40K Q&A From the E-Desks of The Studio

Part II

Army Selection

1) Some transports have a box around them in the army lists. It seems to separate transport entries from the section they are in. Should the location of a transport entry be taken as significant?

No, they are upgrades and as such their 'location' in the list is more a matter of convenient layout than anything else.

2) If a Chaos Lord takes Terminator Armor with one of his wargear options, can he take further options?

No, no further options allowed, like the note says, all of his weapons and equipment are replaced by Terminator armour, power fist and storm bolter.

3) On page 167 there is a rule that states that if you upgrade your weapons, you lose all weapons you started with. Does this mean all the weapons are lost or just some?

You lose *all* the model's original weapons apart from grenades. Note that character wargear is bought in addition to the model's normal weapons, and doesn't replace them. Though, see question 5 below for further detail on this.

4) Choosing weapons from the Armoury for Space Marines. The sentence reads: "Characters can have up to two single-handed weapons, or a single-handed weapon & a double handed weapon."

Does this mean:

a) No Character can ever have more than 2 single, or 1 single & 1 double? (Basically, once you're done with all the purchases, you can never wind up with more than that?)

b) When choosing from the weapons list in the Armoury, a character cannot choose more than 2 singles or 1 single & 1 double? (And therefore could wind up possibly with more than those, due to existing weapons?)

The first option is correct. Basically, the Codex limits should apply at all times, so a character can either have two single-handed weapons or one single-handed weapon and one double-handed weapon. The character may retain any of his original equipment within these restrictions, i.e. he doesn't *have* to give it up unless he wants to in order to take replacement items.

Here are some examples:

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

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

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

5) In order to start a second army, and thus a second organization chart, must the first army be totally full?

No, but you must have taken all compulsory choices.

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

Yes.

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

Yes.

8) Marines in an Assault squad who get a Plasma Pistol lose the close combat weapon and the Bolt Pistol, leaving them with only 1 attack. Correct?

The plasma pistol upgrade is a mistake. Wherever a plasma pistol can be taken it *should* say "plasma pistol and close combat weapon". This will still leave the model, in this case, with its previous number of attacks.

In general, when upgrading a model with a "ranged weapon", you really get "ranged weapon + your original CC weapon." It is assumed a model always gets to keep its grenades though, unless upgrading to Terminator armor.

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

The costs for sponson weapons is for the pair. In your example, 25 points total.

9) If you are fielding two or more detachments do the limits for wargear/units/vehicles that are limited in number (0-1 Battlewagons or Iron Halos for example) still apply?

Yes, unless the armies are discrete, ie in a Blood Angels/Ultramarines alliance each could have an Iron Halo.

10) I am having a small problem. The rules lawyer at the local store insists that you cannot mix weapons in a termi assault squad. We have debated it at length and it comes down the wording in the weapons description for termi assault squads. I quote "All models in the squad are armed with either a pair of lightning claws or a thunder hammer and storm shield." He insists that since it says "All models", everyone has to have the same weapon. Is this right?

Yes you can mix Terminator assault weapons in the squad. I can't think where you could find empirical evidence of this except in a battlereport, and we all know you can't trust them too far.

Chaos

1) When summoning daemons, if the scatter takes them off table, are they lost, as per Deep Strikers?

Yes, Daemons are a variant on Deep Strike troops (in fact they were simply Deep Strike for a long time) so they are lost if they scatter off the table. Note that they can still be used in missions that do not allow Deep Strike.

2) Can a Chaos Sorcerer in Terminator Armour cast Flame of Tzeentch on the same turn that he moved?

No (nice try though).

3) When buying a CSM Predator, is the cost per sponson, or for both sponsons?

Per pair. See also "Army Selection" question #10.

Eldar

1) Can you use the Farseer's Runesight power to re-roll Cover Saves or Invulnerable Saves?

No, you can only re-roll shooting to hit rolls or Armour saves.

2) Does the Wraithlord get Cover saves?

Yes (though the cover should be high enough to at least reach its knees!)

3) Can you use meltabombs against the Wraithlord? Krak grenades?

No (but we may address this in Codex Eldar).

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

Yes to both questions.

5) Can you combine the +1 strength modifier of a Mandiblaster with the double strength bonus of a power fist? Do you add the +1 after doubling?

Yes. You add the +1 after doubling. No matter what a model’s strength will not be more than 10.

6) Under the Plasma weapons Get Hot! rule, are Eldar grav platforms affected?

No.

7) If a Warlock is assigned to squad duty, does he still count as one of the five in the Farseer's Retinue?

No.

8) If Eldar runesight is used to reroll armour saves, do you

A) Reroll one failed armour save per troop
B) Reroll all failed armour saves
C) Reroll failed armour saves from one 'volley'

B

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

Yes.

