45B.03, TAU.30K.02
„Ejection System‟ how is the „pilot‟ treated for
Victory and Kill Point purposes? TAU.27F.01 – Stealth Field Generator: Ignore the
A: The pilot is treated as a wounded version of the same reference to a “Target Priority test”.
model (with reduced characteristics), so he must be killed
to gain the Kill Point and/or full Victory Points TAU.27F.02 – Q: Do intervening models equipped
[clarification]. with Stealth Field Generators provide cover saves to
Ref: ORK.61D.03 units being shot through them?
A: Yes [RAW].
TAU.26H.01 – Q: With the Failsafe detonator, how Ref: ELD.49B.04, RB.24A.03
are “partial hits” rolled for “as normal”?
A: ignore this reference, any model touched by the blast is TAU.27F.03 – Q: Do enemies charging a unit with
hit [clarification]. Stealth Field Generators count as „assaulting
through cover‟ even if they didn‟t have to take a
TAU.26H.02 – Q: Can casualties from a Failsafe difficult or dangerous terrain test when assaulting?
Detonator cause enemy units to take a morale A: Yes. Any charging enemies who direct any of their
check for losing 25% of their models in a single attacks towards a Stealth Field Generator equipped model
phase? counts as having assaulted through cover. Ignore this rule
A: No [clarification]. if the Stealth models were already locked in combat from a
previous turn when charged [clarification].
TAU.26M.01 – Q: Does a Multi-tracker allow a model Ref: DE.08B.01, DE.41E.01
to fire two weapons that aren‟t „battlesuit
weapons‟? TAU.27F.04 – Q: If a model firing a barrage weapon
A: Yes, a model with a Multi-tracker is allowed to fire two successfully „spots‟ a unit with Stealth Field
ranged weapons instead of the normal one [rules change]. Generators does it still add an extra D6 for scatter
(for a total of 3D6)?
A: Barrage weapons may always fire at a unit with Stealth
TAU.27E.01 – Smart Missile System: Ignore the
Field Generators, but if the barrage weapon fails its
reference to a “Target Priority test”.
spotting roll the extra D6 is then added to the scatter [rules
change].

TAU.28A.01 – Q: What, if anything, does a Target


Lock do?
A: A model with a Target Lock is allowed to fire at a
different target then the rest of the models in his unit.
Ignore the references to taking a „Target Priority test‟ as
they refer to a previous edition of the rules [clarification].
TAU EMPIRE CODEX QUERIES (TAU) 88

TAU EMPIRE ARMOURY (pages 25-29) CONTINUED

TAU.29I.01 – Q: Exactly which units are not able to TAU.29I.02 – Markerlight: Ignore the reference to a
benefit from Markerlight counters? “Target Priority test”.
A: Kroot Carnivore Squads and Vespid Stingwings without a
Strain Leader [clarification].

TAU EMPIRE VEHICLE ARMOURY (pages 29-31)

TAU.30D.01 – Q: How do Flechette Dischargers work TAU.30K.01 – Q: Can enemy non-vehicle models
when fitted to a vehicle squadron? utilize a cover save against Seeker Missile wounds?
A: If one or more vehicle in the squadron has a Flechette A: As the weapon does not require line of sight, they may
Discharger then any models attacking the squadron in close only claim a cover save if at least half of their models are
combat will suffer a single wound on a D6 roll of „4+‟ actually in terrain, touching a piece of intervening terrain or
[clarification]. otherwise have a cover save not based on line of sight (like a
Turbo-boosting bike, for example) [clarification].
TAU.30E.01 – Q: In Annihilation missions, do vehicle Ref: ELD.45B.02, TAU.27E.02
Gun Drones give up an extra Kill Point if they are all
destroyed? TAU.30K.02 – Q: Can enemy vehicles utilize a cover
A: Assuming all the Gun Drones for a vehicle or squadron save against Seeker Missile attacks?
aren‟t destroyed when their parent vehicles are destroyed, A: As the weapon does not require line of sight, they may
yes the squadron formed by vehicle Gun Drones is then only claim a cover save if they have a special rule or wargear
worth a Kill Point when destroyed [RAW]. that confers an „obscured‟ status on them [clarification].
Ref: SM.89.01 Ref: ELD.45B.03, TAU.27E.03

TAU.30E.02 – Q: Do Gun Drones detached from a Fire TAU.31A.01 – Q: What, if anything, do Sensor Spines
Warrior‟s Devilfish count as a scoring unit? Can do?
detached Gun Drones contest an objective? A: The only thing Sensor Spines do is to allow skimmers to
A: Detached Gun Drones from a Devilfish never count as a avoid taking a dangerous terrain tests when ending their
scoring unit. Gun Drone squadrons can indeed contest an move over terrain [clarification].
enemy scoring unit from claiming an objective [RAW].
TAU.31D.01 – Q: If an Independent Character
TAU.30E.03 – Q: What is the „arc of sight‟ for attached without a bodyguard takes drones, how does that
vehicle Gun Drones? „unit‟ (the character and his drones) give up Victory
A: Gun Drones may rotate freely in their recesses, so as and Kill Points?
always, draw line of sight from the Drone to the targets A: If they lose half or more of their starting models they will
[clarification]. surrender half Victory Points [RAW]. However, the unit is
worth only one total Kill Point if destroyed [clarification].
TAU.30E.04 – Q: The online GW Tau FAQ says that Ref: BT.27E.01, SW.62D.01
vehicle Gun Drones don‟t benefit from markerlight BS
bonuses. What about a markerlight‟s ability to ignore TAU.31F.01 – Q: If a Tau Gun Drone disengages
the Night Fighting rules or reduce the target‟s cover (disembarks) from a non-open topped vehicle, can
save, can vehicle Gun Drones utilize those bonuses? the drone still move 6 inches in the subsequent
A: Yes they gain those abilities if the player assigns it to their Assault phase?
firing vehicle [clarification]. A: Yes, provided it doesn‟t actually declare an assault [RAW].

TAU.30I.01 – Q: When a vehicle with Landing Gear TAU.31H.01 – Q: Can Marker Drones accompanying a
„lands‟ can (or must) a player remove the model‟s Crisis or Stealth suit fire its markerlight on the same
flight base? turn the unit moves?
A: If the vehicle‟s flight base isn‟t glued in place a player A: Yes [RAW].
must remove the model‟s base when it lands. If the flight
base is glued in place then the Skimmer may not use its
Landing Gear [rules change].
Ref: RB.03B.03
TAU EMPIRE CODEX QUERIES (TAU) 89

TAU EMPIRE ARMY LIST: HQ (pages 32-33)

TAU.33E.01 – Q: If an Ethereal is killed do


embarked units have to take a morale check? If
so, do they fall back out of their vehicle if they
fail?
A: No they do not [clarification]. See RB.66E.02 for more
details.
Ref: RB.66E.02, SW.53G.03, TAU.42H.01, TYR.58B.01

TAU EMPIRE ARMY LIST: TROOPS (pages 36-37)

TAU.36B.01 – Q: Can a Devilfish be taken as a stand- TAU.37.01 – Q: Can a Kroot unit containing one or
alone Troops choice without a unit to transport? more Krootox embark on a vehicle? If so, do Krootox
A: No [clarification]. count as more than one model when embarked?
A: Yes, Krootox may embark on vehicles but count as two
TAU.36B.02 – Q: What is the arc of sight for a models when they do so [rules change].
Devilfish‟s Burst Cannon?
A: The Burst cannon is hull-mounted [clarification].

