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WTC2021 FAQ Document September2020

The document provides clarifications for rules issues that may arise during gameplay at the World Team Championship 40k tournament. It begins with a mission statement noting the purpose is to avoid arguments by ruling on grey areas, not determine right/common interpretations. Several pages of core rules and phase clarifications are then given for general gameplay, terrain, missions, factions and matched play documents. Specific rules questions for various factions are addressed individually.

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arnaudgoetzmann
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0% found this document useful (0 votes)
93 views

WTC2021 FAQ Document September2020

The document provides clarifications for rules issues that may arise during gameplay at the World Team Championship 40k tournament. It begins with a mission statement noting the purpose is to avoid arguments by ruling on grey areas, not determine right/common interpretations. Several pages of core rules and phase clarifications are then given for general gameplay, terrain, missions, factions and matched play documents. Specific rules questions for various factions are addressed individually.

Uploaded by

arnaudgoetzmann
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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World Team Championship WH40K 2021 - WH40K 9th Edition FAQ Document

version: DRAFT v0.3 Last Update: September 6th, 2020

WORLD TEAM CHAMPIONSHIP WH40K


2021 FAQ Document
More Information about the WTC?
For more information about the WTC tournament please refer to:
http://aquilla.xobor.com/

Document History:
2020/08/13: 2020 August Draft 0.2
2020/08/27: 2020 September Draft 0.3

The Army Painter Best Coast Pairings Table Sports Network


ABOUT THE WORLD TEAM CHAMPIONSHIP FAQ DOCUMENT 5

Mission Statement 5

GENERAL WTC CLARIFICATIONS 5

Core Rules 6

General Core Rules Entries 6

Movement Phase 7

Psychic Phase, Psykers and Spells 8

Shooting Phase 8

Assault Phase 9

Morale 10

Stratagems 10

Terrain AT THE WTC 11

General Terrain CLARIFICATIONS 11

Fortifications 11

Missions, Army and Deployment CLARIFICATIONS 11

Mission Clarifications 11

Army Clarifications 12

Deployment Clarifications 12

SHADOWSPEAR 13

Vanguard Marines Clarifications 13

Daemonkin 13

INDOMITUS 13

SPACE Marines Clarifications 13

PSYCHIC AWAKENING CLARIFICATIONS 13

Page 2
Blood Of The Phoenix 13

Faith and Fury 14

Blood Of Baal 14

Ritual of the damned 14

The Greater Good 14

ENGINE WAR 15

WAR OF THE SPIDER 15

ADEPTA SORORITAS 15

General 15

Adeptus CUSTODES 16

General 16

Adeptus MECHANICUS 16

General 16

ASTRA MILITARUM 16

General 16

BLOOD ANGELS 17

GENERAL 17

CHAOS DAEMONS 17

General 17

CRAFTWORLD ELDAR 18

General 18

DARK ANGELS 19

General 19

DEATHWATCH 19

General 19

Page 3
DRUKHARI 19

General 19

GENESTEALER CULT 20

General 20

GREY KNIGHTS 21

General 21

HARLEQUINS 21

General 21

Heretic Astartes 21

General 21

Heretic Astartes – FACTION DEATH GUARD 22

General 22

HERETIC Astartes – FACTION EMPERORS CHILDREN 22

General 22

Heretic Astartes – FACTION THOUSAND SONS 22

General 22

HERETIC Astartes – FACTION WORLD EATERS 22

General 22

HERETIC Astartes – FACTION Alpha Legion 23

General 23

IMPERIAL KNIGHTS 23

General 23

INQUISITION 23

General 23

NECRONS 23

Page 4
General 23

OFFICIO ASSASSINORUM 24

Culexus 24

CALLIDUS 24

General 24

ORKS 24

General 24

SPACE MARINES 25

GENERAL 25

SPACE Wolves 26

GENERAL 26

TAU 26

General 26

TYRANIDS 27

General 27

YNNARI Aeldari 27

General 27

Page 5
ABOUT THE WORLD TEAM CHAMPIONSHIP FAQ DOCUMENT

MISSION STATEMENT

The WTC FAQ does not have the purpose to particularly offer the -right- or -commonly
accepted- solution to a grey area in the rules. Its purpose is to offer a compendium of grey
zones in the rules that specifically are ruled one way or the other in order to avoid frustrations
and heated arguments at the gaming tables come the WTC. GEN

GENERAL WTC CLARIFICATIONS

1. Players are required to give full disclosure of their army list to their opponents, including weapons,
wargear, special rules and the contents of any transport vehicles.
2. Rules issues troubleshooting guidelines: WTC Clarifications > English GW Official FAQs > English
Codex/Index > English Main Rulebook. Any document published by Games Workshop after list submission
date will not be used at WTC. With digital releases, be aware that not all versions (Kindle, Android) will be
updated regularly and might create discrepancies in the rules. In these cases, the printed physical copy
takes precedence unless an FAQ entry was generated for that particular update.
3. Models are expected to be WYSIWYG (What you see is what you get). There will be a margin of tolerance
for non-weapon wargear but always approve any deviations through the captain’s council prior to the
start of the tournament or be subject to possible penalties/have your models removed at the WTC. The
referee crew is going to be very strict about the modeling policy.
4. Any instances where a model does not match the GW stock (as per the instruction manual that comes
with the model) should be raised with the referees, and if any unfair advantage is deemed to be gained
then said models will be removed and the player will be carded. Players may only convert their models for
aesthetic purposes. Any players/teams that according to the opinion of the Referees have
converted/changed their models specifically to gain a gameplay advantage will be penalized. Always
assume stock position, height and loadout of models to determine if modeling for advantage is in play
(Imperial Knights for instance may not rotate their gun arms out to gain more range/visibility).
5. In case of a ruling where the size of the model must be taken into account, the size and dimensions of the
latest range of citadel warhammer 40000 miniatures models must be used. Players using converted, old
or alternative models are expected to be able to provide the model from the latest range upon request by
the Referee.
6. Where discrepancies occur between datasheet entries and summaries at the back of a book or via means
of an online app, always use the datasheet entry as the final and correct entry.
7. Players using drop pods must use them with the petals closed at the WTC. True LOS then applies.
8. When using GW dice, or custom dice, players need to ENSURE their dice pips (essentially the number on
the dice) can EASILY be distinguished from across the table by their opponent. Where this is not the case,
players will incur a yellow card infraction and the dice will be removed from the tournament. Any player
that is the victim of this should immediately notify a referee.

CORE RULES

GENERAL CORE RULES ENTRIES

1. Fast dice rolling is mandatory when it will not impact the game. When all the attacks in a certain volley
have the same characteristics, make all the hit rolls at the same time, then all of the wound rolls. Resolve
variable damage rolls 1 by 1. The rule above is there to ensure players do not stick to rolling attacks 1 by 1