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

Yes.

11) How does Runesight effect a D-Cannon?

A) It doesn't
B) You can re-roll scatter
C) You can re-guess range

The answer is A.

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

Yes.

13) Can a Farseer give guide to a unit of vypers that are located 3 inches away from him? Can a farseer give guide to a Fire Prism?  Can a Farseer join a unit that contains vehicles i.e. warwalkers and give them guide? Does a unit have to contain a "person" in order to get guide?

Guide can be used on vehicles (which is what the question basically is).

<See question 11 under vehicles>

14) A quick question about Exarch Powers and close combat. Should powers like Burning Fist, Sustained Attack and Crushing Blow work when the Exarch is only doing a single (not in base contact) supporting attack or should the powers be treated like weapons in supporting attack (i.e. no special abilities)?

You should treat them as special close combat weapons, so no benefits if not in base to base contact.

Orks

1) When orks Mob Up, do you calculate victory points

A) By assuming they all started as one mob
B) By counting each mob that started the game separately

The mob that was falling back counts as being wiped out for vp purposes if it mobs up with another unit. The unit it joins uses its original strength and points values for tests, vps, etc, but counts the extra boyz as members of the unit for things like taking 25% casualties in a turn, or whether the unit is at 50% of its starting strength, etc.

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

2) If you take two Ork Mad Docs in your Warboss' bodyguard, do you get to ignore two failed saves per turn?

No.

3) In a Big Gunz battery, do the artillery pieces count as squad members for the purposes of 25% casualties since ork artillery are viable targets (unlike Eldar weapons)? I.E. if I have a squad of 3 lobbas and 7 grot crew, does 2 grot casualties force a morale test?

No. Yes.

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

No.

Sisters of Battle

1) What is the proper cost of a Sisters Rhino?

Rhinos cost 45 points as listed in its own entry, not 50 points as in the transport options in the unit entries.

Heroes of the Imperium

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

This is correct. Vindicare Assassins can 'take out' heavy weapon troopers.

Imperial Guard

1) Inferno Cannon - Models may be forced to make a Fall Back move. Are these models routed and in need of a re-group, or are they simply moved back 2/3 d6?

You make a fall back move directly away from the hellhound, but are not routed per se. Treat the unit as if it were a Space Marine unit, rallying at the end of the move. Note that you can be killed in crossfire if forced to fall back by an Inferno Cannon.

2) Does a commissar's leadership project 12" in the same way as an officer if he is in a command squad/HQ?

Only if the officer is dead and the Commissar has taken command of the unit.

3) At what point in the game is a commissar (chosen as an HQ pick) attached to a unit in the army list:

A) During deployment
B) When I make the army list

Either - it's up to you.

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

Deploy with the unit attached to.

5) Obviously Fearless Chaos models are not affected by the Inferno Cannon's Fall Back move ( Their version of Fearless says they never Fall Back AND pass all Morale checks). What about Tyranids near Synapse creatures? All that says is that they pass Morale Checks. What about the Avatar's Fearless (it makes no mention of never having to Fall Back)?

In these latter cases you have an irresistible force and immovable object, so you should roll off each time it occurs (i.e. 1-3 they fall back that time, 4-6 they ignore it that time).

Tyranids

1) Tyranid Warriors & Hive Tyrants are not listed as being Fearless, though others near them can ignore Morale checks (Synapse creatures). Are the Warriors & Tyrant themselves able to ignore Morale checks too? Or do they need to check, while others nearby would not?

No, they must check. As intelligent creatures they may decide that discretion is the better part of valor and bug out!

2) Are spore mine explosions considered ORDNANCE weapons? (Codex says ORDNANCE blast, but it's not listed in the ORDNANCE weapons list.)

No

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

Yes, you must guess the range.

4) When a unit of falling back Tyranids (any Tyranid unit) come into Synapse range, are they:

a) Regrouped AUTOMATICALLY and IMMEDIATELY?
b) Regrouped at the start of next turn regardless of size (less than half original size)?
c) Or, once a Tyranid unit begins to fall back, they follow all normal rules that apply, ignoring Synapse benefits?

None of the above. "Any Tyranid unit with a model within 12" of a Synapse creature automatically passes any... tests to regroup it is required to make, regardless of restricitions for casualties, enemies nearby, etc." So, if you are in a situation that allows you to attempt to regroup, as defined by the rules, and there is a Synapse creature within 12", then you regroup.

You do not regroup *automatically* under any other circumstances.

Note: this means when you regroup with 'Nids, you can ignore restrictions when regrouping within 12" of a synapse, but you still have to do the regroup check at the beginning of your turn.