TAU EMPIRE ARMY LIST: AUN‟VA - MASTER OF THE UNDYING SPIRIT (page 42)

TAU.42H.01 – Q: If Aun‟va is killed do embarked units


have to take a morale check? If so, do they fall back
out of their vehicle if they fail?
A: No they do not [clarification]. See RB.66E.02 for more
details.
Ref: RB.66E.02, SW.53G.03, TAU.33E.01, TYR.58B.01

TAU EMPIRE ARMY LIST: O‟SHOVA – COMMANDER FARSIGHT (pages 44-45)

TAU.46E.01 – Q: Do Drones count as a „Tau model‟ for


O‟Shova‟s „Ork Fighter‟ special rule?
A: No [clarification].

TAU EMPIRE ARMY LIST: O‟SHASERRA – COMMANDER SHADOWSUN (pages 46-47)

TAU.46B.01 – Q: Does Shadowsun‟s Advanced TAU.47C.01 – Command-link drone: Ignore the


Target Lock require a Leadership test to use? reference to “Target Priority tests”.
A: No, and ignore the reference to a “Target Priority test”
as well [clarification].
TYRANIDS CODEX QUERIES (TYR) 90

FORCES OF THE TYRANIDS: TYRANID SPECIAL RULES (page 33)

TYR.33F.01 – Synapse Creature: Replace: “If a unit TYR.33G.01 – Q: Does „Shadow in the Warp‟ affect
that is falling back is within synapse range before it moves, embarked psykers who are taking a Psychic test?
it automatically rallies…” With: “If a unit that is falling back A: Yes, as „Shadow in the Warp‟ is a special rule, not a
is within synapse range before it moves in the movement psychic power. Measure range to the hull of the transport
phase, it automatically regroups…” [rules change]. vehicle to see if the psyker is in range [clarification].

TYR.33F.02 – Q: If a unit fails its Instinctive TYR.33G.02 – Q: How does „Shadow in the Warp‟
Behavior test but that same turn a Synapse Creature function versus the Eldar „Runes of Witnessing‟?
moves within 12” of that unit does it immediately A: The two rules cancel each other out and the psychic test
ignore the Instinctive Behavior rules from that point is taken as normal [clarification].
of the turn on?
A: No, a unit that starts the turn out of Synapse Range and TYR.33I.01 – Q: If a unit suffering from „Lurk‟ has to
fails its Instinctive Behavior test must follow those rules for move towards the nearest area terrain, what
the entire turn [rules change]. happens in the extremely rare case a table has no
area terrain?
A: In that case, the unit will „run‟ towards the nearest
standard piece of terrain and attempt to get as many
models in base contact with it [rules change].

FORCES OF THE TYRANIDS: HIVE TYRANT (page 34)

TYR.34B.01 – Q: Does having two Hive Tyrants with TYR.34B.04 – Q: Can the „Hive Commander‟ Reserves
„Hive Commander‟ allow 2 units of Troops to bonus be utilized even if the Hive Tyrant is in
Outflank? Reserve?
A: Yes it does [clarification]. A: No, as the ability doesn‟t specify that it can be used while
not in play [clarification].
TYR.34B.02 – Q: Is the „Hive Commander‟ Reserves Ref: IG.31A.02, IG.31C.01, TYR.56G.02
roll bonus cumulative if you have more than one Hive
Tyrant in the army? TYR.34D.01 – Q: A Tyrant with „Old Adversary‟ grants
A: No it is not [clarification]. the „Preferred Eenemy‟ USR, but no mention is made
Ref: TYR.41E.01 of what enemy type is the preferred enemy?
A: In this case, all enemy models (with a WS) are
TYR.34B.03 – Q: Is the „Hive Commander‟ Reserves considered the preferred enemy [clarification].
roll bonus cumulative with the Swarmlord‟s „Alien Ref: TYR.56F.02
Cunning‟ and/or the Lictor‟s/Deathleaper‟s
„Pheremone Trail‟ special rules?
A: Yes they are [clarification].
Ref: TYR.41E.02, TYR.56G.01

FORCES OF THE TYRANIDS: TYRANT GUARD (page 35)

TYR.35B.01 – Q: Can a Hive Tyrant leave a unit of TYR.35B.02 – Q: Once a Hive Tyrant joins a unit of
Tyrant Guard once he joins them? Tyrant Guard do they fight as a single unit in close
A: Yes, he may both join and leave them as if he were an combat? Can the Tyrant be targeted separately by
Independent Character [rules change]. shooting as he‟s a Monstrous Creature?
A: A Tyrant joined with a Guard unit does fight together in
combat as a single unit. A joined Tyrant may not be
targeted separately by shooting as he is not actually an
Independent Character (he just joins the unit like one)
[clarification].
TYRANIDS CODEX QUERIES (TYR) 91

FORCES OF THE TYRANIDS: TYRANT GUARD (page 35) CONTINUED

TYR.35B.03 – Q: Is a Tyrant joined with a Tyrant TYR.35C.01 – Q: A Hive Tyrant, who is joined with a
Guard unit able to utilize cover saves from Tyrant Guard unit, assaults into combat and is then
intervening units and terrain that doesn‟t physically killed that same phase before the Guard get a chance
cover 50% of the Tyrant model? to strike. Do the Guard‟s attacks immediately
A: Yes, as long as half the models in the Tyrant/Tyrant become I5 thanks to „Blind Rampage‟?
Guard unit count as being in cover then the entire unit gets A: They do not, as the Guard did not have „Furious Charge‟
a cover save regardless of whether the Tyrant model itself is when they actually assaulted [clarification].
obscured [RAW].
Ref: RB.51B.01, RB.62B.01, NEC.20A.02 TYR.35C.02 – Q: Do Tyrant Guard benefit from „Blind
Rampage‟ if The Swarmlord is killed while joined
TYR.35B.04 – Q: How many Kill and Victory Points is with them?
a unit of Tyrant Guard with a joined Tyrant worth A: They do, as he counts as a Hive Tyrant [clarification].
when killed?
A: Even when joined, the Tyrant and Tyrant Guard are each
worth separate Kill and Victory points when destroyed (or
damaged in the case of Victory Points) [clarification].

FORCES OF THE TYRANIDS: RAVENERS (page 37)

TYR.37.01 – Q: Are Raveners really unable to move


into the upper levels of a ruin?
A: Beasts are not allowed to climb to the upper levels of
ruins, so they may not [RAW].

