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BAO Tournament FAQ V1.2

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Warhammer 40,000 Rules Addendum

Warhammer 40,000 Rules Addendum

This is the latest version of the independent tournament FAQ you will find at the BAO, LVO, Anime Expo, Duel Con,  Comikaze, Wargame Con, Adepticon, The Feast of Blades, etc. 

Warhammer 40,000 Rule Book

The Movement Phase

  • A Tank is allowed to move through non-vehicle enemy models not locked in close combat when it turns on the spot to “aim” as part of a Tank Shock. Units moved through in this way count as being Tank Shocked and models in the path of the pivot may make Death or Glory attacks (provided the unit passes its Morale test). [pgs. 76 & 85, W40KRB]

The Shooting Phase

  • Models that Turbo-boost in the Shooting phase can move any number of inches (up to the maximum for their unit type) in any combination of directions, potentially ending the phase in the exact same position. [pg. 45, W40KRB]
  • When a unit makes a shooting attack, so long as a model in the target unit was within range and LoS of at least one firing model when To Hit rolls were made, then that target model may have wounds allocated to it and be removed as a casualty.
  • Ex 1: A unit of 10 Grey Hunters with 8 Boltguns and 2 Meltaguns fires at a unit of Chaos Space Marines. The Space Wolves player chooses to resolve the Boltgun wounds first. After armor saves are made for the Boltgun wounds, the closest CSM is beyond the 12” range of either Meltagunner. This CSM model may still have the Meltagun wounds allocated to it and be removed as a casualty if any one of the Boltgun wielding Grey Hunters had range and LoS to it when To Hit rolls were made.
  • Ex 2: A Space Marine Tactical Squad with 4 Boltguns and a Lascannon shoots at a unit of Ork Boys. All 4 Boltgun wielding Marines have range and LoS to the same Ork Boy, but only that Boy. The Lascannon Marine has range and LoS to the entire Ork Boy unit. All Ork Boys in the unit can have unsaved wounds allocated to them and be removed as casualties.

Note that unsaved wounds from an attack that does not require LoS (e.g. Barrage weapons, Tau Smart Missile Systems) can be allocated to target models that are completely out of the firing unit’s LoS.

[pg. 3, W40KRB FAQ]

  • When a unit makes a shooting attack, any vehicle models that are completely out of the firing unit’s LoS cannot be affected by that shooting attack (unless the attack does not require LoS, of course).

The Assault Phase

  • A charging unit must roll for its normal 2D6 charge range before attempting to determine if any of the charging models will be forced to move through difficult terrain. Then, before moving any of the charging models, both players will have to mentally map out where each charging model can and will move. If this process determines that the charging unit will have to move through DT, then at this point, roll the additional difficult terrain D6 as instructed on page 22 of the rulebook.  If the charging unit has an ability allowing them to re-roll some or all of their charge range (such as the Fleet special rule), then this ability can either be utilized before rolling the additional difficult terrain D6 or after, but not both.
  • Ex: A unit with Fleet rolls 2D6 for its charge range and scores 3″. As this is not enough distance to reach its target, the charging player decides to re-roll both dice and this time scores 11″. Unfortunately, this new charge range now means the unit will be charging through DT, so the additional difficult terrain D6 is rolled, with a ‘1’ being the result. However, the charging unit cannot re-roll this ‘1’ result, as they have already utilized their Fleet re-roll.

[pgs. 21-22, W40KRB]

  • When multiple units are eligible to fire Overwatch at a charging unit, the firing player resolves the Overwatch from one of his units (of his choice) before deciding whether he would like to fire Overwatch with another eligible unit. This continues until all eligible units have either fired or the player chooses to make no further Overwatch attacks against the charging unit. [pg. 27, W40KRB]
  • Units are considered to be locked in close combat as soon as any enemy model moves into base to base contact with them. This prevents the unit from firing Overwatch against other units charging them later in the same phase. [pg. 23, W40KRB]
  • Units may choose not to make a Consolidation move after winning an assault. If they choose not to, all models in the unit are left in their exact positions. [pg. 27, W40KRB]
  • If a unit chooses to make a Consolidation move, then all models in the unit must end this movement 1” away from all enemy models, including any enemy vehicles they may have just attacked in close combat. [pg. 27, W40KRB]
  • While making Pile In moves, if both players’ moves in a particular Initiative step are insufficient to bring any combatants back together, but Pile In moves in subsequent Initiative steps that turn would be sufficient to do so, the assault continues normally. [pg. 23, W40KRB]