5) May I shoot at a hive tyrant that has joined a squad of termagants, because the termagants do not block Line of Sight to him?

No (you fire at units, not models, and he is part of the Termagant unit).

6) Do biovores:

A) Guess range?
B) Test for pinning on a shot that explodes upon landing?
C) Count as ordinance?

Yes (see #8, below), no, no.

7) Can a floating Spore Mine cause a unit that is falling back to be killed via Crossfire? (ie., the unit fall-back corridor takes them into contact with the mine)

Strictly by the rules, the spore mine can 'crossfire' an enemy and wipe them out. The mine won't explode, however, because it only goes off if _it_ moves within 1" of a non-Tyranid model.

8) Can a Biovore pick any point on the table within 48", or does it have to actually pick a target like a regular Guess/Barrage Weapons?

You don't have to pick a target model, but you do have to guess the range. The best thing to do is place the spore mine and then guess the range towards that point, adjusting the final position of the spore mine as appropriate.

9) Do Tyranids within 12" of a synapse creature suffer from pinning when shot by sniper rifles/barrages? It seems weird that Tyranids could be pinned being part of a Hive Mind and all, but the rule just says they pass Morale tests, which pinning is not.

Strictly be the rules, they can be pinned. If you wanted to use a house rule saying they are not effected, that’s your choice, but it's not what the rules say.

10) What happens if a brood of termagants (who are within synapse range) lose a combat to Grotesques?

It is a classic irresistible force/immovable object situation and therefore should be decided by dice roll.

11) Can a Psychic hood be used to nullify the leadership benefits of Warriors and Hive Tyrants i.e. all models withing 12" automatically pass leadership tests.

No, if the Tyranids don't need to test for using a psychic power, the psychic hood cannot be used to nullify that power.

12) Do Tyranid Warriors, Zoanathroapes and Hive Tyrants count as psykers with reguards to the Culexus Assassin's Animus Speculum, Psyk-out grenades and Life Drain attacks as they all use some form of Psychic power be it for leadership, warp blasts or genuine psy powers. Also if they do count, would wounds from Psyk-out grenades carry over to other models against a Tyranid Warrior Brood.

Yes they do count as psykers, but wounds do not carry over from psyk out grenades

13) Are Tyranid psykers i.e. Tyranid warriors, Zoanathroapes and Hive Tyrants (if indeed they do count as psykers), by virtue of the fearless rule or being withing 12 inches of a node creature, immune to the effects of the Culexus Assassin's Psychic Abomination rule (all psykers withing 6" have to pass a moral test or fall back). If they are not immune and they do fall back, does this then negate the leadership benefits that node creatures infer to other tyranid creatures?

Tyranids under the control of a synapse creature (and the synapse creatures themselves) will pass the morale check automatically so can ignore this rule.

14) Does the Culexux Assassin's Etherium work against Tyranids? (must pass leadership test to shoot, assault or use psychic power against the Culexus Assassin).

Yes

15) Are Tyranid creatures immune to the Soulless rule for Culexus Assassins (all units ,friend or foe, count as having ld 7, unless it would normally be less than this)? And if not does being within 12" of one negate the benefits of being within 12" of a node creature?

No, soulless applies, but it does not negate synapse creature influence.

Typographical Errors

 

Questions From Codex Books

Space Marine Codex:

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

Correct.

2) Reading the Armory section, Marines in Power Armor can now take Lightning Claws (1 or 2), Thunder Hammers, and other previously (older editions) Terminator-only items. Is this correct?

Yes, but you'll have to convert up the models yourself!

2a) If so, can they still take items that Terminators cannot take, like grenades? It would seem a kind of cheesy way to get around the "Terminators can't take these" restrictions to take Artificer Armor, Terminator weapons, and items like grenades.

Yes they can. Don't worry, it's not really cheesy in the new game, as characters are not as powerful as before, and (relatively) cost more points.

3) The weapons options for the Land Speeder Tornado changed from the basic rulebook. It can no longer have both the Heavy Bolter & Multi-Melta together. Just wanted to confirm this was correct.

The Space Marine Codex is correct (we weren't sure how the model would go together when the list in the rules was written). In all cases, options presented in the Codex books will over-ride the options in the main Rulebook.

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

They are destroyed (they regroup *after* falling back, so are subject to Crossfire).

5) In the Space Marine Codex, there are a few references to the Librarian power, Storm of Destruction, yet there are no rules for it. What are the rules?

Librarians have just the one power, Smite. Storm of Destruction was something that was toyed around with but did not make the final edit. Unfortunately, it was not removed from all areas in the text.

6) A Tech-marine with a Signum allows his command squad to re-roll one failed roll to hit per turn. Can the Marine player wait until his whole squad has fired to see which die he re-rolls?