FORCES OF THE TYRANIDS: LICTORS (page 41)

TYR.41B.01 – Q: When Lictors are placed on the TYR.41E.02 – Q: Is the „Pheremone Trail‟ Reserves
table using „Chameleonic Skin‟ do they have to be roll bonus cumulative with a Hive Tyrant‟s „Hive
placed within unit coherency of each other? Commander‟ and/or the Swarmlord‟s „Alien Cunning‟
A: Yes [rules change]. special rules?
A: Yes they are [clarification].
TYR.41E.01 – Q: Is the „Pheremone Trail‟ Reserves Ref: TYR.34B.03, TYR.56G.01
roll bonus cumulative if you have more than one
Lictor (including Deathleaper)?
A: No, you only get +1 to your Reserve rolls no matter how
many Lictors (including Deathleaper) you have on the table
[clarification].
Ref: TYR.34B.02

FORCES OF THE TYRANIDS: GARGOYLES (page 42)

TYR.42B.01 – Q: Can „Blinding Venom‟ affect enemies


whose Toughness is normally too high for the
Gargoyles to wound?
A: Yes [clarification].
TYRANIDS CODEX QUERIES (TYR) 92

FORCES OF THE TYRANIDS: HARPY (page 43)

TYR.43B.01 – Spore Mine Cysts: Replace: “If, after the TYR.43B.03 – Q: Are cover saves and vehicle armor
final position of the first template…” With: “If, after the arcs for the Spore Cyst attack determined exactly
final position of the first blast marker…” [typo]. like any other barrage weapon even though it is
resolved in the movement phase?
TYR.43B.02 – Q: If multiple blasts are generated by A: Yes they are [clarification].
the Harpy‟s Spore Cyst, are they resolved as a
multiple barrage?
A: Yes they are [clarification].
Ref: IG.54B.02

FORCES OF THE TYRANIDS: ZOANTHROPES (page 44)

TYR.44.01 – Q: Can separate Zoanthropes in the TYR.44.02 – Q: Does each Zoanthrope in the same
same brood use different powers on the same turn? brood have to pass a separate psychic test or is one
A: Yes they can [RAW]. made for the whole brood?
A: Each must test separately [RAW].

FORCES OF THE TYRANIDS: HIVE GUARD (page 47)

TYR.47B.01 – Q: If a unit has a cover save granted TYR.47B.02 – Q: When using the Night Fighting rules,
by special means (such as an Ork Kustom Force do Hive Guard have to roll for spotting distance?
Field or an Ork Warbike‟s „Exhaust Cloud‟) can A: They do. Night Fight spotting distance is a totally different
these cover saves be taken against wounds caused concept from line of sight [RAW].
by an Impaler Cannon?
A: Yes they can [clarification].

FORCES OF THE TYRANIDS: BIOVORES (page 48)

TYR.48A.01 – Spore Mine Launcher: Replace: “If, after TYR.48D.03 – Q: Can Spore Mines move normally
the final position of the first template…” With: “If, after the after drifting in the movement phase? Can they
final position of the first blast marker…” [typo]. make an Assault move?
A: Drifting replaces a Spore Mine‟s normal move, so they
TYR.48D.01 – Q: Are Spore Mines worth any Victory may not move further in the movement phase after drifting.
or Kill Points for being destroyed? Can they contest Spore Mines may also not assault [clarification].
enemy-held objectives?
A: No, no and no. Spore Mines are ignored for the purposes TYR.48D.04 – Q: If a Spore Mine explodes at the end
of any and all mission objectives, which includes Kill Points, of a Movement phase, does this happen before or
Victory Points and contesting objectives [clarification]. after Morale tests are made at the end of the phase?
A: Resolve these Spore Mine explosions before taking any
TYR.48D.02 – Q: Do Spore Mines have to move the Morale checks at the end of the Movement phase
full distance rolled when drifting (moving D6” in the [clarification].
movement phase), even if a „hit‟ is rolled on the
Scatter die?
A: Yes, Spore Mines must always drift the full distance rolled
in a single direction (unless they encounter an obstacle, of
course) [RAW].
TYRANIDS CODEX QUERIES (TYR) 93

FORCES OF THE TYRANIDS: BIOVORES (page 48) CONTINUED

TYR.48D.05 – Q: If a Spore Mine explodes, is the TYR.48D.09 – Q: If a Spore Mine drifts into another
model removed from the table? Spore Mine model (which is a friendly unit), is the
A: Absolutely [clarification]. drifting model removed from play?
A: Yes it is. This means the order you choose to drift your
TYR.48D.06 – Q: What happens if a Spore Mine is individual Spore Mine models in the movement phase can
assaulted? be very important, especially when dealing with a large
A: Wait until the enemy unit that is assaulting the Spore cluster of Mines [RAW].
Mine finishes moving all of its models (but before any
attacks are made), then resolve the Spore Mine explosion TYR.48E.01 – Q: Can a Spore Mine Cluster attempt to
[rules change]. Deep Strike directly over an enemy model?
A: Yes it may [clarification].
TYR.48D.07 – Q: If an enemy unit is assaulting only Ref: NEC.21C.03, RB.95A.03, TYR.51B.02
Spore Mine models (and they all detonate) does (the
surviving members of) the enemy unit get to make a TYR.48E.02 – Q: What happens if a Deep Striking
consolidation move? Spore Mine Cluster lands in Difficult terrain?
A: Yes they do [RAW]. A: As usual, take a dangerous terrain test for each individual
model landing in difficult terrain. Any wounded Spore Mine
TYR.48D.08 – Q: How much of the Spore Mine model explodes, which generally results in a chain reaction that
needs to be off the edge of the table before the Mine destroys the entire cluster, so beware [RAW]!
is considered „off the table‟?
A: If any portion of the Mine‟s base is over the edge of the
table then it is considered „off the table‟ [clarification].

FORCES OF THE TYRANIDS: PYROVORES (page 49)

TYR.49C.01 – Q: If a Pyrovore is killed by an Instant TYR.49C.02 – Q: If a Pyrovore is killed by an Instant


Death hit and „explodes‟, how are casualties from Death hit in close combat and „explodes‟, do wounds
this explosion resolved and are cover saves allowed caused by the explosion count towards combat
against it? resolution?
A: Use the normal casualty removal rules for shooting, A: Yes, all unsaved wounds caused by the explosion that are
including cover saves. Draw line of sight from the center of on models fighting in the same combat do count as wounds
the Pyrovore‟s base to the affected unit(s) to determine inflicted in that combat [clarification].
whether or not they are in cover [clarification]. Ref: RB.61K.04
Ref: RB.61K.03

FORCES OF THE TYRANIDS: TRYGON (page 50)

TYR.50E.01 – Q: Can units that have been declared TYR.50E.02 – Q: How big is the „marker‟ used to
as arriving on the table via Deep Strike decide to use mark the location the Trygon arriaved supposed to
the Trygon‟s tunnel network when they actually be?
arrive from Reserves? A: Regardless of what marker you use, measure all
A: They cannot, as units which have been declared as distances from the center point of the marker [clarification].
arriving via Deep Strike (or Outflanking), are not „arriving
normally‟ [clarification].
TYRANIDS CODEX QUERIES (TYR) 94

FORCES OF THE TYRANIDS: MAWLOC (page 51)

TYR.51B.01 – Terror from the Deep: Replace: “Place TYR.51B.04 – Q: Can an emerging Mawloc move
the large blast template…” With: “Place the large blast immobile units, including Mycetic Spores?
marker…” [typo]. A: Yes, such is the power of his emergence that even
immobile units (including Mycetic Spores) are moved
TYR.51B.02 – Q: Can a Mawloc attempt to arrive via provided there is sufficient space to do so [clarification].
Deep Strike directly over an enemy model? Ref: NEC.21C.04
A: Yes it may [clarification].
Ref: NEC.21C.03, RB.95A.03, TYR.48E.01
TYR.51B.05 – Q: Models surviving a Mawloc‟s „Terror
from the Deep‟ attack have to be moved the
TYR.51B.03 – Q: Can cover saves be taken against „minimum distance necessary‟ out of the way or are
the Mawloc‟s „Terror from the Deep‟ attack? destroyed. Can you clarify exactly how this works?
A: Yes. Draw line of sight from the center of the blast to the A: Models are moved the minimum distance necessary to
affected unit(s) to determine whether or not they are in end up more than 1” away from the emerging Mawloc
cover from the attack [clarification]. model. However, they can (and will) move in any direction
necessary to clear this area. Only if there is absolutely no
space to do so are the models counted as destroyed [RAW].