Characters

  • Precision Shot/Strike wounds are always separated into a different group (or groups) within the Wound Pool from any non-Precision Shot/Strike wounds. [pg. 63, W40KRB]

Psykers/Psychic Powers

  • If the Terrify psychic power causes a unit locked in close combat to fall back, they leave combat and make a normal fall back move.  If they were the only unit locked in combat with the enemy, the enemy may not make a Sweeping Advance or Consolidate and remains exactly where they are. [pg. 147, W40KRB]
  • Multiple instances of the same Malediction cast by different models do stack with each other. [pg. 68, W40KRB]
  • Zooming Flyers do not suffer the Strength 1 hit with the Haywire special rule when targeted by the Objuration Mechanicum psychic power. The other effects of the power apply normally. [pgs. 3 & 6, W40KRB FAQ]
  • A psyker that is either falling back at the start of its turn or unable to move in its movement phase (because it is locked in combat or has gone to ground, for example) may not use the Gate of Infinity Psychic power that turn (both the version of the power in the main rulebook and in the Space Marine codex). [pg. 146, W40KRB]

Universal Special Rules

  • Models making a Hit & Run move that encounter an obstacle they are not allowed to move through or over (such as Impassable Terrain or the edge of the board, for example) immediately end their move. [pg. 38, W40KRB]
  • An Independent Character that has the Infiltrate special rule can join a unit that does not have Infiltrate during deployment allowing them all to infiltrate together [pg. 39, W40KRB]
  • A model that fires during an opponent’s turn using the Interceptor special rule:
  • Must have line of sight to its target even if the weapon being fired does not normally require LoS.
  • Always counts as stationary for this firing.
  • May still fire Overwatch if assaulted in the same player turn, even with the same weapon used to intercept.

[pg. 38, W40KRB]

  • A unit can perform a Vector Strike in the same turn that it leaves Combat Airspace. [pgs. 43 & 81, W40KRB]
  • If a model has the Smash special rule and uses a close combat weapon that has an AP3 or higher, these attacks are still resolved at AP2. [pg. 42, W40KRB]
  • Unless specified otherwise, attacks that cause Instant Death on a to wound roll of 6 still need to be able to wound the target model for Instant Death to be inflicted (e.g. a S4 attack cannot hurt a T8 model even if the attack causes Instant Death on a 6). [pg. 38, W40KRB]
  • If a unit rolls a Misplaced result on the Deep Strike Mishap Table, the enemy player must place the unit in a legal spot where they would not mishap a second time. If no such position exists, the unit is placed into Ongoing Reserves. [pg. 36, W40KRB]
  • When a unit with the Brotherhood of Psykers/Sorcerers special rule casts a psychic power, range and LoS are determined from any single model with this rule in the unit, selected by the casting player. Note that if such a unit casts a psychic shooting attack, only the selected model counts as making the attack (meaning other models in the unit can still fire a weapon of their own, should they have one). [pg. 34, W40KRB]

Flyers and Flying Monstrous Creatures

  • Unless specified otherwise, any attacks or special abilities that can cause damage (i.e. hits, wounds and/or vehicle damage) without rolling to hit (e.g. an Ork Weirdboy’s Zzap psychic power and Njal’s Lord of Tempests special rules) have no effect on Zooming Flyers and Swooping Flying Monstrous Creatures. This is true even if the attacking unit has the Skyfire special rule. Note that Imotekh’s Lord of the Storm ability is an explicit exception to this rule. [pg. 3, W40KRB FAQ]
  • For ease of tournament play, at this event, all vehicle weapons are assumed to be able to swivel vertically 180 degrees on their mount, instead of the normal 45 degrees. [pg. 72, W40KRB]