With re-rolls the convention which we use is that the re-roll must be used before any further dice rolls are made, so you can't 'go back' after rolling to wound or what have you and then decide to use a re-roll to hit.

7) Does the Codex: Space Marines rule for Combi-Weapons apply to all Combi-Weapons?

It will, but for the time being use the rule from the list the army was picked from.

8) Are the costs for Imperial Marine Predator sponsons per sponson or total?

In total (i.e for the pair).

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

The Land Speeder is assumed to have moved over 6" (well, it has just dropped from orbit!), and therefore can fire one weapon.

10) A Storm Shield is not used to gain +1Attack, right?

That is correct. It is only a defensive item. It is on the single-handed weapon list (and not wargear) to make sure that people do not take a pistol, a chainsword, AND a storm shield.

11) The assumption has been that a bike is just wargear and therefore would be considered 'A Space Marine in Power Armor' for the purpose of the 'Drop Pods' rule. Is this true?

We pondered this one quite hard and concluded no for a number of reasons, not least of which were:

a] it's silly to drop bikes in pods when they'd be sent down in Thunderhawks as part of the exploitation wave.
b] The bikers bolters would be more effective than a normal Space Marines' on the turn they landed which felt very wrong
c] its a bit too Delta Force

12) I have noticed that in several of the last few months battle reports in the White Dwarf seperate squads of marines have fallen back off the table. From what we can tell, Space Marines using the 'And they shall know no fear' rule would not ever fall back off the table as they regroup automatically when they get to the table edge. Have we been doing something wrong? Or is it a 'house rule' over there that allows marines to be run off the table (or just 'normal' battle report SNAFU! ;) ).

Ok, by our reading the auto regroup ignores the 50% casualty limit but it doesn't mention enemy within 6" or being in coherency as being ignorable. There is a specific case made about pursuers hitting the unit but that's all. The last chance at the table edge represents a chance to (automatically) regroup, but the Space Marines cannot regroup if the enemy are within 6" or they are not in coherency, hence in the report between me and pete the Devs could not regroup because they had slavering Hormagaunts within 6".

13) For two months in a row, we've been treated to Scout Squads from a Codex: Space Marine army that include a Sgt. with squad upgrade weaponry. Previously, the general understanding of the wording of the Scout Squad entry in the army list, and the grey box on page 5 of C: SM, has led to the belief that Scout Sgts. may only be equipped the BP & CC Weapon combo. They can't get squad upgrades, like shotguns, or sniper rifles. So, what's the deal? I'd dearly love to not have to waste points on a Sgt. equipped for HTH in a squad of sniper rifles with a heavy bolter. Have the majority of players (and the FAQ, I believe) been getting this wrong all along?

Nope, you have it correct… The Battle Reports were wrong.

 

Chaos Space Marine Codex (and Chapter Approved)

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

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

2) The Rhino entry lists the Havoc Missile Launcher as an option. The description of the Havoc says it can only be taken by dreadnoughts. Which is right?

The army list entry always takes precedence, so the Rhino can have the Havoc upgrade.

3) Daemon Princes can take psychic powers. Two of the powers require shooting To Hit rolls. A Daemon Prince is BS 0. Should he never take those two powers, limiting him to being Slaaneshi or Nurglesk if he wants powers or is there a typo on the BS?

Good point, and not something that came up in playtesting. This was addressed in White Dwarf 234 (US ed.). When using a psychic power, they are counted as having a BS of 3.

4) Only Independent Characters can take bikes. The Wargear entry for bikes says that "Characters that have a Retinue...may only be given a bike if all the models in the unit also have bikes." In a Retinue, the only characters other than the Lord will all be Aspiring Champion, who are never Independent Characters. This means that a Lord with a Retinue can never have a bike. How does this reconcile?

This is an example of a 'boots and braces' rule format. Basically, when we write books we often get caught out by some sections getting changed, and this not following through to other bits (the problems with vehicle upgrades are a good example of this). So we'll put a rule like this in as a fail-safe, in case stuff gets added to to other sections of the book later on. In this case the fail-safe is redundant, but that's why it’s there.

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

Sorry, it should be a combi-bolter.

6) Does a Chaos Lord get any of the benefits of the squad type his Retinue is? Examples: A Lord with the Mark of Khorne, Nurgle, or Slaanesh has a retinue of Berzerkers, Plague Marines, or Noise Marines. All these troop types are Fearless. The Lord is not. Can he run out of his Retinue (while they stay where they are) if they, for example, lose a combat? A Lord with the Mark of Chaos Undivided gets Veterans. Veterans can infiltrate. Can he go with them? Can they infiltrate without him? A Lord with the Mark of Tzeentch gets Thousand Sons. They cannot Assault. Can he?