FORCES OF THE TYRANIDS: TERVIGON (page 52)

TYR.52B.01 – Q: Are Termagant units spawned by the TYR.52C.02 – Q: If an Independent Character is


Tervigon worth any Kill or Victory Points when joined to a unit of Termagants within 6” of a
destroyed? What about if a new unit is spawned, but Tervigon, does it benefit from the „Brood Progenitor‟
the Tyranid player then finds there is no room to special rule?
place any models on the table? A: No, as with all special rules, Independent Characters do
A: Each unit created is worth a Kill Point when destroyed, but not benefit from them simply by joining a unit unless
not any Victory Points [RAW]. At least one Termagant model explicitly specified in the rule. This also means that a joined
from the unit must be placed on the table for the unit to be IC cannot be wounded by the 3D6 S3 hits caused by the
worth a Kill Point [clarification]. death of a Tervigon [clarification].

TYR.52C.01 – Q: When exactly does a Termagant unit


check to see if they are within 6" of a Tervigon to
benefit from the „Counter-Attack‟ ability he provides?
A: Check range at the start of each assault phase. Valid
Termagant units found to be within range benefit for the
entire phase [clarification].
Ref: IG.60C.01

FORCES OF THE TYRANIDS: MYCETIC SPORES (page 54)

TYR.54C.01 – Q: Can a Mycetic Spore shoot the turn TYR.54D.02 – Q: Can an Independent Character join
it Deep Strikes? a unit that is arriving via Mycetic Spore and arrive
A: Yes, it actually must fire [RAW]. with them?
A: They may, exactly as is done with a dedicated transport
TYR.54D.01 – Q: How big am I allowed to make my vehicle [rules change].
scratch-built Mycetic Spore model?
A: Until Games Workshop releases an official model, TYR.54D.03 – Q: Can a unit which takes a Mycetic
scratch-built versions must be no wider than the diameter of Spore decide to deploy normally while the Mycetic
a Space Marine drop pod (about 3”). If playing with a model Spore Deep Strikes onto the table empty?
that is larger than this size, to the best of both players‟ A: Yes they can, as the Mycetic Spore rules say the unit can
abilities, treat the model as if it were the same diameter as carry the unit (not must) [clarification].
a Space Marine Drop Pod [clarification].
TYRANIDS CODEX QUERIES (TYR) 95

FORCES OF THE TYRANIDS: MYCETIC SPORES (page 54) CONTINUED

TYR.54D.04 – Q: What happens if a Mycetic Spore is TYR.54D.05 – Q: What happens if a Mycetic Spore is
Tank Shocked and the Spore ends up under the involved in a multiple combat and, after Pile-In
tank‟s final position? moves are complete, the Spore is no longer in base
A: The Mycetic Spore is moved out of the way as with any contact with any enemy models?
non-vehicle model [clarification]. A: If a Mycetic Spore ends an Assault phase without any
enemy models in base contact with it, then it ceases to be
locked in combat [clarification].
Ref: ELD.46B.01/ELD.47C.01, IG.34B.01, RB.41C.02, RB.73A.01,
SM.72A.01, TYR.84E.01

FORCES OF THE TYRANIDS: THE SWARMLORD (page 56)

TYR.56B.01 – Q: What happens with „Bone Sabres‟ TYR.56F.02 – Q: The Swarmlord using „Swarm
vs. special rules that re-roll failed invulnerable saves Leader‟ can grant the „Preferred Eenemy‟ USR, but
like „Fortune‟ or „Oracle of Eternity‟? what enemy type is the preferred enemy?
A: In this case, all the saves, both successful (Bone Sabres) A: In this case, all enemy models (with a WS) are
and the failed (Fortune, Oracle of Eternity) are rolled again considered the preferred enemy [clarification].
once [RAW]. To save time (and pointless rolling), if both Ref: TYR.34D.01
players agree these rules can simply cancel each other out
instead. TYR.56G.01 – Q: Is the „Alien Cunning‟ Reserves roll
Ref: SM.57F.01, SW.52C.01 bonus cumulative with a Hive Tyrant‟s „Hive
Commander‟ and/or the Lictor‟s/Deathleaper‟s
TYR.56D.01 – Q: Does „Blade Parry‟ give the „Pheremone Trail‟ special rules?
Swarmlord an invulnerable save against shooting A: Yes they are [clarification].
wounds against him while he is locked in combat Ref: TYR.34B.03, TYR.41E.02
(such as from a scattering blast)?
A: No, he only gets the invulnerable save against wounds TYR.56G.02 – Q: Can the „Alien Cunning‟ Reserves
inflicted in close combat [rules change]. bonus and outflanking re-roll be utilized even if The
Swarmlord is in Reserve?
TYR.56E.01 – Q: Can the Swarmlord use the same A: No, as the ability doesn‟t specify that it can be used while
power twice in one turn? not in play [clarification].
A: No, he may only use two separate powers in a single turn Ref: IG.31A.02, IG.31C.01, TYR.34B.04
[clarification].
TYR.56H.01 – Q: All of The Swarmlord‟s psychic
TYR.56F.01 – Q: Can The Swarmlord use „Swarm powers are written as working for a „Hive Tyrant‟. Is
Leader‟ to bestow a special ability upon himself? he considered a „Hive Tyrant‟?
A: Yes he may [clarification]. A: A super version of a Hive Tyrant, but yes [clarification].

FORCES OF THE TYRANIDS: OLD ONE EYE (page 57)

TYR.57A.01 – Q: Why does Old One Eye have „Living


Battering Ram‟ when he always strikes at I1 due to
his Crushing Claws?
A: Only for completeness sake because he‟s a Carnifex. In
reality the „Living Battering Ram‟ is essentially pointless for
him [clarification].
TYRANIDS CODEX QUERIES (TYR) 96

FORCES OF THE TYRANIDS: THE DOOM OF MALAN‟TAI (page 58)

TYR.58A.01 – Q: Is The Doom of Malan‟tai TYR.58C.01 – Q: If the Doom of Malan‟tai manages


considered a „Zoanthrope‟ for the purposes of „Warp to cause more unsaved wounds on a unit than they
Field‟? actually have remaining, how many Wounds does he
A: Yes, he is a super version of a Zoanthrope [clarification]. gain due to „Absorb Life‟?
A: He only gains wounds he actually inflicts, so any wounds
TYR.58B.01 – Q: Can (does) „Spirit Leech‟ affect units caused in excess of what the unit actually had do not count
embarked in vehicles/buildings? If so, what happens towards „Absorb Life‟ [clarification].
if it causes enough wounds to force a Morale check?
A: It does affect embarked units, however even if they TYR.58C.02 – Q: In order to gain wounds from
suffer 25% casualties they will not fall back out of a vehicle „Absorb Life‟, what exactly counts as an „inflict[ed]‟
or building [clarification]. wound?
Ref: RB.66E.02, SW.53G.03, TAU.33E.01, TAU.42H.01 A: Any unsaved wound caused by The Doom of Malan‟tai via
„Spirit Leech‟, in close combat and/or „Cataclysm‟. This even
TYR.58B.02 – Q: Can cover saves be taken against includes ancillary damage caused by him destroying a
wounds caused by „Spirit Leech‟, especially in the vehicle or building. Models he kills via a „Sweeping Advance‟
case of embarked models? do not count as no wounds are inflicted [clarification].
A: Yes they can, check line of sight from the Doom of
Malan‟tai model to see if the affected unit(s) are in cover or
not. Embarked units always count as in cover for this
purpose and so will get a „4+‟ cover save, although they
cannot „[go] to ground‟ while embarked [clarification].