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when it is not absolutely necessary. You are still allowed to use a CP reroll to roll one of the dice in the fast
rolling procedure if you would be so inclined. In cases where this might be important, the dice need to be
rolled one by one. Damage from multi-wound attacks vs multi-wound models that are members of a unit
must be resolved one at a time.
2. Abilities with the same name do not stack to the same unit. For instance, multiple drone controllers do
not infer more than +1 to hit for units in range of more than one drone controller, nor do units in range of
more than one model with the Technomancer rule benefit from more than a +1 to Reanimation protocols.
Same applies for a Darkshroud’s Icon of Caliban rule for instance.
3. Abilities that improve a save, like a Rubric Marine's All Is Dust ability, or the Space Wolves Mantle of the
Troll King ability, do add +1 to saving throws made with invulnerable saves (unless otherwise stated), but
bear in mind that restrictions to that condition may apply (such as All Is Dust only applying when the
damage profile is 1).
4. In cases where a rule allows you to ignore a specific AP value, or treat a specific AP value as something
else, apply this rule before applying any cumulative modifiers: i.e. a Salamander Space Marine is shot
by a Heavy Bolter that is in the Devastator Doctrine. The Heavy Bolter's AP1 is instead treated as 0, as
per Forged in Battle, then an additional AP1 is applied by the Devastator Doctrine. Meaning that the
Salamander has a 4+ save.
5. Abilities that return dead models back to play within an existing unit such as Necron's Reanimation
Protocols, a Space Marine's Narthecium, the Tervigon's ability to replace Termagants in an existing unit, or
similar effects that add models to units, do not require any reinforcement points and may never bring a
unit above its starting size. Adding new models to units such as blue or brimstone horrors to a unit of
horrors, does cost reinforcement points for every model added in this way. You can never set up a model
within engagement range of enemy models unless the ability or stratagem states otherwise. When adding
models to existing units, models have to be placed in coherency with a model that was there at the start
of the phase.
6. When a weapon/ability references a model's 'Wounds characteristic' such as with an Ork tellyporta mega-
blast or the Red Terrors Swallow Whole ability, take into account the wound characteristic on its profile,
and not its current wounds value.
7. Where abilities, rules, or stratagems interact when a model is slain, use the profile as if the model had one
wound remaining in case of models with a degrading profile.
8. Where abilities, relics or warlord traits let you generate command points, bear in mind that your model
with the ability, item or WL trait must be deployed on the table for it to be used (Helm of the third eye,
Kurov’s Aquila,…).
9. Models entering play via relics, abilities or stratagems, like is the case for ‘Cloudstrike’ for instance, always
do so counting as moved their maximum distance.
10. Units that enter the game through conjuration or summoning, whether through means of psychic powers,
stratagems, or abilities like Daemonic ritual, can enter the game turn 1 and never count towards the rule
of 3.
11. Abilities that trigger when a model is slain, like the Graia Dogma ‘Refusal To Yield’, or ‘Our Kin Shall Rise
Again’ from a Frozen Stars Warlord Trait cannot be used in conjunction with any other ability that ignores
wounds. In such cases players can choose which ability takes precedence.
12. For LOS purposes, never count decorative elements on a models base, like is the case for the new Imperial
Assassins, Drazhar or Jain-Zarr, or the base itself, to draw LOS to or from. Players may choose to not use
the decorative elements that make up a models base, even if it can impact LOS.
13. Units on skimmer bases need a minimum stem height of 2 cm. Models that don’t have the proper stem
height will be pulled for the duration of the tournament as soon as the discrepancy is noticed.
14. The Attacker Priority Rule only applies to abilities and core rules on a models datasheet. It never applies
when clashes would occur due to the use of stratagems.
15. Any unit that is removed from the table and then set up again will count as Reinforcements, such as is
the case for Harlequin units making use of ‘Heroes’ Path’. This also implies units that count as
Reinforcements can’t be the subject of any powers, rules or abilities that allow them to move again or

Page 7
be set up elsewhere (Da Jump, Gate of Infinity, Fire and Fade, …) just as is the case for other
Reinforcements.
16. A unit making use of a rule, stratagem or ability that allows it to make any kind of move outside of the
movement phase, cannot use said move to embark upon a transport except if the rule, stratagem or
ability explicitly states so (like the Skystride Stratagem for Harlequins) .
17. A unit that is the subject of an out of sequence charge, like is the case for a unit being the victim of the
Custodes ‘Stooping Dive’ stratagem, will always be able to allocate attacks to said units if it meets all
other criteria to do so.

MOVEMENT PHASE

1. Abilities or rules that trigger in the movement phase when units ‘move over’ other units, like Void Mines
from Razorwings or Stasis Bombs from Dark Talons, can be used on a unit with models currently within 1”
of an enemy unit. These abilities or rules cannot be used when the models in question enters strategic
reserves by leaving the board.
2. When placing models and using wobbly model syndrome, the controlling player is free to place their
model how they wish as long as there are no abstractions regarding the law of physics when they are
placed (like placing a shadowsword or Mortarion on its side), and as long as it is balanced in such a way
that a bump to the table doesn’t risk to dislodge/cause the model to fall from its position. With regards to
vehicles and monsters, the entire base needs to fit the space your model is trying to occupy or it cannot
be placed in said position (like on the top of ruins for models that can fly).

In all instances where wobbly model would come into play the motto is: be reasonable, talk to your
opponent, and try not to game the system. The referees will be harsh and hand out yellow cards for
unsportsmanlike conduct to anyone trying to abuse this rule for a gameplay advantage. Players are
encouraged to immediately seek referee assistance if they feel their opponent is pushing the limits in
regards to Wobbly Model Syndrome.
3. Units without the fly ability that are trapped in combat (typically happens when a model is “tripointed”
but can be caused by other factors as well), cannot fall back from combat if their only option would be to
go up or down a level of terrain unless they use the Breakout Stratagem. Note that units that are not
tripointed could still fall back normally even by going down levels. This entry only concerns those units
that would be stopped from moving out of combat normally.
4. Units disembarking from a transport on the turn their transport arrives on the battlefield as
reinforcements are not affected by abilities such as “omni scramblers” but must stay away 9 inches from
any enemy models as per usual.
5. When advancing, a model or unit can still use abilities that are done ‘instead of shooting’ like popping
smoke launchers.
6. Units that are embarked upon a transport that comes out of strategic reserves, can only be the target of
abilities and rules such as Auspex scan when they disembark the turn the transport arrives. Units that
stay embarked upon said transport are not automatically destroyed past turn 3 as the moment they
show up with their transport, they stop counting as being strategic reserves even if they stay embarked.

PSYCHIC PHASE, PSYKERS AND SPELLS

1. Smite can be used on units within engagement range of friendly units.


2. Where models or units have abilities that allow them to deny a psychic power, as is the case for Necron
Gloom Prism or Khorne Flesh Hounds for example, the deny the witch attempt is subject to the 24" range
limitation unless the ability states another range.
3. Psychic Powers cannot be cast when a unit with Psychic Abomination would be the target of a psychic
power that works on the nearest unit. Do note that powers that do not directly affect the unit with
Psychic Abomination, still take effect. This happens for instance when a unit that is the target of a charge

Page 8
or shooting attack from a unit with the psychic abomination rule would have altered characteristics,
improved save, add modifiers to their rolls, and/or cause them to re-roll dice or any other such effect.  
4. Psychic Powers with the same name that are scattered across several books/releases and might even
work on different keywords count as the same spell and cannot be cast more than once. This is the case
for instance with Miasma of Pestilence from the Deathguard and Chaos Space Marines releases
respectively.
5. When Vortex Of Doom would affect multiple units, roll a separate D3 for each affected unit.

SHOOTING PHASE

1. Unless otherwise stated, Supercharged Plasma Guns that roll a 1 will kill a vehicle outright.
2. A models base never comes into play when checking LOS, and is just used for range. Bear in mind that for
models without a base, you check LOS to the model (this includes sponsons and turrets and the like),
range from the weapon (this includes sponsons and turrets and the like) onto the hull (this includes
sponsons and turrets and the like)
3. When a unit can fire twice, work out both shooting attacks immediately one after another before moving
on to another unit, unless the power or ability states otherwise. The second attack can target another unit
freely, unless stated otherwise.
4. Units that can make attacks that don’t need LOS still apply a -1 when shooting at a unit benefiting from
dense cover unless a line can be drawn without passing over a dense cover terrain feature.
5. Abilities that allowed you to target units that weren’t closest models have been changed to state they
now ignore the look out sir rule. Rules and abilities like a Cryptothralls Protectors aura or the effects of the
cloud of flies stratagem now prevent the targeting of a character by units that can ignore the look out sir
rule as a consequence of this change.
6. Units that gain the benefit of cover when they are not in cover (by some ability) gain light cover. Units
that ignore the benefit of cover ignore effects bestowed from light, heavy and dense cover.
7. Unless a rule or ability directly addresses fall back, a unit can never shoot after it has fallen back. This
also applies to stratagems such as Relentless Determination.