Blast Weapons

  • Vehicles hit by a blast weapon, but completely out of Line of Sight of the firing unit, are affected normally by the blast. [pg. 1, W40KRB FAQ]

Template Weapons

  • Models completely out of LoS of the firing unit can be hit by a template weapon and add wounds to the wound pool for the shooting attack. However, unless the template weapon does not require LoS, models completely of out LoS of the firing unit cannot have unsaved wounds allocated to them, and so cannot be removed as casualties. Similarly, a template cannot affect vehicles that are completely out of the firing unit’s LoS either (unless the weapon does not require LoS, of course). [pg. 16, W40KRB]
  • Template weapons with the Torrent special rule, besides not having to be placed touching the firing model’s base, must still abide by all other targeting restrictions for Template weapons. [pg. 43, W40KRB]

Allies

  • A unit with an allied Independent Character attached cannot embark, nor begin the game embarked, upon a transport vehicle. [pg. 112, W40KRB]

Fortifications

  • Fortifications/gun emplacements are not considered to be models or units (they are terrain), which means among other things:
  • They do not generate a Victory Point when destroyed.
  • They do not benefit from special abilities that affect models/units (e.g. Ork Kustom Force Field or Dark Angel Power field Generator).
  • They are also unaffected by tank shocks and psychic powers (other than psychic shooting attacks). [pgs. 3, 44, 92 & 105, W40KRB]
    • Fortifications that are buildings may take cover saves granted by terrain or intervening units just like a vehicle does, treating the building’s entire silhouette as it’s facing if none is apparent.  Gun emplacements may take cover saves granted by terrain or intervening units just like an Infantry model does. [pgs. 94 & 105, W40KRB]
    • Units cannot declare a charge against a Gun emplacement. However, if while charging another unit a gun emplacement is engaged in close combat, then attacks may be directed at the gun emplacement as though it were a separate unit. [pgs. 44 & 105, W40KRB]
    • Both players may have a model in base contact with the same gun emplacement (provided they are 1” apart) and both models may fire it in consecutive Shooting phases. [pg. 105, W40KRB]
    • Models on top of a Bastion that are obscured by the battlements receive a 4+ cover save. [pgs. 95 & 97, W40KRB]
    • Models behind a Bastion and obscured by the building portion of the fortification receive a 3+ cover save. [pg. 18, W40KRB]
    • Models obscured by a ruined bastion receive a 4+ cover save. [pg. 18, W40KRB]
    • The purchased Comms Relay and gun emplacement for a Bastion must be placed on the fortification’s roof.
    • For the purposes of movement and unit coherency, treat the Skyshield Landing Pad like a ruin without a base and one upper level. However, unlike standard ruins, Walkers and Monstrous Creatures are allowed onto the upper level of a Skyshield landing pad as if they were Infantry. [pgs. 98 & 115, W40KRB]
    • Only models physically on top of a shielded Skyshield Landing Pad gain the 4+ invulnerable save. [pg. 115, W40KRB]
    • The shielding walls of a Skyshield Landing Pad are battlements and provide a 4+ cover save to models obscured by them. [pgs. 95 & 115, W40KRB]
    • Models obscured by the leg/pillar portion of a Skyshield Landing Pad receive a 3+ cover save. [pg. 18, W40KRB]

Terrain

  • The 4+ cover save for ruins applies only to models obscured from the attack by the walls of the ruin. The floor and its base (if it has one) are just treated as normal area terrain. Rules that specifically modify the cover save of ‘ruins’ apply only to the cover save provided by the ruin walls. [pgs. 18 & 98, W40KRB]
  • Unlike other types of area terrain, forests grant a cover save if a firing model traces its line of sight over any portion of the forest’s base, regardless of whether the target (even if it is a vehicle) is physically obscured by the trees at all. This even applies to a firing model even a fraction of an inch fully inside of a forest that is firing at targets outside. [pg. 102, W40KRB]