FORCES OF THE TYRANIDS: DEATHLEAPER (page 59)

TYR.59A.01 – Q: Many of the Deathleaper‟s special TYR.59B.03 – Q: Does „It‟s after me!‟ reduce the
rules are written as working for a „Lictor‟. Is he enemy character‟s Ld value even while Deathleaper
considered a „Lictor‟? is in Reserve?
A: A super version of a Lictor, but yes [clarification]. A: Yes, as the Ld reduction occurs at the beginning of the
game [clarification].
TYR.59B.01 – Q: Does the „It‟s after me!‟ Ld
reduction affect a „Stubborn‟ character when he‟s TYR.59D.01 – Q: When halving Night Fighting
taking a Morale test? distance for „Where is it?‟, are fractions rounded up
A: Yes it does since „It‟s after me!‟ is not defined as a or down?
„modifier‟, it is not ignored by the „Stubborn‟ special rule A: Round the result up [clarification].
[clarification].
Ref: DH.27.02, IG.47D.02, NEC.17A.01, WH.30B.02

TYR.59B.02 – Q: If a character‟s Ld is reduced to 7


by „It‟s after me!‟, and that character has the ability
to pass his Ld onto other units (such as Space
Marines „Rites of Battle‟), what Ld value would these
other units use?
A: The other units would use the character‟s reduced Ld,
unless the ability speicified that his unmodified Ld was used
(such as with the Witch Hunter‟s „Book of St. Lucius‟, for
example) [clarification].
Ref: DH.27.03, NEC.17A.02, WH.30B.03
TYRANIDS CODEX QUERIES (TYR) 97

FORCES OF THE TYRANIDS: THE PARASITE OF MORTREX (page 60)

TYR.60C.01 – Q: If the Parasite of Mortrex wipes out TYR.60C.02 – Q: Do Ripper Swarms created by
a unit with a sweeping advance, do these casualties „Implant Parasite‟ or „The Sarge is acting strangely…‟
test for the „Implant Parasite‟ special rule? give up any Kill and/or Victory Points when
A: No, as these casualties were not removed due to wounds destroyed? What about if the Tyranid player finds
inflicted [RAW]. there is no room on the table to place a single model
when the unit is created?
A: Each Ripper unit created this way is worth 1 Kill Point
when destroyed but is never worth any Victory Points
[RAW]. At least one base must be placed on the table for
the Ripper unit to be worth a Kill Point [clarification].

FORCES OF THE TYRANIDS: TYRANID PSYCHIC POWERS (page 62)

TYR.62.01 – Q: Which, if any Tyranid Psychic Powers TYR.62H.01 – Q: If an enemy has the ability to nullify
require line of sight to their target(s)? a psychic power they are in the „area effect‟ of (such
A: All of the Tyranid powers that are Psychic Shooting as with the Witch Hunters „Shield of Faith‟ rule, for
Attacks by definition require line of sight to their target(s). In example), when exactly does this apply with „Aura of
the case of „Psychic Scream‟ any units within range that are Despair‟?
found to be totally out of line of sight are unaffected by the A: These models immediately attempt to nullify the power if
attack [clarification]. they are in range of it when activated. If they are not initially
in range, they will immediately do so when they come within
range (regardless of whether they move within range of the
Broodlord or vice-versa) [clarification].

WEAPONS AND BIOMORPHS: CLOSE COMBAT WEAPONS (page 83)

TYR.83.01 – Q: If a Tyranid model is equipped with TYR.83D.03 – Q: How a Lash Whip function against
two (or more) different close combat weapons, does abilities which provide the enemy with an Initiative
it have to choose which of them to utilize each modifier (such as „Furious Charge‟)?
assault phase? A: Lash Whips take precedence as they effectively replace
A: Tyranid close combat weapons do not actually count as the modified Initiative value with an Initiative of 1 for the
close combat weapons as such (ironic, I know), so they are phase [clarification].
able to simultaneously utilize the effects of all they wield
[clarification]. TYR.83E.01 – Q: What exactly is the „rending ability‟?
A: It just means the models count as if they had rending
TYR.83D.01 – Q: Does a Lash Whip affect Sweeping close combat weapons (although they don‟t count as actually
Advances at all? carrying any close combat weapons) [clarification].
A: No, the unmodified Initiative profile characteristic is
always used for Sweeping Advances [RAW].

TYR.83D.02 – Q: What happens if an enemy in close


combat has an ability that replaces its Initiative with
another value (such as with an Eldar Banshee Mask)
and is in base contact with a Lash Whip wielding
Tyranid?
A: For that phase, the two rules effectively cancel each other
out (meaning the enemy model strikes at normal Initiative
value unless also assaulting through cover, equipped with a
Power fist, etc) [clarification].
TYRANIDS CODEX QUERIES (TYR) 98

WEAPONS AND BIOMORPHS: BIOMORPH UPGRADES (page 84)

TYR.84A.01 – Q: When exactly are Wounds caused by TYR.84C.01 – Q: Does „Implant Attack‟ allow „Instant
„Acid Blood‟ resolved? Death‟ to be inflicted on an enemy model with
A: Immediately, which means that any wounds caused by Toughness so high it would otherwise could not be
„Acid Blood‟ count as being inflicted at the same Initiative as harmed?
the enemy model(s) who inflicted the original wound(s). A: No, they must still successfully score an unsaved wound
with a roll of „6‟ in order to cause Instant Death. If the
TYR.84A.02 – Q: How is „Acid Blood‟ resolved against creatures Toughness is too high, or the wound is
an enemy unit comprised of multiple models? subsequently saved by an invulnerable save, then Instant
A: Since the enemy unit is taking the wounds, the Initiative Death is not inflicted [clarification].
test is made on the majority Initiative value of the unit, or Ref: SM.94D.01
the highest value if no majority exists. For each test failed,
the unit suffers a wound allocated as with any other inflicted TYR.84E.01 – Q: What happens if wounds caused by
in close combat [clarification]. „Toxic Miasma‟ result in a Tyranid unit no longer
being in base contact with any enemy models?
TYR.84A.03 – Q: Do Walkers get to take an Initiative A: In this case, the unit ceases to be locked in combat
test to avoid the effects of „Acid Blood‟? [clarification].
A: Yes they do, and if they fail they then suffer a glancing hit Ref: ELD.46B.01/ELD.47C.01, IG.34B.01, RB.41C.02, RB.73A.01,
SM.72A.01
on a roll of „4+‟ [clarification].
WITCH HUNTERS CODEX QUERIES (WH) 99
Don‟t forget to check out the official Witch Hunters FAQ at:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180142_Witch_Hunters_FAQ_2004-08_5th_Edition.pdf