ASSAULT PHASE

1. Units that have a rule or ability to charge more than 2D6" such as the Brass Scorpion's 3D6" charge, or
effects that grant +1 to charge moves or the like, are still only allowed to declare charges if they are within
12" from the enemy.
2. Units completely out of LOS cannot be affected by overwatch fire unless the weapon allows for shooting
at units out of LOS.
3. If a character charges into a unit, it can be the subject of overwatch fire even though it is not the closest
visible enemy unit.
4. A unit that would no longer be in coherency due to overwatch or such can still opt to charge if the charge
move will allow it to restore coherency. Similarly, if a unit finds itself out of coherency in the fight phase,
models in that unit are still allowed to make any Pile In and/or Consolidation moves as long as they can
restore coherency. If this is impossible, no model in the unit can move at all and unit coherency checks
will apply.
5. When two units are equidistant, the player controlling a unit can freely choose which unit to pile in
towards.
6. For interactions like determining the range and engagement for assaults that involve vehicles, including
those with the hover rule, consider the hull to be the downward projection of its hull-features (including
sponsons, spikes, antennas, turrets, and so on) onto the floor (current level in case of vehicles with fly). In
the case of interactions with other models, including other vehicle models, these can fit where they can fit
(like underneath tank tracks), even if this would mean that would end up inside or on the downward

Page 9
projection of the hull. This does not automatically lock the vehicles in combat, they can still move away
from said models if they are able to move when considering all other factors.
7. Remember that models within range of enemy units HAVE to strike when it is their turn to do so.
8. When units with the flyer battlefield role pile in, they may freely pivot and change their facing as part of
doing so.
9. If a unit’s datasheet has the Fly keyword, then when it makes a heroic intervention, its models can be
moved across other models (and their bases) as if they were not there, but they must move over terrain
features (including Building units) like any other model. A model that can Fly cannot finish any move on
top of another model.
10. A charge will fail if a unit does not end up within engagement range of ALL declared targets.
11. The front tips of a vehicle like a wave serpent or equivalent chassis cannot be used to block off charges to
models positioned between them. Models placed in such a way can be charged by enemy units as long as
the charge roll required would be enough to get within engagement range of the model inbetween the
tips.

Farseer chargeable upon adequate charge-roll Farseer unchargeable (even with adequate roll)

Character is in an illegal position. Cannot have models


occupy the same table space at the same level. The
Defiler’s downward projection of its hull onto the
table prohibits the character from being positioned
where it is in this picture.

Page 10
MORALE

1. Models fleeing as a result of a failed morale/combat attrition test cannot be brought back into the game
by means of Reanimation Protocols, an Apothecary’s Narthecium, or any similar abilities.

STRATAGEMS

1. Stratagems like ‘Indomitable Guardians’ and ‘Counter-Offensive’, that interrupt the alternating flow of the
fight phase, cannot be used in conjunction with each other to make units in your army fight one after the
other. Stratagems like these never ‘stack’.
2. Stratagems with the same name that are scattered across several books (like Veterans Of The Long War or
Orbital Bombardment just to name a few but not the case for Webway Assault, Webway Strike and
Webway Portal, which have a different name) are still considered the same stratagem even when they
target different keywords, meaning only one instance of these stratagems may be played per phase/battle
as the stratagem describes.
3. Unless they state otherwise, stratagems that do not list they target friendly or enemy models or units, can
only be used on models or units from your own army. For example, in mirrormatches you are prohibited
from using Tide Of Traitors on your opponents unit to remove it from the table, or using Linebreaker
Bombardment on your opponents Vindicators, or any other interaction of the sort.
4. The Linebreaker Stratagem used by the different Space Marine chapters cannot be used if any of the
Vindicators cannot shoot whether this is from being within engagement range of enemy units, falling back
or advancing or any other such condition that would apply.
5. The counter-offensive stratagem changes the strike order and as such can negate abilities, relics, warlord
traits or powers that state a unit must strike last, as is the case for the Armour Of Russ, The Vexator Mask,
Paroxysm, The Shattering Truth WLT or any other such interactions.
6. Desperate breakout cannot be used on units that have a movement value of -, 0 or units that state they
are immobile on their datasheet.
7. Each unit can only be the target of a given stratagem once per phase, or once per pre-phase. This is the
case for instance for Apoplectic Frenzy.

TERRAIN AT THE WTC

GENERAL TERRAIN CLARIFICATIONS

1. When Units attempting to charge an enemy unit that is up on terrain are unable to do so because there is
no space to place them within 1” of the enemy models, wobbly model applies. After resolving potential
overwatch, calculate the necessary distance for the closest charging model to travel in order to complete
a charge and end up in engagement range. If the charge distance is at least this much, the charge is
considered successful and the units are considered to be engaged. Note that this only ever happens if
your unit would be legally allowed to be placed there in the first place. It helps to not actually move any
models in the charge phase to work out who can fight in this case and proceed to place models where
they should be when the results have been determined and casualties have been removed.
2. A model is only ever counted to be within a terrain feature when part of its base, or the extension of its
hull projected onto the ground, would overlap with said terrain feature. Touching terrain with models is
not enough to be counted as being within a terrain feature.
3. Vehicles and monsters can benefit from the dense cover terrain rules, even when the terrain has the area
terrain category.
4. Woods at the WTC will always be played as if they did not have any foliage/trees, and thus will never
impede movement other than the penalty bestowed by the difficult ground keyword.

Page 11
5. Any unit type, not only Infantry/Beast/Swarm, can benefit from Light Cover. Whereas Area and
Obstacle terrain with the Light Cover Terrain Trait gives the benefit of cover with restrictions, light
cover can be bestowed from other sources with different restrictions.
6. Ruins at the WTC will always have the defence line keyword. Remember that the unit’s charge roll must
be sufficient that it is able to end that move in unit coherency and within Engagement Range (pg 4) of
every unit that was a target of its charge, without moving within Engagement Range of any enemy units
that were not a target of its charge before the defence line bonus of striking within 2” comes into play.

FORTIFICATIONS

1. A unit that starts its move within engagement range of a fortification part of the opposing army is not
subject to the rules regarding Falling Back if there are no other enemy units embarked upon it or within
engagement range.
2. Enemy models, just like friendly models, are allowed to move onto fortifications bought as part of the
opposing army as long as it doesn’t have a transport capacity.
3. Fortifications are deployed together with a players army.

MISSIONS, ARMY AND DEPLOYMENT CLARIFICATIONS

MISSION CLARIFICATIONS

1. For interactions like determining if a vehicle (including those with the hover rule or similar) controls an
objective, consider the hull to be the downward projection of its hull-features onto the floor. This also
applies in the fight phase. Consider the projection of the hull onto the floor when measuring if models are
within engagement range of the vehicle.
2. Objectives at the WTC are always to be placed on the ground floor, even in missions where objectives can
be moved. The 40 mm part of the objective marker may never be moved into terrain. The area to control
any given objective is a cylinder that extends 3 inches from every edge of the 40 mm marker and 5 inches
up from there.

3. Psychic actions are resolved in every which way as a psychic power. This means they are affected by
modifiers to tests for psychic powers like is the case for a Lord of Change or Magnus, but also from
stratagems such as Cabalistic Focus for instance, and can be affected by rules and abilities that interact
with psychic powers such as Devout Puritan, or stratagems (such as Purity of faith) and warlord traits
(such as Divine Spark or Watched) that allow to deny a psychic power.

Page 12
4. Attempting to deny a psychic action counts towards the number of times a model can attempt to deny the
witch.
5. The description of a secondary objective will decide if more than one unit can perform the given action.
Ignore the last sentence of the 2nd paragraph of page 77.
6. An action will fail if, at any point during your turn, the unit is no longer controlling the objective. This to
stop units from starting to perform an action (like Raise the Banners High) and then be taken from the
table to be set up again before the indicated time when the action is completed like could be the case for
a unit of Wracks benefiting from Black Cornucopians and still technically performing the action. This is not
allowed at the WTC.
7. Units that have a single point cost but consist out of more than 1 model, like is the case for Ephrael Stern
and Kyganil, cannot be chosen for the While We Stand We Fight secondary.
8. In mission 33, when you move objectives horizontally, they can be moved in any direction.
9. Actions can be performed by units that are set up in the Reinforcements step of the movement phase
before moving on to the Psychic Phase.

ARMY CLARIFICATIONS

1. Your army WARLORD cannot be a unit that cannot be targeted like a Feculent Gnarlmaw.
2. When supplying your armylist, it is mandatory to list which warlord traits, pregame stratagems and
psychic powers your models/units will use.
3. It is WTC tournament etiquette to state how many command points you have in your army when: running
through each other’s army list, when using or gaining command points during the game, ... Clearly state “I
have XXX Command Points left now” whenever a CP use or gain happens during the game.
4. Units that do not exclusively have the infantry keyword (Thunderfire Cannon as an example) cannot
unlock a transport.