The Chaos Lord and the squad don't 'share' any special abilities, so a Lord leading a Fearless retinue is not fearless himself, the Veterans don't allow the Lord to infiltrate (as stated under Veterans), and the Thousand Sons still can't assault. Note that the Lord and his retinue are a single unit, so if one of them can't do something, then none of them can. The only real problem that occurs is with the fearless rule, where you can get a situation where a model in a unit has to take a morale check while the unit he is a part of doesn't. In this case the Lord must check, and if he fails he will fall back (just assume he realizes he can best serve his masters by surviving the battle), and the rest of the unit will have to fall back with him.

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

It's in for WYSIWYG fanatics.

8) Daemon Princes can get Chaos Gifts. Really? They can ride discs, Juggers, and Steeds of Slaanesh? Fire Doom Sirens? Toss Blight Grenades?

Yes. Daemon Princes in a Chaos Space Marine army can be Chaos Space Marines that have received many gifts from their patron gods.

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

Strictly by the rules, as they can get them, yes.

10) How long does the -1 to hit from Blight Grenades last?

It only counts on the turn of the charge.

11) Can an Aspiring Champion in a Plague Marine Squad get Blight Grenades at +3 points or does he have to pay 15 points for them? The only reason it seemed questionable at all is that other grenade types are the same points for a squad member as they are for a character who takes them from the Armory listings.

The Aspiring Champion must pay 15 points. The ability to tool up a character makes certain items of wargear much more dangerous in their hands than it would be for the members of a squad.

12) I take a squad of thee Chaos Bikers. I upgrade one to an Aspiring Champion. What are my options for the champion's bike weapons:

a) no bike weapon upgrades are possible
b) +10 points for a melta or a flamer, as per the bike entry for characters
c) +45 points to buy the champion (who already has a bike in the first place!) a bike capable of being upgraded, for +10 points, to a melta or flamer
d) +10 points for a melta or +15 points for a plasma as one of the 2 squad upgrade options
e) as option d, but in addition to the 2 squad upgrades (wishful thinking)

b) is the option we use. In effect a character gets his squad’s wargear for free, but can take any upgrades available to characters for it. Otherwise you'd have to re-buy Terminator armour for Terminator Sergeants that took character Terminator weapon upgrades, etc.

13) In a scenario which uses Sustained Attack how would Daemon Packs be recycled?

They would appear as described in the rules for Sustained Assault.

14) If a Chaos player has all his characters in Rhinos when it comes time to roll for Greater Daemon possession, what happens:

a) The Daemon cannot enter the mortal realm that turn
b) The Daemon appears as normal, possessing a character

The answer is b.

15) If the answer to the above is (and, oddly enough, it was!) b:

a) The Daemon is destroyed by the enclosure of the Rhino (since Greater Daemons cannot get in a vehicle)
b) The Daemon is deployed within 2" of the vehicle
c) The Rhino is destroyed and
c1)the guys inside survive just fine
c2)the guys inside most roll to avoid death, like always

The answer is b again. Just assume the guy lurches out as he feels the change coming on him.

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

The maximum penalty is -1.

17) The article on Cult Terminators (in White Dwarf) says that the player can upgrade his terminators to Khorne Berzerkers or Plague Marines or...

This seems to be intentional wording beyond what could have been, for example, "..may upgrade his terminators with a mark of Nurgle.." or"may reward them as followers of Nurgle, giving +1 Toughness.."

The point is that this would mean a Chaos Lord with the Mark of Nurgle should be able to take Plague Marines in terminator armor as troops just like he can take Plague Marines in power armor as troops. I have to confess that since the upgrade was 20pts per this seemed pretty reasonable to me. Is this correct?

That is correct. Basically you get to use the stats (apart from save) and special rules for the cult Marines, with the save, equipment and upgrades of the Terminators.

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

They don't come with the Mark of their god.

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

Yes, you would have to buy them the Mark.

19) This is a big one. It seems pretty obvious that the Plague Marines do NOT have the Mark of Nurgle, Berzerkers do NOT have the Mark of Khorne, Noise Marines do NOT have the Mark of Slaanesh and Thousand Sons do NOT have the Mark of Tzeentch. This means that a Plague Marine Aspiring Champion not only _can_ buy the Mark of Nurgle, but in fact MUST buy it to get a Plague Sword or any other Nurgle Gift.

Is this true (that these squads do NOT have actual Marks, but rather are just followers of that God)?

Yes. The Aspiring champions are entitled to the mark and would have to pay for it, but if they do so they get the benefit on top of the stats listed in their entry.