Missions

  • For ease of tournament play, at this event, a scoring unit is always considered to be a denial unit as well. [pg. 123, W40KRB]
  • A Fast Attack/Heavy Support unit with the Swarms special rule (or any other special rule that specifies the unit never counts as being scoring) does not count as being a scoring unit, even when playing the Scouring or Big Guns Never Tire missions. [pg. 123, W40KRB]
  • In The Relic mission, if the relic is dropped because it moves more than 6” in a single phase then it is dropped from the position where the carrying model began that phase. [pg. 131, W40KRB]
  • Units embarked on a transport cannot achieve the Linebreaker Secondary Objective for being in the enemy’s deployment zone. [pg. 122, W40KRB]

Drop Pods

  • Models disembarking from a drop pod can make a normal move ending wholly within 6” of the pod.
  • When a Drop Pod deploys, it does not automatically lose a Hull Point even though it is ‘treated as suffering an immobilized damage result’. However, if it lands in Difficult/Dangerous Terrain and fails its Difficult Terrain test, then it loses a total of 2 Hull Points.
  • The doors of a drop pod model are ignored for all game purposes (e.g. they never block LoS, they may not be disembarked from, and enemy models do not need to remain 1” away from them).
  • Units embarked upon a drop pod transport, and Independent Characters attached to those units, are ignored for the purposes of calculating the number of units that may be held in Reserves. This means that a drop pod themed army could potentially begin the game with every unit in Reserves. [pg. 36, W40KRB]

Black Templars

Blood Angels

  • A Furioso Librarian counts as being a Blood Angels Librarian for the purposes of generating psychic powers from the rulebook (per the Blood Angels FAQ). Note that even though a Furioso Librarian has two psychic powers, it is still Psychic Mastery Level 1 [pg. 2, C:BA FAQ & pg. 29, C:BA]
  • The Blood Lance psychic power has no effect against Zooming Flyers and Swooping Flying Monstrous Creatures. [pg. 3, W40KRB FAQ]