DEPLOYMENT CLARIFICATIONS

1. Models need to deploy fully within their deployment zone unless an ability states otherwise.
2. When one deploys units onto the battlefield, whether this occurs at the beginning of the game or during
the game when reinforcements arrive, remember you cannot place units in a position they wouldn't
normally be able to move into. As an example, you cannot deploy a non-flying vehicle on the top level of a
ruin.
3. Units that can deploy via special abilities like a Nurglings Mischief Makers or the Eldar Stratagem
Phantasm, or a Spawn that is generated via an ability or spell, still cannot place any models within
engagement range of enemy models. If both players have units that can be set up after both armies have
deployed, or before the start of the first battleround, proceed to roll-off to decide who starts placing their
units with that specific ability first, after which players alternate putting down units.
4. When considering how much of your army can be put into tactical reserves/reinforcements, subtract
any points for droppods/units inside of droppods and then divide that number in half to determine
your available reserves/reinforcement points.
5. Strategic reserves cannot come into the game past turn 3. Units that haven’t come in by turn 3 count as
destroyed. Note that this only applies when the models couldn’t physically be placed. It is both players
duty to remember units that have been placed in strategic reserves to come into the game in a timely
fashion (you may want to ask your opponent: are you bringing in strategic reserves this turn at the end of
every movement phase for instance). In the case both players forget about units in strategic reserves and
cannot resolve a situation, then involve a judge who will make a judgement call based on the current state
of the game.

SHADOWSPEAR

Page 13
VANGUARD MARINES CLARIFICATIONS

1. The Crusader Helm only works for aura abilities that are listed as being ‘within X inches of this model’ (eg
it does not work in conjunction with an omni-scrambler).

DAEMONKIN

1. The units listed in the Demonkin Codex cannot be drafted from the Thousand Sons or Death Guard
Legions, or have the Fallen keyword.

INDOMITUS

SPACE MARINES CLARIFICATIONS

1. The Bladeguard ancient has the Ancient keyword.


2. The Assault Intercessors have the Intercessors keyword.
3. The Judiciar’s Tempor Mortis ability can be countered by using the counter-offensive stratagem. Where
this rule interacts with a charging unit, refer to page 361/362 of the GT 2020 Mission pack. This is a case
of a unit being under the effects of both a rule that always lets it fight first in the Fight phase, and a rule
that says it cannot be selected to fight until after all other units have done so, so the unit affected by
Tempor Mortis instead fights as if neither rule is affecting it.

PSYCHIC AWAKENING CLARIFICATIONS

BLOOD OF THE PHOENIX

1. When Drazhar charges into combat, his Murderous Assault rule allows him to be chosen to fight with
twice in sequence, barring items, abilities or stratagems that break the chain of who gets picked to fight.
2. Mortal wounds suffered by models benefiting from Dark Technomancers will be determined on a model
by model level. Use colored dice or make separate attacks where this might be an issue.
3. Withdraw only applies to Warp Spider units currently within engagement range of enemy models.
4. Witch Strike only applies to the model that cast the power.
5. Obsession bonuses like Dark Technomancers, that modify a certain roll, do not carry over to the
passengers in a transport.

FAITH AND FURY

1. Vox Scream can only be used to shut off auras that provide a bonus to a characteristic or a roll within X of
a certain model, like Rites of Battle or the Ironstone. It has no effect on things like Operated Artillery or
For The Greater Good /Saviour protocols or anything similar.
2. Black Templars benefiting from Devout Push that end up within engagement range of enemy models
because of its pile-in, but without having charged, will not benefit from Shock assault but can be selected
to fight with following the normal sequencing.
3. Where Dour Duty comes into play, an AP characteristic of 0 would still be treated as AP 0.
4. I am Alpharius can be used to transfer a Warlord Trait to a CHARACTER that would already have a Warlord
Trait via We Are Alpharius
5. The artefacts and warlord traits specific to the legions can only be used if you have entire detachments of
said legion. For instance, having a Word Bearer warlord in a mixed CSM detachment would not give you
access to Word Bearer artefacts or warlord traits. You would need a Word Bearers Detachment for that.

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6. Extra attacks generated by excess of violence cannot generate additional attacks when any casualties are
made.

BLOOD OF BAAL

1. Announce the use of Feral Instincts at the start of the Fight Phase, before resolving any attacks.

RITUAL OF THE DAMNED

1. Cha’Qi’Thl’s Theorem can be used to negate the cost of any stratagem, even those not associated to any
cult.
2. The All is Dust modifier to a saving throw cannot be used to improve the invulnerable save beyond 3++. A
roll of a 1 or a 2 would still fail.
3. Work out attacks targeting models benefiting from Masters of Combat separately, and each returning
attack immediately after a model has been slain. Units benefiting from Masters Of Combat can use the
Counter-Offense stratagem.
4. Dynamic Insertion is not affected by the Scrambled Coordinates stratagem.
5. A unit affected by Intonement for Guidance ignores both negative and positive hit modifiers, and the
litany supercedes a set-value to hit like is the case for the Culexus Assassin or Craftworld units under the
effect of the pathfinder stratagem.
6. Inner Fire can only be manifested by units currently within engagement range of enemy units.

THE GREATER GOOD

1. A given Tau unit may have both a prototype weapons system and a signature system if it would be eligible
to have both.
2. The Firestorm stratagem only applies to Farsight Enclaves models with the Flyer Battlefield role.
3. Defense in numbers does not stack with sense of stone from an ethereal. Only one damage prevention
roll is permitted.
4. The gatling burst cannon can benefit from the Up-gunned tenet.
5. The Gifted pilot tenet applies to all attacks made by ranged weapons from the model in question.
6. Networked markerlights follow all rules and restrictions of normal markerlights.
7. No more than one Farsight Enclaves Commander unit can be added in a mixed sept detachment. The
Commanders FE matched play rule only applies to Farsight Enclaves Detachments.

ENGINE WAR

1. Belisarius Cawl may not use Mechanicus Locum to purchase another warlord trait than the one warlord
trait he has listed in the codex.
2. The rad saturation rules from Serebrys Sulphurhounds and the Rad Saturated Forge-world dogma stack.
Apply both instances.
3. The secondary ability “trans-node power cores” does not apply in Overwatch.
4. A Manipulus’ Galvanic Field ability may be used even when the model is in another locale (strategic
reserves) or currently embarked, but of course the ability will not affect any models unless the
Manipulus is set up on the battlefield.
5. Tactica Obluiqa can be used without having to pay the CP for Overwatch.
6. Aura of Mutability only applies if the LOC isn’t reduced to 0 wounds before a given unit has resolved all
of its attacks.

WAR OF THE SPIDER

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1. Consider Aleya to have the Sisters of Silence faction keyword and Valerian the Adeptus Custodes faction
keyword.
2. For the purpose of the Emperor’s Hand stratagem, consider all -1/-2/-… modifiers, everything that alters
the roll (like +1 to the save roll) but not rules, abilities or stratagems that only allow an interaction with a
given set value (Like Craftworlds Pathfinder Stratagem, Transhuman Physiology that only allows a wound
roll on 4+, or the Auramite and Adamantium stratagem that sets Ap -1/-2 to AP 0)

ADEPTA SORORITAS

GENERAL

1. Miracle Dice can be used to substitute for a single roll for a model or unit. That means you can substitute
two dice to make a certain charge roll for instance, or a single dice for a given hit roll in a batch of hits
rolled for a multi-model (or single model) unit.
2. Devastating Refrain is used BEFORE determining the type characteristic of any weapon involved in the
shooting sequence.
3. Fury and Faith can be used even if there hasn’t been a Deny The Witch attempt.
4. Holy Trinity can be used when one or more of the weapon profiles would originate from a combi weapon.
5. No miracle dice can be substituted when you make a re-roll for a certain dice-roll, even through the use of
stratagems like command re-roll, when you decided not to use an Act Of Faith (miracle dice) prior to
rolling the first die.
6. Where the Ebon Chalice ‘Terrible Knowledge’ warlord trait is concerned, only the first die you gain at the
start of the first battle round will be a 6. The dice gained by traits such as Beacon of Faith will be subject to
a roll to determine the value.
7. The battle sanctum is put on the table as a unit when deploying your army, after reserves and transports
have been declared, and must be set up completely within your deployment zone. No part of the battle
sanctum may be set up within 3” of battlefield terrain or directly on top of any of the 40mm markers. If a
battle sanctum cannot be legally placed it counts as destroyed.