WITCH HUNTERS GENERAL QUERIES

WH.GEN.01 – WITCHHUNTER UNIT TYPES


All units are „Infantry‟ except for the following:
Units with an Armor Value are „Vehicles‟
Characters with a Jump Pack are „Jump Infantry‟
Seraphim are „Jump Infantry‟
Inquisitor Lord Karamazov is a „Monstrous Creature‟
[clarification]

ORDO HERETICUS PSYCHIC POWERS (page 14)

WH.14A.01 – Q: Does Divine Pronouncement cause WH.14E.02 – Q: If a psyker uses „Purgatus‟ does it
an immediate Morale check? restrict what enemy units he may assault in the
A: Yes and if the unit actually suffers 25% casualties that subsequent assault phase?
shooting phase it will test again at the end of the phase (or A: Yes, he may only declare an assault against the enemy
fall back again if it failed the first test) [clarification]. unit that contains (or contained) his target [clarification].
Ref: NEC.15D.01, NEC.30B.02, WH.23E.01 Ref: CD.73A.02, DA.39D.02, ELD.28F.02, SW.37H.03

WH.14E.01 – Q: If a psyker using „Purgatus is part of


a unit, is his target restricted by where the rest of his
unit shoots?
A: The psyker must pick an enemy model from within the
same enemy unit that the rest of his squad is firing at
[clarification].
Ref: CD.73A.01, DA.39D.01, ELD.28F.01, SW.37H.02

INQUISITORIAL HENCHMEN (pages 15-16)

WH.16E.01 – Q: The Penitent allows an Inquisitorial


retinue to nullify psychic abilities they are in the
“area of effect” of. What exactly is meant by this?
A: If the unit is targeted or directly affected by any of the
following psychic powers they may attempt to nullify them:
Blood Angels: Transfixing Gaze.
Chaos Space Marines: Bolt of Change, Doombolt, Gift of
Chaos, Lash of Submission, Nurgle‟s Rot, Wind of Chaos.
Daemonhunters: Holocaust, Scourging.
Dark Angels: Hellfire, Mind Worm.
Eldar: Destructor, Doom, Eldritch Storm, Mind War.
Imperial Guard: Lightning Arc, Soulstorm, Weaken Resolve.
Orks: Frazzle, Zogwort‟s Curse, Zzap.
Space Marines: The Avenger, Machine Curse, Smite, Vortex
of Doom.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Wolf, Living Lightning, Murderous Hurricane, Tempest‟s Wrath,
Thunderclap.
Tyranids: Aura of Despair, The Horror, Hypnotic Gaze, Leech
Essense, Paroxysm, Psychic Scream, Warp Blast, Warp Lance.
Witch Hunters: Divine Pronouncement, Hammer of the
Witches, Purgatus, Scourging.
[clarification]
Ref: BT.25A.03, CSM.48C.01, DH.18C.01, SW.62M.01, WH.18.01B
WITCH HUNTERS CODEX QUERIES (WH) 100

ORDO HERETICUS PSYCHIC POWERS (pages 14)

WH.14B.01 – Q: Does Hammer of the Witches


affect enemy psykers embarked on a transport?
A: No it does not [clarification].

SISTERS OF BATTLE SPECIAL RULES (page 18)

WH.18.01B – Q: The „Shield of Faith‟ rule allows


Sororitas to nullify psychic abilities they are in the
“area of effect” of. What exactly is meant by this?
Any Sororitas unit, or any unit containing a Sororitas
character, that is targeted or directly affected by any of
the following psychic powers may attempt to nullify
them:
Blood Angels: Transfixing Gaze.
Chaos Space Marines: Bolt of Change, Doombolt, Gift of
Chaos*, Lash of Submission, Nurgle‟s Rot, Wind of Chaos.
Daemonhunters: Holocaust, Scourging.
Dark Angels: Hellfire, Mind Worm*.
Eldar: Destructor, Doom, Eldritch Storm, Mind War*.
Imperial Guard: Lightning Arc, Soulstorm, Weaken
Resolve.
Orks: Frazzle, Zogwort‟s Curse*, Zzap.
Space Marines: The Avenger, Machine Curse, Smite,
Vortex of Doom.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Wolf*, Living Lightning, Murderous Hurricane, Tempest‟s
Wrath*, Thunderclap.
Tyranids: Aura of Despair, The Horror, Hypnotic Gaze*,
Leech Essense, Paroxysm, Psychic Scream, Warp Blast,
Warp Lance.
Witch Hunters: Divine Pronouncement, Hammer of the
Witches*, Purgatus*, Scourging.
* Powers marked with an asterisk (*) affect specific models
within a unit and are therefore not subject to „Shield of Faith‟
unless an actual Sororitas model is affected by it [clarification].
Ref: BT.25A.03, CSM.48C.01, DH.18C.01, SW.62M.01,
WH.16E.01

WITCH HUNTERS ARMOURY (pages 20-22)

WH.20A.01 – Q: Can a model/unit with an Auspex fire WH.20A.02 – Q: Is the shooting granted by an Auspex
at every infiltrating unit within 4D6”, or just one? subject to the Night Fighting rules?
A: A model/unit with an Auspex waits until all infiltrators A: If Night Fighting is in effect at the start of the game, after
have been set up, rolls 4D6” once, and may then fire once at all infiltrators are deployed and the 4D6” Auspex distance is
each enemy unit within this distance (provided they are also established, make a separate Night Fighting sight roll
within range and line of sight). If both sides have units with (2D6x3) for each enemy infiltrating unit the player wishes to
Auspexes/Surveyors, randomly determine which player fires fire upon. Infiltrating units beyond this distance rolled may
his units first [clarification]. not be fired at [RAW].
Ref: BT.27C.01, DH.16C.01 Ref: BT.27C.02, DH.16C.02
WITCH HUNTERS CODEX QUERIES (WH) 101

WITCH HUNTERS ARMOURY (pages 20-22) CONTINUED

WH.20A.03 – Q: Can a Psyker who is allowed to shoot WH.21C.01 – Q: Can a model using Digital Weapons
due to an Auspex, use a psychic shooting attack use another special weapon in the same round of
instead? combat?
A: Only if the psychic shooting attack specifically targets a A: Yes [clarification].
single enemy unit [rules change]. The psyker may use a Ref: DH.17E.01
psychic shooting attack against each enemy unit he shoots at
(even with the same ability), but he must pass a separate WH.21C.02 – Q: Can Digital Weapons be used against
psychic test (if applicable) each time. vehicles without a WS and if so do they always hit on
Ref: DH.16C.03 a „4+‟?
A: Yes and yes [RAW].
WH.20A.04 – Q: Can “once per turn” weapons and Ref: DH.17E.02
abilities (such as a Master-Crafted Weapon) be used
for Auspex shooting? If so, how many times may it be WH.21H.01 – Q: Does a Witch Hunter Force Weapon
used? „[slay] outright‟ as in the codex or does it inflict
A: They may be used each time the model or unit shoots at „instant death‟ as in the rulebook?
an enemy infiltrating unit. Using these weapons or abilities A: The Witch hunter Force Weapon slays outright and
before the game does not limit their use in the first turn therefore models immune to Instant Death can still be
[clarification]. affected by it [RAW].
Ref: BT.27C.03, DH.16C.04 Ref: DH.17H.01