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

Yes.

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

Am I understanding this correctly?

Yes.

22) A Greater Daemon possesses a character that is part of a squad of 4 men. He appears, by definition, within 2" of someone else in the squad. If the squad fails its morale check for 25% casualties (he counts as a casualty - the champ that is - according to the Codex), must the Daemon run away with the squad?

No.

23) What exactly can Chaos Dreadnoughts have for upgrades?

Page 6: "All Chaos vehicles, apart from bikes and Dreadnoughts, can have the following extra equipment...." This list includes the Havoc Missile Launchers.

Ignore any references outside the army lists as to which upgrades a vehicle can have. So, a Dreadnought can have anything in the armoury, as the limits in the armoury are ignored.

24) Do Noise Marine Terminators (from White Dwarf) get to mix weapons from Noise Marines and their own? For example, can I take 2 bolter bolters, 1 bolter-melta, 1 sonic blaster, 1 heavy flamer, & 3 blastmasters?

No. They should substitute for the appropriate type of Terminator weapon.

25) Since we now understand that plague knives and plague swords are "gifts" and not "weapons" this means that:

a) a Plague Marine with bolt pistol and plague knife does NOT get the benefit of an extra attack for having a pistol and close combat weapon
b) a character can take 2 single handed "weapons" _and_ a plague sword or plague knife

Is this right?

No. Simply don't allow them to be master-crafted (too much of a good thing!), but otherwise count them as weapons.

26) The description of Fleshy Curse (Chaos Codex, page29) says "..may use this..in the assualt phase instead of making his normal close combat attacks."

Does this mean that the model had to be in an assualt to use the power at all? In other words, can the sorcerer use this power in assault phases where he is not actually fighting anyone?

You do not have to be actully assulting in order to use the power, just within 2" of them.

27) Can a Chaos Sorcerer use the power Fleshy Curse in both players' assault phases, or just his own?

The power may be used in any assault phase, not just the Sorcerer's own.

28) In White Dwarf 234 some changes were made to the Noise Marine Terminator rules. Doom Siren’s are gone. No point values are listed for Sonic Blasters and Blastmasters. Are they free upgrades now?

Noise Marine weapon upgrades cost the number of points listed in WD230. Doom Sirens have been removed as they are included in the Wargear section.

29) Do Chaos Terminators get 2 attacks from their profile plus an extra from Terminator Armor?

The extra attack is included in the profile and can't be taken again.

30) Can the Stream be used in both players’ assault phase?

Again a quick look at the rule shows it says 'in the model's assault phase' it can use the the power - therefore it could only be used in the Chaos player’s assault phases.

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

Yes they can get any/all of the upgrades.

32) A Demon Prince - does he always count as a Psyker, even if no powers are taken?

A Daemon Prince does not count as a psyker unless he has psychic powers.

33) A Chaos Dreadnought that decides to shoot, and rolls up the "fire at closest target" result. When it shoots, would the closest target just be those in the front, or in any direction? You turn a vehicle in the movement phase, but we're not clear here on tracing LOS from the weapons.

The Line of Sight stuff seems to show LOS being traced from the tip of the weapon barrel. Or should this be from the weapon joint?

I guess bottom line here is would the Dread only be picking out the closest target in the front 180 degrees, or in any direction. His weapons seem fixed forward, with no pivoting like a sponson or turret weapon.

Interesting question. We've always played that you simply measure to the closest target in any direction. In this case we don't worry too much about arcs of fire and such, it being a special case (i.e. the fact you must shoot at the closest target over-rides the normal rules).

34) Can a Demon Prince ride in any sort of a transport? It doesn't have to be a big model, so it could indeed fit in a Rhino/etc.

No a Daemon prince is a character and so can join a unit but cannot ride along with them in their transport vehicle if they choose to be transported so he must leave the unit.

35) The wording in the description of the Plague Banner says "which may be cast once per battle." Is there any restriction on when during the battle you can do this? How would it affect combat resolution if you used it during the assault phase?

Treat it as for the the Blasted Standard rules.

36) I have 2 units of Daemons A&B. I summoned A by my Terminator which landed by Deepstrike in turn 2. Now can I summon unit B by Unit A in the same turn? I just felt that it is way too much to my advantage because all 3 units are very close(assault range) to the enemy in turn 2!

Looking at the rules, the daemons are simply rolled for as reserves, hence (in theory) any number of daemon packs could be summoned as long as the marker(s) are placed in contact with Chaos models which are already on the tabletop at the start of the assault phase.

37) Had an interesting question come up. Can a chaos Champion with a Beast of Nurgle ride in a Transport with his 'pet'?

I can't see a reason why not.