Chaos Daemons

  • When resolving a Warp Storm result that requires a D6 to be rolled for each unengaged enemy unit (and units containing at least one Daemon of the specified type), do not roll for any units that are currently embarked in a vehicle or occupying a building. [pg. 27, C:CD]
  • The Daemonic Possession Warp Storm result has no effect on psykers currently embarked upon transports or occupying buildings. It does however affect Swooping Flying Monstrous Creatures (that are also psykers) normally. [pg. 27, C:CD]
  • When generating a unit of Daemons either from a Portaglyph or the Summoned from the Warp Warp Storm result, a Chaos Daemons player may roll the unit size before choosing which type of unit is summoned. [pgs. 27 & 65, C:CD]
  • When a psyker (or unit of psykers) is created mid-game, immediately roll for any randomly generated psychic powers before placing them on the table. Psykers created this way enter the game with 1 Warp Charge point per their mastery level. [pgs. 27 & 65, C:CD]
  • Independent Characters from the Chaos Daemons codex cannot join units from the Chaos Space Marines codex. [pg. 26, C:CD]
  • Feel No Pain rolls may be taken against wounds caused by Daemonic Instability. [pg. 35, W40KRB & pg. 26, C:CD]
  • Kairos Fateweaver’s Staff of Tomorrow does not allow him to re-roll the end of the game roll, Night Fight rolls on turns 5+, or a D6 that was originally rolled by the opponent. [pg. 42, C:CD]
  • Kairos Fateweaver is treated as a single psyker model for any special rules or attacks that target, count, or otherwise affect psykers. [pg. 42, C:CD]
  • For the purposes of the Lamprey’s Bite special rule, a Screamer’s “normal close combat attacks” include the bonus attack for charging but do not include Hammer of Wrath attacks. [pg. 41, C:CD]
  • A model may only take a cover save against a Screamer’s Slashing Attacks if it is in area terrain (excluding vehicles) or there is a special rule granting it cover. [pg. 41, C:CD]
  • For a Burning Chariot of Tzeentch, the Blue and Pink Fire of Tzeentch Daemonic Gifts belong to the Exalted Flamer and not the Chariot itself. This means that if the chariot moves, in the subsequent Shooting phase the Exalted Flamer will only be able to shoot Blue Fire as a snap shot, and will not be able to shoot Pink Fire at all. [pgs. 40 & 61, C:CD]
  • When the Masque of Slaanesh targets a unit with the Dance of Caging, roll a separate D3 each time the target unit is going to move for any reason. The Dance of Caging affects all types of movement, including, Turbo-boosting and Thrust movement. Flying Monstrous Creatures that are affected by this ability on their turn may not choose to Swoop. [pg. 58, C:CD]
  • A Fiend of Slaanesh’s Disruptive Song special rule applies a -1 Ld modifier for each Fiend model that is within 12” of an enemy psyker. These modifiers are cumulative with other instances of Disruptive Song from different units. Note that a Leadership Test is not the same as a Characteristic Test, and therefore a roll of double ‘1’ always passes even against a Ld of 0. [pg. 57, C:CD]
  • Leadership penalties from the Doomstone apply to an enemy character even if that model is removed as a casualty and later returns to the game via a special rule. If the Doomstone lowers a character’s leadership to 0, then any special rules that would prevent them from being removed as a casualty or subsequently return them to play are ignored. [pg. 65, C:CD]
  • If a multi-wound model fails a characteristic test from the Pavane of Slaanesh or Rancid Visitations psychic powers, but is not removed as a casualty, the attack immediately ends. [pg. 69, C:CD]
  • Each unsaved wound inflicted by either the Contagion or Witsteal special rule does cause the affected model (if still alive) to take a further Toughness/Initiative characteristic test, respectively. [pgs. 62 & 63, C:CD]
  • The turn it arrives from Reserves, an Icon of Chaos can immediately be used to reduce the scatter distance of subsequent viable units arriving by Deep Strike. [pg. 64, C:CD]
  • If a model riding an immobilized chariot has the Warp Tether Daemonic Gift and is removed as a casualty, the chariot, along with its rider, are placed into Ongoing Reserves and will have to re-enter play via Deep Strike. [pg. 67, C:CD]
  • A Chaos Daemons player may roll to see if the Portaglyph creates a unit the same turn that it is placed. [pg. 65, C:CD]
  • A Portaglyph has no specified height, and may literally be represented by a small blast template. [pg. 65, C:CD]
  • When Necron Mindshackle Scarabs are controlling a daemon model with a Mutating Warpblade, and that model slays a character or monstrous creature from their own army, the Warp Mutation special rule does not take effect. [pg. 62, C:CD]
  • When Mindshackle Scarabs force a model to attack another model from its own army (including itself), and the target model has the Burning Blood Daemonic Gift, D3 wounds are not generated for each unsaved wound suffered. [pg. 66, C:CD]
  • The +1 to Feel No Pain rolls from the Warpflame Daemonic Gift stacks with other instances of Warpflame. Note that a model’s Feel No Pain roll can never be improved beyond 2+. [pg. 61, C:CD]
  • When rolling for a model’s Daemonic Rewards, Warp-forged Armor and the Unbreakable Hide Greater Reward are not considered to be duplicates. [pg. 66, C:CD]
  • A model with the Mutating Warpblade must actually use the weapon to slay an enemy character or monstrous creature for the Warp Mutation special rule to take effect. [pg. 62, C:CD]
  • A model with the Blade of Blood must actually use the weapon to attack in the assault phase for the Bloodlust special rule to take effect. [pg. 62, C:CD]
  • As long as a Daemon armed with a Staff of Change or Mutating Warpblade manages to inflict one or more unsaved wounds onto an enemy character or monstrous creature in the same Initiative step of a combat where that character or monstrous creature is killed, then their Warpdoom and/or Warp Mutation special rules will apply. Note that this means it is possible for both the Warpdoom and Warp Mutation special rules to be resolved against the same model [pg. 62,C:CD]