ADEPTUS CUSTODES

GENERAL

1. Trajan’s Moment Shackles ability can be used on any stratagem, not only on Adeptus Custodes
stratagems. Since the stratagem costs 0CP, it cannot be the target of stratagems like Agents Of Vect as no
CP have been spent.
2. Sisters of Silence rhinos can be added to detachments that don’t feature any Sisters of Silence units.
3. Indomitable Guardians cannot be combined with Counter-Offensive to have two of your units fight
consecutively.
4. Emperor’s Auspice applies to all re-rolls, including those generated by Stratagems like Gravitic
Amplification, but does not apply to rerolls that apply to how many attacks a unit generates with its
weapons (like is the case for Catachans).
5. When the Vexila Teleport Homer and Alpha Legion’s Scrambled Coordinates interact, the teleporting
Custodes unit needs to be set up more than 12” away from alpha legion units.
6. Unstoppable Destroyer cannot be used when an enemy model within engagement range is also in base
contact with the model benefiting from Unstoppable Destroyer.

ADEPTUS MECHANICUS

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GENERAL

1. Units affected by Phosphor Weapons cannot benefit from cover for wounds caused by those weapons.
2. Litany of the Electromancer takes effect directly when the canticle is picked, either at the start of the
battle round or whenever a canticle is changed during the game. Enemy units are only affected once per
turn by the Litany.
3. The Scryerskull stratagem cannot be used at the WTC.
4. Benevolence of the Omnissiah (codex Adeptus Mechanicus) and Benevolence of the Machine God (codex
Imperial Knights) do not count as the same stratagem.
5. The Master of Biosplicing warlord trait is considered as a repair in all regards. As such, it can trigger Tech-
Adept and can benefit from Necromechanic, just to name a few interactions.
6. The effects of Wrath of Mars last until the end of the shooting phase in which the stratagem is used.
7. Daedalosus’ Omniscanner bonus can only be applied to attacks made against the unit that was targeted
by the Omniscanner. Attacks made against another unit would not gain the benefit, even if the same
model is splitting its shooting attacks between units.

ASTRA MILITARUM

GENERAL

1. For every point of damage that would take Yarrick’s last wound, roll once for his Iron Will ability.
2. Commander Pask can give orders to his own Leman Russ tank.
3. Ratlings can use their Shoot Sharp and Scarper ability to move after firing overwatch but cannot advance
while using the ability.
4. When using the ‘Ambush’ stratagem, note that it applies before units are ‘dropped’ and as such this
implies that a unit being transported must be a Tallarn unit and counts towards being one of the three
Tallarn units set up in Ambush.
5. Vostroyans using the ‘Repel The Enemy’ rule can fire all their non-pistol, non-grenade weapons, all their
pistol weapons, or a grenade, following all the normal rules for shooting.
6. ‘Overlapping fields of fire’ is checked on a model by model basis in a unit to determine if a +1 to hit
applies to their target. Do not apply a blanket +1 to hit to an entire units shooting attacks when only some
of the models in a unit are targeting the unit affected by the stratagem. Only one enemy unit can be
chosen as the target of the stratagem.
7. Only one of each vehicle equipment can be bought per vehicle.
8. Units that do not have a ‘Regiment’ keyword, like Commissar Yarrick, can issue orders to any unit with the
regiment keyword using the Master Of Command warlord trait.
9. Resolve the first order fully before issuing a second, different order using the ‘Laurels Of Command’ relic.
10. Once you joined two infantry squads via the ‘consolidate squads’ stratagem you cannot further use the
stratagem on that consolidated unit.
11. A model with the Steel Behemoth rule cannot fire overwatch when it is already engaged in combat. Steel
Behemoth allows the tank to target enemy units within engagement range if those units would be within
engagement range of other friendly units as well.
12. A unit that advanced in the movement phase can still ‘move move move’ instead of shooting even though
technically it cannot shoot.
13. Kurov’s Aquila does not apply to stratagems used before the start of the battle like when purchasing
additional relics. In addition, for stratagems used before the start of the first battleround, only proceed to
roll when the character bearing the relic is on the battlefield when said stratagem is used.
14. Only one Crusader squad can be affected by an Act of Faith per turn.
15. Summary execution can be used for more than 1 unit that happens to fail a morale test within 6” of a
commissar, and not just for the first unit that fails morale.

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16. A model that can issue orders via the Master of Command warlord trait also gains the Officer keyword if
he didn’t already have it.

BLOOD ANGELS

GENERAL

1. Blood Angels infantry and BA biker units within 6" of a Sanguinary Priest and Brother Corbulo only get +1
to their Strength characteristic. Do not apply the bonuses from the Blood Chalice and The Red Grail
abilities together.
2. The Sanguinary Priest's Blood Chalice and Narthecium and Brother Corbulo's Narthecium/Red Grail only
affect friendly Blood Angels Infantry or BA Biker units.

CHAOS DAEMONS

GENERAL

1. Any model with the Nurgle and Daemons keywords will add to Epidemius’ Tally of Pestilence. The tally of
pestilence ability only works when Epidemius is on the table.
2. The Horrors from a Burning Chariot do not add any bonus besides granting the irritating chant ability.
Range for the ability is checked from the chariots base.
3. Once cast, Virulent Blessing lasts until the start of the next psychic phase. 
4. A Feculent Gnarlmaw placed by Horticulus Slimux costs reinforcement points as it is a new unit. It cannot
be summoned via Daemonic Rituals.
5. A unit of Plaguebearers under the effect of the Locus of Virulence and Virulent Blessing would be doing 4
damage for each wound inflicted that fulfills the criteria.
6. Where the Crimson Crown would interact with Death To The False Emperor, work out any extra attacks
separately as they cannot generate extra attacks.
7. Warp surge and Ephemeral form do not allow one’s save to be better than a 3++ at any given time. Even
in conjunction with the Impossible Robe, rolls of 1 and 2 are still failed saves.
8. Chaos Daemon stratagems only work on Faction Daemon keyword models. This includes auras obtained
by stratagems like Aura of Conjuration. The auras only ever apply to faction Daemon models.
9. Where Sloppity Bilepipers “Disease of Mirth” interacts with a harlequins Silent Shroud Masque or any
similar effect, disregard both abilities. Instead, the plague bearers roll 1 dice when making their morale
test.
10. Gaze of fate allows you to re-roll a single dice, not an entire dice-roll.
11. Note that any horrors that are generated when they split cannot be placed within 1 inch of enemy units at
the moment they are generated.
12. When SY’ll Esske does not actually move as part of a consolidation move (by being in B2B contact for
instance) she will still have finished a consolidation move in the fight phase and will be able to fight again.
When she selects a new target, this can be any legal target, even the one she had attacked previously.
13. Units under the effect of the Forbidden Gem cannot act until the phase it applies to is completely done.
This precludes abilities, stratagems or other things that may take effect at the end of any phase to
circumvent the effect of the Forbidden Gem. In essence, the effect of the forbidden gem lasts until the
next phase begins.
14. Nurglings “Squishable” rule applies vs mortal wounds. Consider them to be an attack with a damage
characteristic of 1.