38) When a Talos is faced by a Mind War or an opponant trying to 'Tank Shock' it . It doesn't have a LD so how do we resolve this. Is it assumed to pass all Leadership tests (as opposed to just morale tests like is stated.) How is this to be resolved?

Hmmm, count them as Ld 10 (like wraithlords)

 

Dark Eldar Codex (see other sections, like Codex Eldar, for anwers on things like Fleet of Foot)

1) The Reavers get the result of 1 on their Combat Drugs roll and never fall back. The Succubus in the squad has her own drugs, and the result of "Crazed! Ignores fall back results..." is not available to her. Now, if the squad loses combat, they will not fall back because of the squad’s drugs, but will the succubus have to make a morale test and possibly fallback (and leave the squad)? This is only and issue because she is not an Independent Character.

Hmmm, this is a good question (and not something that came up during playtesting). Under these circumstances she would ignore the fall back result.

2) According to the description of the Talos, you roll to hit and then allocate hits to the closest models. Assuming the models are wounded and killed do you:

A. Remove the exact models that are killed.
or
B. The player can choose to remove any model from the squad as per the normal shooting rules.

A is indeed the correct answer. The Talos's special rules over-ride the normal rules.

3) When, and how often, is the razorsnare used?

It's used in the assault phase, after the attackers have made any charges but before combat is resolved. It can be used in either player's assault phase.

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

Yes.

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

Yes.

6) Does the DE Reaver Jetbike give +1T & +1S to Characters as it does to Wyches? These are specifically mentioned as benefits in the Rulebook, but not in the Codex.

Reaver Jetbikes add +1 to the rider’s toughness, as do all bikes. The entry in the Codex *should* say you get +1 strength as well. We'll cover this in Chapter Approved, and future printings of the Codex will include the change.

7) When grotesques (who need 6 STR to be wounded) take damage on a 4+ (e.g. their raider crashing) do they:

a) ignore the damage, as it isn't 6 STR
b) take one wound, even though a 6 STR hit should auto-kill them
c) Die a fiery death.

B.

8) Can Dark Eldar capture Necrons for victory points?

No.

9) Can a non-independent character take either a skyboard or jetbike?

By the letter of the rules they could, although unit coherency restrictions would reduce them to little more than Toughness/ armour boost.

10) If I give my Dark Eldar Lord a Hellion Skyboard as wargear, can he/she have a bodyguard mounted in a Raider, as long as he/she remained with in 2" of the Raider?

It is possible for the Dark Lord to have a skyboard. However, he and the retinue form a single unit, and must therefore either *all* be on the Raider, or *all* be off it, so the question is moot in this regard.

11) For the 12" Assault Move result with combat drugs, would the Dark Eldar roll 2 dice for difficult terrain, then double the highest (like the Eversor)?

That's right.

12) It seems a model could indeed move in his transport, get out 2 inches, then fleet of foot, then assault - any problem there?

This is perfectly legal because the move/disembark take place in the movement phase and the fleet of foot is in the shooting phase.

13) Quick question about the Talos' Wildfire special rule. It says that the shooting targets the closest model. Are we to assume that it will not shoot at vehicles or is this another case where 'model' means "anything on the table"?

Hmm, I suspect asking the rampaging Talos to decide between vehicles and non-vehicles is a bit much to hope for, hence in this case model means anything on the table.

 

Blood Angel Codex

1) What happens if you take two Chaplains?

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

2) What happens if Lemartes is taken without a Death Company? Can he be on his own?

If the special character Chaplain Lemartes is not accompanied by Death Company then he is an Independent Character.

3) Does the Veteran Assault Squad Sergeant get wargear or do you have to pay to upgrade him first?

Veteran Assault Squads have an ordinary Sergeant as standard and must pay to have a proper Veteran Sergeant.

4) Is the Ld of the Force Commander only a 9 to represent the lack of self-control the chapter has?

A Blood Angels Force Commander is Ld 10 like all other Space Marine Force Commanders (oops!)

5) Do the transport options for the Honor Guard get the supercharged engines, since they are cheaper than normal Blood Angel versions?

The Rhino/ Razorback option in the Honour Guard entry should be 65/ 85 points respectively (oops, oops!) They do get the engines.

6) Other predators get sponsons in pairs for one price. The Baal pays for each sponson. Why?

The sponson costs on a Baal Predator are for a pair, not per sponson (oops, oops, oops).

7) Can I use the 6" overcharged engine movement to go in any direction, like normal movement?

When a Rhino or Razorback uses its overcharged engines, the extra 6" move must be straight ahead.

8) The entry for regular dreadnoughts in the Blood Angel Codex is in the Heavy Support section and says to take them from the Heavy Support Section in the Space Marine Codex. In the Space Marine Codex, they are Elites. What is allowed?