Chaos Space Marines

  • A model without the Champion of Chaos special rule may attempt a Glorious Intervention to save a model with the Champion of Chaos rule. [pg. 65, W40KRB]
  • Two Independent Characters with different Marks of Chaos can both join the same unmarked unit. [pg. 30, C:CSM]
  • Force weapons cannot cause Instant Death to Kharn the Betrayer even if their strength is double or more than his toughness value (e.g. a Nemesis Daemonhammer). [pg. 59, C:CSM]
  • A Warpsmith cannot use a fire point to curse an enemy vehicle with the Master of Mechanisms special rule while embarked on a vehicle. [pg. 34, C:CSM]
  • If a CSM model is locked in combat and the end of phase Toughness tests caused by his Black Mace kills all enemy models within 3” of him, the CSM model is still considered to be locked in that combat unless all enemy models locked in that combat were killed. [pg. 69, C:CSM]
  • If Typhus chooses to use the Destroyer Hive special rule while he is involved in a challenge, place the large blast template normally. The enemy model also involved in the challenge is treated as being in a separate unit from any other units hit by the template. Wounds are then determined normally for each effected unit, removing casualties in order of closest to Typhus. Using the Destroyer Hive in this way allows Typhus to wound models not directly involved in the challenge. [pg. 61, C:CSM]
  • Plague Zombies can man gun emplacements and fire emplaced weapons. [pg. 105, W40KRB]
  • LoS for a Heldrake is drawn from the head of the model. The head has a 360-degree LoS and ignores the rest of the Heldrake model when drawing LoS. [pg. 1, C:CSM FAQ]
  • Models with a Chaos bike may use their twin linked bolter as the replacement when the Chaos Wargear Lists says, “a model can replace one weapon with…” [pg. 91, C:CSM]
  • A Dimensional Key does not override the effects of the Jamming Beacon wargear on a Land Speeder Storm. [pg. 69, C:CSM]

Dark Angels

  • A unit containing Belial that uses the Gate of Infinity psychic power to Deep Strike does not scatter. Also, the unit does not need to roll to see if a model is claimed by the warp. [pg. 56, C:DA]
  • Ezekiel does benefit from the Book of Salvation wargear, effectively making him WS6. [pg. 54, C:DA]
  • A Ravenwing Darkshroud is always considered to be a friendly unit within 6” of itself for its Shroud of Angels special rule (and therefore it effectively always has both the Stealth and Shrouding special rules). [pg. 49, C:DA]

Dark Eldar

  • A model may only take a cover save against a Reaver Jetbike’s Bladevanes Attacks if it is in area terrain (excluding vehicles) or there is a special rule granting it cover. [pg. 29, C:DE]

Eldar

  • An Eldar Independent Character joined to a Dark Eldar unit cannot be the target of a psychic power that must be cast on an Eldar Unit. [pg. 39, W40KRB]
  • An Eldar unit with a Dark Eldar Independent Character joined to it can be the target of a psychic power that must be cast on an Eldar Unit. While joined, the effects of the psychic power apply to the Dark Eldar character. [pg. 39, W40KRB]
  • Phoenix Lords do not directly convey their unit benefits to non-aspect warrior units. However, if a Phoenix Lord has a special rule that would apply to any unit they join, those rules do apply to non-aspect warrior units joined by the Phoenix Lord (e.g. Khandras does not give the Stealth special rule to a unit of Guardians. But if Khandras joins a unit of Guardians the entire unit benefits from Stealth while he is attached). [pg. 54, C:EDR]
  • If Prince Yriel chooses to use his Eye of Wrath wargear while he is involved in a challenge, place the large blast template normally. The enemy model also involved in the challenge is treated as being in a separate unit from any other units hit by the template. Wounds are then determined normally for each effected unit, removing casualties in order of closest to Prince Yriel. Using the Eye of Wrath in this way allows Prince Yriel to wound models not directly involved in the challenge. [pg. 53, C:EDR]
  • Cover saves may not be taken against Prince Yriel’s Eye of Wrath attacks. [pg. 53, C:EDR]
  • A Swooping Hawk unit that uses the Skyleap special rule to go back into reserves goes into Reserves, not Ongoing Reserves, and will therefore need to roll to return to the table on turns 2 and 3. [pg. 35, C:EDR]
  • Vibro Cannon attacks have no effect against Zooming Flyers and Swooping Flying Monstrous Creatures. [pg. 3, W40KRB FAQ]
  • A Vibro Cannon Battery that hits an enemy vehicle causes one glancing hit regardless of how many cannons are in the battery. [pg. 30, C:EDR]
  • A model with the Eternal Warrior special rule still dies automatically and is removed if it fails its leadership test after being wounded by a Diresword. [pg. 30, C:EDR]
  • An Ally of Convenience attempting to cast a psychic power is affected by the Runes of Warding wargear. [pg. 112, W40KRB]