WH.21K.01 – Q: Can a model locked in combat reveal


WH.20A.05 – Q: Can weapons that may only be used
an Inquisitorial Mandate or is fighting in combat
„once per game‟ be used for Auspex shooting? If so,
considered a “move”?
does this count as its one use?
A: A model locked in combat may reveal an Inquisitorial
A: A one-use weapon may be used for Auspex shooting, but
Mandate but will not be able to pile-in or make a
doing so will count as its one use for the game [clarification].
Ref: BT.27C.04, DH.16C.05 consolidation move (although he will not prevent the rest of
his unit from making a sweeping advance, pile-in or
WH.20B.01 – Q: Can Witch Hunter Bionics be used consolidation) [clarification].
even if the model was killed by Instant Death or Ref: DH.17K.01
something that automatically removes the model
WH.22H.01 – Q: Do Psycannon Bolts ignore cover
from play as a casualty?
saves?
A: Yes against Instant Death, but no against things that just
A: No [rules change].
remove the model from the table [RAW]. Ref: DH.18F.01
Ref: DH.16D.01
WH.22I.01 – Q: Can multiple Witch Hunter Psychic
WH.21B.01 – Q: How is a Stake-Crossbow resolved
Hoods be used against a single enemy psychic power
against enemy units made up only partially of psyker
attempt?
models?
A: No [rules change].
A: Unless the entire enemy unit is made up of psyker Ref: DH.18G.01
models, the weapon‟s ability to wound on a „2+‟ is ignored.
However, its ability to ignore armor saves still applies if the
wound ends up allocated to a psyker [clarification].

WITCH HUNTERS VEHICLE UPGRADES (page 23)

WH.23E.01 – Q: Does Holy Promethium cause an WH.23H.01 – Pintle-Mounted Storm Bolter: Ignore
immediate Morale check? the last sentence as it refers to a previous version of the
A: Yes and if the unit actually suffers 25% casualties that rules [clarification].
shooting phase it will test again at the end of the phase (or
fall back again if it failed the first test) [clarification].
Ref: NEC.15D.01, NEC.30B.02, WH.14A.01
WITCH HUNTERS CODEX QUERIES (WH) 102

WITCH HUNTERS ARMY LIST: SPECIAL WITCH HUNTERS NOTES (page 24)

WH.26O.01 – Q: What happens if the nearest


enemy to a unit suffering from „Holy Rage‟ is
behind impassable terrain?
A: Units suffering from „Holy Rage‟ always move towards
the absolute closest enemy, diverting around impassable
terrain where necessary to do so. If there is no possible
way they could reach the closest enemy (a skimmer on
top of an impassable building, for example) then they will
move as far as they can towards this enemy and stop
(such is their rage that they are incapable of rational
thought) [clarification].

WITCH HUNTERS ARMY LIST: INDUCTED & ALLIED UNITS (page 26)

WH.26A.01 – Q: Can an allied Space Marine Scout WH.26A.03 – Q: Can an allied Space Marine tank
Squad include Sergeant Telion? include Brother-Sergeant Chronus?
A: Yes [clarification]. A: Yes [clarification].
Ref: DH.30E.01 Ref: DH.31D.01

WH.26A.02 – Space Marine Land Speeder Tornado: WH.26A.04 – Q: Can an inducted Imperial Guard
Ignore the reference to this unit as it is now incorporated Leman Russ Battle Tank include Knight Commander
into the basic Land Speeder Squadron entry [clarification]. Pask?
A: Yes [clarification].
Ref: DH.31D.02

WITCH HUNTERS ARMY LIST: HQ (pages 26-27)

WH.26B.01 – Q: If an Inquisitor uses „Iron Will‟ to WH.27B.01 – Q: Can a unit led by a Priest that
pass a Morale Check in close combat does this trigger appears to be in Assault range of an enemy unit in the
„No Retreat‟ wounds? shooting phase still „run‟?
A: Yes [clarification]. A: Yes. The Priest‟s unit only must assault if able to at the
Ref: DH.22B.01, SM.84B.01 start of the Assault phase, so it is free to do as it wishes in
other phases of the game [clarification].
Ref: DE.09B.01, ORK.59C.01

WITCH HUNTERS ARMY LIST: TRANSPORTS (page 33)

WH.33A.01 – Chimera: The access point is the rear hull WH.33C.01 – Land Raider: It has one access point on
ramp. Up to two models may fire out of the top hatch fire each side of the hull and one at the front. Models in
point. Each Lasgun is a separate fire point that a passenger Terminator armor count as two models when embarked. It
may use to fire a lasgun instead of its normal weapon. has both the „Power of the Machine Spirit‟ (See the WH
Models in Terminator armor count as two models when FAQ) and the „Assault Vehicle‟ special rule: Models
embarked [clarification]. disembarking from any access point on the Land Raider
can launch an assault on the turn they do so [clarification].
WH.33B.01 – Rhino: The Storm Bolter is pintle-mounted.
It has one access point of each side of the hull and one at
the rear. Up to two models can fire from the top hatch fire
point. It also has the „Repair‟ special rule as follows: Roll
D6 in the Shooting Phase if immobilized instead of
shooting; on a „6‟, the vehicle is no longer immobilized
[clarification].
WITCH HUNTERS CODEX QUERIES (WH) 103

WITCH HUNTERS ARMY LIST: ELITES (pages 28-32)