Blood Angels can take Furioso Dreadnoughts as Elites and ordinary Dreadnoughts (from the Elites in the Space Marine Codex) as Heavy Support. Note that this does mean they could have up to 6 Dreads in total (they prefer Dreads, which can fight in assault, rather than other vehicles).

9) Do Dreadnoughts benefit from the Black Rage?

Yes.

10) When using over-charged engines a dangerous terrain test must be passed first. A dozer blade allows the player to re-roll dangerous terrain tests if the vehicle will not be moving more than 6" that turn. Can a dozer blade really stop the engine from malfunctioning?

I'm sure that no reasonable opponent would mind to using a house rule that stops dozer blades effecting this test. When not playing against reasonable opponents, you’ll just have to let them have the re-roll and grin and bear it! Of course, since the dozer blade is not-useful when moving more than 6", it should not some into play all that often.

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

Question: If a Librarian joins the Death Company does he automatically pass his Psychic test?

No (nice try though!)

12) When do I have to decide whether Death Company have a Rhino or Jump Packs?

Decide on Jump Packs or Rhino before each game, after generating the unit (but you'll need WYSIWYG models to do this). You only ever get one Rhino, and if you decide to take the Rhino any extra models (that won’t fit) are lost.

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

This happens instead of picking another member of the squad.

14) If Blood Angels are mounted in a Rhino and Force March (White Dwarf rule), can they disembark from it at the end of its move? Normally of course they can use their over-charged engines and still disembark after moving over 12", but we were not sure if that also applied to Forced Marching.

The answer is No.

15) If a squad fails a leadership test to regroup and falls back but also gets the Black Rage bonus to move forward an extra 6" can they move forward?

You would test for the black rage first moving 6" Then you may be with in 6" of the enemy and not able to rally. So then you would fall back.

16) According to the new Vehicle access hatch rules, if a Rhino with a Tactical Squad inside is assaulted on all three access hatches (both sides and rear), and is destroyed, the squad inside is destroyed as well. A Blood Angel Tactical squad is in their Rhino moving towards an objective.

The Rhino is suddenly assaulted by 4! Juggernaughts on all 3 access points, but the Juggernaughts only succeed in giving the Rhino a "Crew Shaken" result. During the Blood Angel's next turn the player rolls for Black Rage, first on the Rhino (which it doesn't Rage) and then on the squad inside (because they are separate units) which does Black Rage.

Is the Squad destroyed because there is no access hatch they can use (the Rhino hasn't moved yet, and the Juggernaughts are right there)?

Troops who try to disembark from a vehicle when the exits are guarded by enemy within 1" WILL be killed. It does not matter whether the reason for the disembarkation is the vehicle burning or an irresistible urge to spill blood. It is up to Blood Angel commanders not to park rhinos where they can be surrounded by the enemy. Bet they won't like it!

 

Dark Angels Codex

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

You are correct. You may not take any other *independent* characters.

2) Can you have Assassins in a DA army? The Assassins Codex would lead you to believe yes, but Dark Angels Codex would lead you to no.

The Dark Angels Codex takes precedence here; you can only use Assassins in a Dark Angel army when playing a scenario of your own devising or as part of a campaign.

3) Since no '*' appears next to Dark Angel wargear, do I thus take it that characters (including characters like apothecaries, techmarines, etc) who wear terminator armour cannot then take such items?

This is correct, by the letter of the rules yes.

4) The Ravenwing command squad can be Ravenwing Bikes or Ravenwing Land Speeders: Can a Land Speeder Command squad's 'upgraded' speeders take the Assault Cannon 'Option' allowed for speeders, since taking CCW weapons, Other weapons and most of the wargear list seems kind of silly or wrong?

It reads to me like that is the only option you could take, the other wargear choices wouldn't be relevant as the speeders as vehicles.

5) Can the Deathwing army get a Crusader Landraider. Their description

states that the army can only be made up of terminators, Dreadnoughts and landraiders, were does the crusader fit into all of this? Is it just added to the Mix just like any other marine army, or does it count as a Landraider?

Counts as a Land Raider but a maximum of one may be chosen.

6) Say a Dark Angel squad is intractable, thus can not move during the movement phase nor the assault phase. Enemy assault them, lose, and fall back. Can the intractable Dark Angel do sweeping advance? can they consolidate?

Intractable says they refuse to move in the assault phase, I'd say that would extend to sweeping advances and consolidation.

7) Can you have more than one Grand Master in a Dark Angel Army? The rules seem to have no prohibition against it, but it seems...Odd (kind of Warbossish if you follow me :) )

No, you can't have more than one Grand Master.


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