Grey Knights

  • A Neural Shredder uses the majority leadership of the target unit when rolling to wound. [pg. 53, C:GK]
  • When using the Dark Excommunication psychic power, the following sections from pages 61-69 of the Chaos Daemons codex are counted as Daemonic Gifts; Ranged Weapons, Melee Weapons, Daemonic Attributes, Icons & Instruments, Hellforged Artifacts, Daemonic Rewards, Daemonic Loci, and Daemonic Psychic Powers. Additionally, anything listed as a Daemonic Gift in a unit’s army list entry is also counted. Note that Daemonic Steeds and psychic powers generated from the main rule book are not affected by Dark Excommunication. [pg. 2, C:CD]
  • Affected enemy units can attempt to Deny the Witch against both the Cleaning Flame and Heroic Sacrifice psychic powers. [pgs. 26 & 31, C:GK]
  • If a model casts the Cleansing Flame psychic power while involved in a challenge, all enemy models in the entire combat, not just the enemy character in the challenge, are affected by it normally. [pg. 31, C:GK]

Imperial Guard

  • Parts of an Imperial Guard Infantry Platoon may be placed into Reserves while the rest of the Platoon is deployed. The units deployed are counted as a single unit in missions that limit the number of units that can be deployed. In addition, when making a reserve or outflanking roll, roll once for all the units placed in Reserves from the same Platoon. Any units in Reserves that are embarked upon a non-dedicated transport are instead rolled for separately. [pg. 1, C:IG FAQ]

Necrons

  • Do not place a Reanimation Protocol or Ever-Living counter for any models that are caught in a Sweeping Advance. Ever-Living Counters already placed on the table before a unit was caught in a Sweeping Advance do remain in play. [pg. 27, W40KRB]
  • A successful Feel No Pain roll does not negate the armor reducing effects of the Entropic Strike special rule. [pg. 35, W40KRB]
  • If a Cryptek or any Independent Character is joined to a unit of Deathmarks, that model also benefits from the Hunters from Hyperspace special rule. [pg. 39, W40KRB]
  • A Doom Scythe’s Death Ray is a hull-mounted weapon, but the two points picked for it do not have to be within the weapon’s arc of sight. While all models under the line do generate a hit on their unit, only models in the Doom Scythe’s LoS and range (including the range and LoS drawn from the Tesla Destructor, if fired) can have unsaved wounds allocated to them and therefore be removed as causalities. For casualty removal purposes the Death Ray’s range is 12” plus the 3D6” rolled for its second point. Vehicle models completely out of the Doom Scythe’s LoS also cannot be affected by this attack. [pg. 3, W40KRB FAQ]
  • The twin-linked tesla destructor on an Annihilation Barge is a hull-mounted weapon. [pg. 95, C:NCR]
  • The player whose turn it is determines whether the effects of Mindshackle scarabs and whip coils are resolved before or after models involved in a challenge are moved into base to base contact. [pg. 9, W40KRB]
  • When Mindshackle Scarabs are controlling a Deathwing Knight, either the Necron or Dark Angels player can choose to activate the unit’s Smite Mode and all Deathwing Knights in the unit must follow suit. However, if one player is striking at a higher Initiative step than the other player (e.g. the Mindshackled Deathwing Knight is also being affected by a whip coil), then whichever mode the first attacking Deathwing Knight(s) choose to attack in will apply to all Deathwing Knights from the same unit.
  • The Chronometron wargear can only be used on rolls of a single D6 (e.g. an armor save) not rolls that use multiple dice (e.g. a leadership test). [pg. 85, C:NCR]