WH.30B.01 – Q: Is the Culexus Assassin allowed to WH.31A.01 – Q: The online GW Witch Hunters FAQ
move through enemy models when charging if he says that a Neural Shredder rolls on the vehicle
can reach a psyker model? damage table at „-4‟, does this modifier already
A: No, he is only able to ignore the rule about having to include the AP1 „+1‟ bonus?
charge the closest model in the target enemy unit if doing A: The Neural Shredder does benefit from the „+1‟ bonus for
so will allow him to get into base contact with a psyker being an AP1 weapon (for a total modifier of „-3‟, or „-2‟
[clarification]. against an open-topped vehicle, for example) [clarification].
Ref: DH.28A.01
WH.30B.02 – Q: Does the Culexus Assassin‟s
„Soulless‟ special rule affect „Stubborn‟ units who are WH.31A.02 – Q: If a Callidus disengages from close
taking a morale test? combat at the start of her Assault phase, can she
A: Yes, the „Soulless‟ special rule is not a „modifier‟ and then declare a charge against an enemy unit?
therefore „Stubborn‟ has no effect on it [clarification]. A: Yes. Conversely, if it is her opponent‟s Assault phase and
Ref: DH.27.02, IG.47D.02, NEC.17A.01, TYR.59B.01 the enemy unit she was fighting is left unengaged it is then
free to declare a charge [RAW].
WH.30B.03 – Q: If a character‟s Ld is reduced to 7 by
a Culexus Assassin, and that character has the ability WH.32A.01 – Vindicare Marksman Special Rule:
to pass his Ld onto other units (such as Space Ignore the final sentence in parenthesis as it no longer
Marines „Rites of Battle‟), what Ld value would these refers to current rules.
other units use?
A: The other units would use the character‟s new Ld of 7, WH.32A.02 – Q: Does the Vindicare‟s Exitus Rifle
unless the ability speicified that his unmodified Ld was used have the „sniper‟ special rule?
(such as with the Witch Hunter‟s „Book of St. Lucius‟, for A: Yes, which means the rifle is rending and counts as S3
example) [clarification]. when rolling Armor Penetration against vehicles (even when
Ref: DH.27.03, NEC.17A.02, TYR.59B.02 the „Turbo-Penetrator‟ round is used) [clarification].
Ref: DH.26B.03
WH.30B.04 – Q: How does a Culexus Assassin‟s
„Soulless‟ special rule function against the Ork‟s „Mob WH.32B.01 – Q: Death-Cult Assassins are deployed
Rule‟? “as a single choice”. Does that mean individual
A: In terms of replacing the mob‟s Ld with another value, Death-Cult Assassins can‟t be held in reserve while
these two rules cancel each other out. This means the mob others are deployed normally?
will test on its standard Ld value unless it numbers 11 or A: All Death-Cult Assassins from a single Elites choice must
more models, in which case it is „Fearless‟ [clarification]. either be deployed at the start of the game or held in
Ref: DH.27.04, NEC.17A.03
Reserve. Only a single Reserves roll is made to see if they
arrive on the table each turn [clarification].
Ref: DH.24B.02, DH.25B.01, DA.27C.02, NEC.20A.01

WITCH HUNTERS ARMY LIST: HEAVY SUPPORT (pages 36-37)

WH.37B.01 – Q: Is an Orbital Strike affected by the WH.37B.02 – Q: When hitting a vehicle, a Melta
Night Fighting rules at all? Torpedo is an Ordnance weapon AND rolls 2D6 for
No [clarification]. penetration. How exactly does this work?
Ref: DH.31B.02 A: First, roll two D6s and pick the highest (for being
Ordnance), then add a further D6 to the total (for the Melta‟s
2D6 penetration rule) [clarification].
Ref: DH.31B.03
WITCH HUNTERS CODEX QUERIES (WH) 104

WITCH HUNTERS ARMY LIST: SAINT CELESTINE (page 47)

WH.47E.01 – Q: If Saint Celestine is killed without


losing her last wound (such as suffering a Deep Strike
mishap‟) does she still take the leadership test to put
her back into Reserve?
A: No, only when she actually loses her last wound (or is
killed via something that causes „instant death‟) does she
take the Leadership Test to go back into Reserve [RAW].
GLOSSARY OF ABBREVIATIONS 105

40K Warhammer 40,000 IAA2 Imperial Armor Apocalypse 2


40KA Apocalypse Supplement (APOC) IC Independent Character
APOC Apocalypse supplement (40KA) IG Imperial Guard
ATSKNF And They Shall Know No Fear LOS Line of Sight
BA Blood Angels MC Monstrous Creature
BT Black Templars MEQ Marines and Equivalents
CA Chapter Approved MISC Miscellaneous
CC Close Combat NEC Necrons
CSM Chaos Space Marines ORK Orks
DA Dark Angels RAW Rules As Written
DE Dark Eldar RB Rulebook
DH Daemonhunters REL Apocalypse Reload supplement
ELD Eldar SM Space Marines
FAQ Frequently Asked Question SOB Sisters of Battle (WH)
FOC Force Organization Chart SW Space Wolves
FW Forge World (IA) TAU Tau Empire
GC Gargantuan Creature TYR Tyranids
GEN General Question UK United Kingdom
GK Grey Knights US United States
GW Games Workshop USR Universal Special Rule
HQ Headquarters VP Victory Point
HW Heavy Weapon WBB We‟ll Be Back
IA Imperial Armor (FW) WD White Dwarf Magazine
IA1-7 Imperial Armor Vol. 1-7 WH Witch Hunters
IAU06 Imperial Armor Update 2006 (IA06) WMD War Machine Detachment
IAA Imperial Armor Apocalypse WYSIWYG What You See Is What You Get
AFTERWORD 106

THE GOAL OF AN UNOFFICIAL TOURNAMENT FAQ

The goal of this document is to ensure a fun and smoothly run event for as many players as possible, which is the goal of
any good tournament. This is accomplished by granting players the peace of mind of knowing exactly how certain rulings
will be handled should they arise in their games long before they ever decide to attend the tournament.

Because of this goal, we‟ve attempted to make our rulings match the way most people naturally play the game. This ideal is
based on what we have witnessed through years of running and playing in national tournaments comprised of strangers
from across the world as well as input from the occasional internet poll. We understand that this is (quite) far from an exact
methodology, but we feel it is the only system that works for a document of this nature.

Due to its extreme length, we know most players attending an event will not have read the entire FAQ and it is very
unwieldy to print out and carry. However, since we generally rule how most people naturally play the game, these two
issues become much less dire. The hardcore players who enjoy reading every line of a FAQ, even if they don‟t personally
agree with the ruling, will come to the event already aware of how every issue will be handled. The casual player will show
up and simply play their games, blissfully unaware that the FAQ even exists because it already follows the way they play!

If this is the ideal, how do we determine when our rulings will side with the „RAW‟ (rules as written) and when they will
deviate? And what criteria do we use to apply the descriptive „ruling tags‟ to the end of each ruling?

First, it is important to note that there really isn‟t such a thing as „RAW‟, only the rules as the person reading the text
interprets them. Language is not an exact science like mathematics and two reasonable, intelligent people reading the same
passage will often end up with two entirely different ideas of what the rules actually say.

The only time we use the [RAW] tag in our FAQ is when all of the members of the ruling council agree that there is just one
possible interpretation of the rule in that particular situation and that interpretation does not go against how the vast
majority of players we‟ve seen play it. If we do rule against the RAW in this situation (because we believe the vast majority
plays it differently) we then label the ruling as a [rules change].

Most of the rulings in our FAQ are labeled as a [clarification]. These represent situations where any member of the ruling
council interprets the RAW differently from any other member, or the rules don‟t seem to present any definitive answer. In
these cases, we are choosing one of several valid interpretations of the RAW, always being mindful to try to stick with how
we‟ve seen most people play that situation.

One other thing to note is that we have tried to stick with the mandate laid out by Games Workshop in their own FAQs, and
that is: when in doubt, the rules presented in a codex apply, even if the codex is quite old and sometimes even if common
sense would seem to dictate the contrary.

We are well aware that there are many players out there who were hoping that a document such as this would be used to
create consistency across the codices that they feel is needed. While we certainly sympathize with those concerns, it just
isn‟t realistically feasible for an unofficial FAQ whose goal is to be as universally helpful as possible to be in direct opposition
to the game company‟s own position and FAQs.

As a tournament organizer, if you don‟t care for any of our rulings we urge you to feel free to change what you don‟t like to
fit your event or even to take our questions as a base and create an entirely new FAQ. This document is meant to be a tool
and a resource to help create great tournaments. If it helps you in any way to do so, then we‟re all a little better off as a
community and as gamers.

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