CRAFTWORLD ELDAR

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GENERAL

1. When using Battle focus, the unit can shoot with rapid fire, assault or pistols without any modifier if it is
making an advance. Remember that the unit still is affected by a -1 for shooting with a heavy weapon
while moving and cannot shoot with heavy weaponry at all while advancing.  
2. A Wave Serpents Serpent Shield ability can only be used in the owning players shooting phase to function
as a weapon.
3. When Fortune is cast on a unit that already benefits from Spirit Stones, simply apply the best
modifier/save. Abilities like these never stack.
4. Apply Fortune after all wounds have been allocated to a model, this means after applying (multiple)
damage.
5. An Autarch does have to pay for his Forceshield.
6. Swooping Hawks do not count destroyed if they skyleap as long as they arrived before the end of the third
battleround. The unit will count as destroyed if they are not on the table when the battle ends.
7. A unit may use its warpjump generator when falling back.
8. The Eldar Bonesinger datasheet can be used at the WTC.
9. The Path Of Command can only be used for command points spent by the player invoking the Warlord
Trait.
10. When using Phantasm and setting up units again, they cannot be set up elsewhere than on the battlefield
even if the unit has an ability that would allow it, as locale for setup cannot be changed.
11. The use of Phantasm needs to be declared after both sides are deployed, at the beginning of the first
battleround but before the start of the first turn. Eldar players need to state they will use Phantasm
before any potential dice-off has occurred to determine who gets to setup units outside of the normal
deployment phase, like those occurring before the start of the first turn. In case of an Eldar on Eldar game,
if one player does not declare the use of Phantasm, the player making use of the Stratagem sets up his
units before continuing the roll-off. If both players declare, the roll-off to determine who gets to setup
units outside of the normal deployment phase decides who gets to set up a unit via phantasm first.
Alternate units making use of phantasm before proceeding to other units that are setup before the start
of the first turn.
12. Fire and Fade may not be used when a unit is engaged with enemy models. A unit making use of fire and
fade may not use it to embark upon a transport.
13. The Yncarne can heroically intervene on the turn it is setup.
14. When setting up an Aeldari Webway Gate, place it so that the distance between the two nearest parts of
the model that are on the table are 5" apart.
15. When casting runes of battle, whether the power is successfully manifested or not, and is subsequently
dispelled or not (whether through a deny the witch roll or Stratagems such as “Steel Mind, Iron Logic”),
the Eldar player needs to declare which effect was chosen for the power as that effect cannot be chosen
again this phase.
16. Linked Fire may not be used to fire at enemy units within engagement range of any fire prisms by fire
prisms that are themselves not within engagement range of said enemy unit.

DARK ANGELS

GENERAL

1. Asmodai's Exemplar of Hate, Ezekiel's Book of Salvation, and a Deathwing/Ravenwing Apothecary's


Narthecium only affect friendly DARK ANGELS INFANTRY or DARK ANGELS BIKER units.

DEATHWATCH

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GENERAL

1. Passengers from open topped transports targeting a Corvus Blackstar with an Infernum halo-launcher will
also suffer an additional –1 to hit.
2. When a Xenophase Bade would interact with a Shadowfield, all the successful shadowfield saves must be
rerolled.
3. Deathwatch units need to declare which type of ammo they shoot when they target an enemy unit.

DRUKHARI

GENERAL

1. An Archon will not lose its shadowfield save when it suffers a mortal wound.
2. State on your armylist if Combat Drugs will be determined randomly. In any other instance, Combat Drugs
chosen need to be listed on the armylist but can be changed freely before the battle subject to the
restrictions mentioned on page 87 of the Drukhari Codex. Note that you must cycle through all 6 of the
combat drugs before you can choose a bonus that has already been taken by another unit. This also
applies after the first 6 combat drugs are chosen, then the cycle starts again until all 6 are chosen again,
and so on.
3. The Master of Pain ability does not work cumulative. Apply the bonus once regardless how many
haemonculi or characters with the ability are in range.
4. For Alliance of Agony to be used, a haemonculus AND a Succubus must be chosen (and thus present) in
your army. Multiple warlord traits chosen this way are not cumulative unless specifically stated so
(meaning that even if you have multiple choices of Diabolical Soothsayer, you will only ever generate D3
command points extra).
5. Stratagems that are used at the start of the battleround, like Architects of Pain or Hyperstimm Backlash,
can only be used once each battleround.
6. Check after making all the attacks with an Ossefactor if the conditions are met to make the roll to see if
the unit suffers one additional mortal wound.
7. Where No Escape is concerned, do reroll the dice in case of a tie until the roll-off has a decisive winner.
8. Agents of Vect can be used to counter Agents of Vect being played.
9. When a 2-5 is rolled for Agents of Vect, the CP’s for your opponent do not count as spent. Do not roll to
recuperate those CP with warlord traits, relics, or abilities.
10. In cases where Agents of Vects interacts with one-use stratagems, the stratagem does not count as used
as long as its effects haven’t been resolved.
11. Units with the Airborne rule from a Red Grief Cult Detachment still cannot perform charge moves.
12. When a roll-off occurs to see if a unit can fall back from combat via the No Escape rule, and a player
announces the use of a re-roll (via a CP or otherwise), the other player must decide if he will also re-roll
the dice (via a CP or otherwise) BEFORE any of the re-roll results have been determined.
13. Units embarked on open topped transports can use their innate rules like is the case for Kabal units
rerolling 1’s for poisoned weapons when being from the Poisoned Tongue.
14. Fire and Fade may not be used when a unit is engaged with enemy models. A unit making use of fire and
fade may not use it to embark upon a transport.

GENESTEALER CULT

GENERAL

1. When using Telepathic Summons, the necessary reinforcement points need to be free in order to be able
to set up the unit. Units that enter play this way can freely do so as from turn 1.
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2. The Brood Telepathy and Cult Demagogue abilities stack for Cult Genestealer units.
3. The Lurk in the shadows stratagem can only be used in your opponents shooting phase. Weapons that
don’t need line of sight ignore the “visible” part of the stratagem.
4. You can include a Tyranid Detachment, an Astra Militarum/Brood Brothers and a GSC Detachment in the
same army.
5. When a GSC’s opponent has the first turn, no units can move within 9 inches of ambush markers. This
includes start of the battleround movement actions like ‘Forlorn Fury’ and units that are set up again via
other means like Dark Matter Crystal, Da Jump, or any other such interactions. If due to some other rules
interactions it would be impossible to set up a GSC unit from an ambush marker like an Infiltrator Squads
Omni Scramblers or a Clamavus’ Scrambler Array, then the unit counts as destroyed.
6. Wounds generated by Mental Onslaught must be applied to previously wounded models in the unit if one
or more is present.
7. A patriarch can only ever cast one additional power regardless of the number of familiars that accompany
it.
8. Extra attacks from Overthrow The Oppressors made with a power pick will generate the extra rending
claw attack as well.
9. Units affected by Mass Hypnosis can use the counter-offensive stratagem to break the chain of when they
are supposed to fight.
10. Units and models setting up from a blip marker cannot do so outside of their deployment zone in their 1st
turn.
11. GSC units that return to the shadows can do so beyond turn 3 without counting as destroyed for the
purposes of strategic reserves.
12. GSC that are set up on the table can be subject to abilities and rules such as Auspex scan.

GREY KNIGHTS

GENERAL

1. Heed The Prognosticars can only be used on units that are currently on the battlefield.

2. Tide of shadows confers the benefits of Light Terrain (+1 save) to units with this ability even whilst it is
not on or entirely within terrain. It confers the benefits of Dense Terrain (-1 to hit) only when a unit
with this ability is on or entirely within terrain.

3. A unit may not make use of its Personal Teleporters when it disembarks from a transport.

HARLEQUINS

GENERAL

1. Blitz cannot be used to move within Engagement Range of enemy units or the turn a model arrives from
the webway or another locale that allows it to be set up on the battlefield post deployment.
2. When a model from a frozen stars unit benefits from Our Kin Shall Rise Again, Roll 1D6 each time it
loses its last wound. If a given attack would cause more damage than the current remaining wounds on
the model, disregard any excess damage from that attack.
3. An enemy unit cannot both be the target of Cegorach’s Jest and Twilit Encore stratagems. Choose which
stratagem to apply.

HERETIC ASTARTES

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GENERAL

1. Tide of Traitors does not require reinforcement points to be paid.


2. When Lord Of Terror would interact with ATSKNF, the space marine player must reroll both die.
3. Any CSM Detachment can include Fabius Bile without losing its legion trait. Ignore Fabius Bile when
determining if you have the necessary keywords to make up a CSM Detachment.
4. Eye of Night cannot be used on characters that are also vehicles unless if they are the closest enemy
model to the relic-bearer.
5. A model with mecha serpents may benefit from rules that generate additional hits.
6. Units making use of warptime count as having moved in the movement phase for the purpose of bolter
discipline
7. A Lord of Skulls cannot fire its weapons for the purpose of overwatch when there are models within
engagement range.

HERETIC ASTARTES – FACTION DEATH GUARD

GENERAL

1. Curse of the Walking Pox can bring a unit of Poxwalkers above their starting strength but reinforcement
points need to be paid for each model added.
2. Mortarion's 'Host of Plagues' triggers in each players Fight Phase.
3. The 'Fugaris' Helm' only extends aura abilities themselves. An aura ability is any ability that states “within
X inches of this model” or the likes. For instance, the Lord of Contagion's Nurgle's Gift ability stating that
All DEATH GUARD units within 7" of a friendly Lord of Contagion are affected, would extend to 10 inches
instead. It does not have any bearing on range checks. For instance, the Nurgle’s Gift tells you to roll a
dice for each enemy unit that is within 1" of any affected friendly units...'. That range is NOT extended to 4
inches because of the Fugaris Helm. Also note it has no bearing on warlord traits and psychic powers as
those are not listed in the unit’s datasheet.
4. A unit under the effect of Cloud of Flies can be overwatched even when there is a friendly unit closer to
the enemy unit that is being charged.
5. The End of Phase Glossary precludes Reinforcements or Strategic Reserves to benefit from Cloud of flies
on the turn they are set up.

HERETIC ASTARTES – FACTION EMPERORS CHILDREN

GENERAL

1. Note that the Music of the Apocalypse ability is only triggered by things that count as an attack. It
wouldn’t trigger off of Fabius Bile's Enhanced Warriors ability for instance. If MOTA comes into play
outside of the shooting phase, Noise Marines are still not able to target enemy characters that aren't the
closest model. MOTA is not triggered when models flee the battlefield as a result of a failed morale test.

HERETIC ASTARTES – FACTION THOUSAND SONS

GENERAL

1. The aspiring sorcerer also benefits from All Is Dust.

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2. Magnus’ Primarch of the Thousand Sons ability only applies to dice rolled to see if the psychic test is
manifested or not, you do not get to reroll dice when resolving the manifesting power as a result of
Magnus’ ability.
3. Brotherhood of Sorcerers only increases ranges for the target of the spells, not for its effects. For instance,
do not apply wounds for models within 9 inches of a target of Infernal Gaze. The range described in the
spell to apply mortal wounds remains 3 inches.
4. Gaze of fate allows you to re-roll a single dice from any roll you have made. This re-roll is not limited by
the same restrictions imposed on the command re-roll stratagem and can apply to any one dice rolled.

HERETIC ASTARTES – FACTION WORLD EATERS

GENERAL

1. Kharn himself will never be affected by his ‘The Betrayer’ Rule.


2. When Khorne Berserkers charge, resolve their Blood For the Blood God rule as follows: the unit is selected
to fight twice as a separate unit having charged that turn. In case the unit did not charge, it can be
selected to fight twice per the normal Fight Sequence.

HERETIC ASTARTES – FACTION ALPHA LEGION

GENERAL

1. A redeploy ability, such as "Master of Diversion" from the Alpha Legion warlord trait, cannot be used to
redeploy a unit inside a transport.

IMPERIAL KNIGHTS

GENERAL

1. Benevolence of the Omnissiah (codex Adeptus Mechanicus) and Benevolence of the Machine God (codex
Imperial Knights) do not count as the same stratagem.

INQUISITION

GENERAL

1. Greyfax’s Psyocculum rule does not override the restrictions on powers like Smite.
2. When a Daemonhost is included as part of an Inquisition unit, the army as a whole would lose bonuses
such as chapter tactics, …. Pay the points on your armylist in case you intend to use Malus Codicium to set
up Eisenhorn’s Daemonhost during a game.
3. In addition to not preventing other units in the army benefiting from detachment abilities (like chapter
tactics) or abilities that require all models in an army to have it to benefit from it (rites of battle, combat
doctrines, canticles of the omnissiah), adding an inquisitor to your army does not prevent models in an
army to benefit from abilities that work from a common keyword (like every unit being an IRON HAND or
successor chapter unit) or any other such interaction.

NECRONS

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GENERAL

1. Multi-wound models returning via Reanimation Protocols do so with their full wound complement.
2. Any unit that benefits from a Ghost Arc’s Repair Barge rule can only do so once per turn.
3. If the C'tan Shard of the Deceiver's Grand Illusion ability is used to redeploy a transport, the disembarking
passengers are also not allowed to charge in their first turn.
4. State on your armylist if powers of the C’Tan will be determined randomly. In any other instance, these
powers need to be listed on the armylist but can be changed freely before the battle subject to the
restrictions mentioned on page 113 of the Necron Codex.
5. Powers of the C’Tan are not subject to the rules for shooting and hence cannot be used in overwatch.
6. A Tesseract Vault cannot cast the same power of the CTan twice per turn.
7. When checking each enemy unit within 6” for Imotekh’s Lord of the Storm ability, apply the effect to
every other unit than the initial target.
8. Units set up via Eternity Gate and Invasion Beams are subject to the Tactical Reserves Beta Match Play
rules.

OFFICIO ASSASSINORUM

CULEXUS

1. The Culexus’ Etherium rule is subject to to-hit modifiers.

CALLIDUS

1. The Callidus’ reign of confusion ability does work even when the model is not currently set up on the
battlefield.

GENERAL

1. You cannot use Operative Requisition Sanctioned in an army that includes any units with the Chaos or
Heretic Astartes keywords, or in armies that do not at least have 1 detachment entirely consisting of
models with the Imperium keyword.
2. Priority Threat Neutralised can be used even if the unit that has slain the character would be currently
embarked.

ORKS

GENERAL

1. Passengers of a Battlewagon do not benefit from Mobile Fortress.


2. When Flash Gitz's Gun-crazy Showoffs rule comes into play, target the nearest enemy unit that is not
within 1" of a friendly Ork unit.
3. The turn Mob Up is used, keep track of effects that apply to specific models (one of the units may be
under the effect of Doom or Mindwipe or the like). If one of the units that mobbed up advanced that turn,
the entire mobbed up unit is prohibited from charging that turn. The same counts for other such
restrictions and interactions. The mobbed unit will only yield one killpoint once it is destroyed.
4. When manifesting Da Krunch, allocate and resolve mortal wounds generated by the first roll before
proceeding to roll 2D6 and resolving the second sets of mortal wounds if the roll is 10+.

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5. A model using Shokk Tunnel counts as having advanced for all rules purposes after being set up again. It
cannot benefit from ‘Drive By Krumpin’ after having used ‘Shock Tunnel’.
6. Gretchin units cannot benefit from stratagems that don’t target gretchin units directly like is the case for
‘Monster Hunter’.
7. Units embarked upon transports that are open topped can make use of use their DakkaDakkaDakka rule.
8. Ork Mek Guns need to be fielded with their complement of Gretchin as they can be interacted with in-
game.
9. When using the Kunning but Brutal WLT, only same <clan> units as your warlord can be redeployed.
10. A Burna Bomber may only use one bomb per turn.
11. The KFF is an optional choice for a Big Mek and as such the points need to be paid for it in order to field it
(it is not included in the base points value for the model)

SPACE MARINES

GENERAL

1. When making use of the ‘Rapid Redeployment’ Stratagem, Ultramarine units that can benefit from special
deployment rules still have to be set up in their deployment zone.
2. The Space Marine Stratagem "Hunter-Slayer Missile" does not override the restriction on targeting a
character under ten wounds.
3. White Scars units making use of Encirclement count as having moved their maximum movement distance.
4. The Tome of Malcador does not allow a Librarian to take a power from a discipline he had not chosen at
the start of the battle.
5. The Incursors Multi-Spectrum Array affects both positive and negative modifiers.
6. Tremor Shells and Psychic Shackles do stack. Apply both modifiers before rounding up or down. A unit
that is ‘shaken’ by tremorshells will be slowed for every action listed, whether they apply in the
movement phase or not.
7. A unit using Hungry for Battle that benefits from a set value move bonus when it advances, will still get
the +1.
8. A model in Phobos armour that takes a relic armour will still benefit from any Phobos-associated rules.
9. When Iron Father Feirros uses his Signum Array ability to bestow a BS of 2+ upon a unit, that unit is still
subject to modifiers to it BS.
10. The Raven Guard Master of Ambush warlord trait can be used in conjunction with the Infiltrators
Stratagem
11. A successor chapter cannot have more than two Successor Tactics, even in different detachments.
12. Crimson Fists armies/detachments must use the chapter tactics printed in the codex
13. An Imperial Fist successor chapter (this includes Crimson Fists) can never make use of the Siegebreaker
Cohort specialist detachment.
14. Guilliman counts as being slain when he fails the roll for Armour of Fate or when he gets reduced to 0
wounds a second time in a game. As such, he can only benefit from Only In Death Does Duty End when he
fails the roll for his armour of fate ability or when he has been reduced to 0 wounds for the second time.
15. Regarding the Astartes Banner or the Relic upgrade for it, it is acceptable to tactically pull models as
casualties from combat so the unit is no longer engaged within 1”, leaving subsequent models that are
removed as casualties able to shoot the unit it was previously engaged with. Fast Dice rolling is not
mandatory in cases like these where the order in which models are pulled might make a difference. When
the banner is used in overwatch, either by receiving casualties from an enemy unit shooting overwatch at
it, or models from the unit overheating their guns or some such, the shots generated by the banner are
always resolved at a normal ballistic skill as if it were the shooting phase.
16. If a unit with Shock assault was declared as the target of a charge, and the charge would fail, because the
unit in question would be destroyed in overwatch, or the charge roll would be insufficient, the unit
declared as target of the charge does not benefit from Shock Assault.
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17. Remember that the limitation of refunding or gaining one CP per battle round applies regardless of the
source. You cannot for instance combine CP gain from both Adept of the Codex and Scryer’s Gaze.
18. Determine if a unit under the effect of Transhuman Physiology was wounded after any potential to wound
re-rolls for an attack have been made. Transhuman physiology does not apply to alternate means of
determining if a unit is wounded, like is the case for the smasha gun for instance.
19. Units redeploying via Lord/Princeps of Deceit must do so in their own deployment zone.
20. Psysteel Armor had no effect on saves generated from a void shield.
21. Where Master Artisans would interact with abilities such as the Astartes Banner one from a company
ancient, only one model from the unit can benefit during a given phase.
22. Hero of the chapter cannot be used to give named characters Warlord traits other than the ones
specifically listed for these characters in their respective publication.
23. When Catechism of Fire comes into play, only consider the closest unit as soon as the model benefiting
from the litany starts to shoot. If that unit dies and there are still shots to be resolved, the +1 does no
longer apply.
24. Units can benefit from Steady Advance when they arrive as Reinforcements.
25. When using Self Sacrifice, note that the stratagem will not take effect when the first unit you selected
is not within line of sight of any enemy units. In such cases, the second unit is an eligible target
regardless of the fact that it is currently within 6” of the first unit selected, bearing in mind normal
targeting restrictions.
26. A Thunderfire Cannon is able to shoot while the Techmarine Gunner is performing an action.

SPACE WOLVES

GENERAL

1. Units affected by the Armour of Russ can use the counter-offensive stratagem to break the chain of when
they are supposed to fight.
2. Announce the use of Keen Senses when you pick a unit to shoot with, prior to choosing a target.

TAU

GENERAL

1. A drone controller does not affect the to-hit roll required when performing Overwatch.
2. A Stimulant Injector works like Disgustingly Resilient.
3. A Nova Reactor wound cannot be re-directed via Saviour Protocols.
4. Wounds can be redirected via Saviour Protocols even if the model redirecting the wounds would already
have suffered wounds.
5. Check for the range of Invocation Of Elements when range for the ability comes into play. Check range in
the movement phase for Zephyrs Grace, morale phase for Calm of Tides, in the shooting phase for Storm
of Fire and when a unit suffers a wound for Sense of Stone.
6. Drones that can accompany units may benefit from special rules that allow the parent unit to set up in a
special manner, like is the case for Manta Strike. For the purpose of deploying units, the Drones do not
count as an extra drop or the 50% reinforcements rule as they only count as a separate unit after they
have set up.
7. A Dal’yth Sept unit can benefit from Adaptive Camouflage in its first turn when going second.
8. A Breacher Team can make use of ‘Breach and Clear!’ when an enemy unit is in cover, even when using a
markerlight to negate the bonus to said enemy units saving throw.
9. Only one enemy unit can be the target of focused fire. Define which unit is the target when declaring the
use of the stratagem.

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10. Any Tau Commander can only take 4 weapon systems.
11. A DS8 Tactical Support Turret is removed as soon as the strike team loses coherency. A support turret
remains in play when it is the sole remaining survivor of the unit.
12. Drones bought for other units do not count for the "rule of 3" since they're bought as wargear for that
unit.
13. Longstrike’s Fire Caste Exemplar rule applies to any hammerhead, with the TX7 designation or otherwise.
14. When an Orbital Ion Beam can affect units on different levels of terrain, the Tau player can choose a level
that is affected.
15. Models that benefit from Mont’ka can also make use of Storm of Fire, counting as if they remained
stationary.
16. After the attack sequence ends, Tau players can take any damage prevention rolls that apply to the drones
as a result of savior protocols. Note that attacks that generate mortal wounds like Hellfire Shells or Flakk
Missiles cannot be subject to Savior Protocols. When wound rolls occur that fail to wound the original
target, apply the any mortal wounds generated by the attack to the original target. For the sake of Saviour
Protocols, a wound roll is successful if the attack successfully wounds. This means wounds generated by
attacks that have an alternative way to wound roll, like smasha gunz, can still be the target of a saviour
protocol roll.
17. Mont’ka does not negate the fact that a unit has fallen back, and as such is prohibited from shooting
unless it has the Titanic Keyword.

TYRANIDS

GENERAL

1. Tervigons need to pay for their Stinger Salvo.


2. As long as a Mawloc has arrived before the end of the third battle round, the burrowing ability can be
used after the third battle round 3. The Mawloc will count as destroyed if he is not on the table when the
battle ends.
3. Old One Eye is affected by his Alpha Leader ability.
4. Having more than 2 pairs of Scything Talons or Massive Scything Talons does not provide any other bonus
attacks.
5. A Broodlord is affected by the Brood Telepathy ability.
6. Units that spawn a Spore Mine on a miss do not need to pay reinforcement points for it and will not
count as reinforcements when they are set up on the battlefield. As such they cannot be affected by
rules or abilities such as Auspex scan or Omni Scramblers. Spore mines generated during the battle are
subject to the Living Bombs rule and will not award any VP’s nor count towards the killpoint scoring.
7. A Tyrannocyte can only ever carry one unit.
8. Only units with the Hive Fleet keyword can be the target of Catalyst or Dominion.
9. A unit under the effect of Onslaught still cannot charge when it had used the Metabolic Overdrive
stratagem.
10. When using the Enemy Below stratagem, the Jormungandr unit can follow any Mawloc, Ravener or
Trygon from the tunnels regardless of their hivefleet keyword.
11. The Hive fleet Kraken adaptation lets units fall back and charge, as well as rolling 3D6 for advances picking
the highest result. It does not confer permission to advance and charge.
12. A unit under the effects of the Paroxysm psychic power can still use the Counter-Offensive Stratagem to
break the chain of when it is supposed to fight.
13. A unit under the effect of ‘Onslaught’ can fire heavy weapons even if it advanced.

YNNARI AELDARI

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GENERAL

1. When using the Inevitable Fate stratagem, players can opt to not re-roll successful wound rolls.
2. Ynnead’s Net can only be used during the Ynnari players’ turn.
3. The Yncarne’s Summoned By Death and Inevitable Death ability is affected by Omni Scramblers or any
other such interaction. It can be the target of stratagems and abilities such as Auspex Scan.
4. When performing Summoned by Death, bear in mind you need to place the Yncarne center-base to
center-base with the position of the model that died where possible, or closest to this as possible.

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