Orks

  • Models turned into a squig by the Zogwart’s Curse special rule are not considered to be removed as casualties. Neither is the model considered “destroyed” for the purposes of Victory Points, or other game effects, until the squig is removed as a casualty. Any special rules that would have triggered when the original model was removed as a casualty (e.g. Saint Celestine’s Miraculous Intervention) are effectively ignored and do not trigger, even if the squig is later removed as a casualty. [pg. 61, C:ORK]

Sisters of Battle

  • Attacks and special rules that reduce a characteristic or apply an ongoing effect to Saint Celestine (e.g. the Entropic Strike special rule) still apply if she returns to the game via Miraculous Intervention. [pg. 103, WD379]
  • If the Doomstone (from the Chaos Daemons codex) reduces Saint Celestine’s leadership to 0, then her Miraculous Intervention rule is effectively ignored. [pg. 65, C:CD]
  • If Saint Celestine is turned into a Squig by the Zogwart’s Curse special rule in the Orks codex her Miraculous Intervention special rule is effectively ignored. [pg. 61, C:ORK]
  • If Saint Celestine is turned into a Chaos Spawn using the Boon of Mutation special rule in the Chaos Daemons codex she is considered to be removed as a casualty. Place the Miraculous Intervention counter at the spot where she was turned into a spawn and roll normally for her return. The spawn version of Celestine remains in play whether or not she returns to the game. This means there could be multiple spawn versions of Celestine on the table. [pg. 73, C:CD]

Space Marines

Space Wolves

  • If an Ally of Convenience casts a psychic power within 24” of a Runic Weapon the Space Wolves player must roll a D6, and on a 4+ (3+ for Njal) that power is nullified. This is done instead of the Deny the Witch roll the opposing player would normally make. [pg. 112, W40KRB]
  • Jump Infantry and Jump Monstrous Creatures (e.g. a Nemesis Dreadknight with Personal Teleporter) are affected normally by Jaws of the World Wolf. Flying Monstrous Creatures however, regardless of what flight mode they are in, are not. [pgs. 47 & 49, W40KRB]

Tau Empire

  • The roll made for Aun’Va’s Paradox of Duality may be taken in addition to any  save the model may attempt. Additionally, weapons that ignore cover do not negate the Paradox of Duality roll. [pg. 61, C:TAU]
  • A unit must be within 12” of an Ethereal at the time they actually wish to benefit from the Invocation of Elements special rule. In the case of Zephyr’s Grace, this means units must end their run movement within 12” of the Ethereal to be able to fire Snap Shots. [pg. 35, C:TAU]
  • A Stealth Team must contain six models (excluding drones) in order to purchase two fusion blasters. [pg. 100, C:TAU]
  • Independent Characters may join an XV104 Riptide even if the Riptide did not purchase any drones and began the game as a single model unit.  [pg. 39, W40KRB]
  • A Sun Shark Bomber begins the game with one pulse bomb. [pgs. 69 & 102, C:TAU]
  • When an Interceptor Drone disembarks from a Sun Shark Bomber, the distance the Sun Shark moves does not affect the drone’s shooting attack (i.e. they do not need to fire Snap Shots even if the Sun Shark moves 36″). [pg. 48, C:TAU]
  • When a model with the Skyfire special rule uses the Seeker markerlight ability to fire a Seeker Missile at a Zooming Flyer or Swooping Flying Monstrous Creature, the attack is resolved at BS5.  If the firing model does not have Skyfire then the attack is resolved at BS1 as usual. [pg. 68, C:TAU]
  • When multiple units fire Overwatch at an enemy unit, markerlight counters placed by one unit may be utilized by other units that fire after them. [pg.  68, C:TAU & pg. 27, W40KRB]
  • A Markerlight counts as a weapon with a Strength of 5 or less for the Point Defense Targeting Relay vehicle battle system. [pg. 72, C:TAU]
  • Both the Drone Controller and the Counterfire Defence support systems have no effect on drones making Snap Shots. [pg. 68, C:TAU]
  • Only Gun Drones, Marker Drones, and Sniper Drones benefit from a Drone Controller support system.  [pg. 68, C:TAU]
  • A model firing Overwatch cannot use the Target Lock support system to target a non-charging enemy unit. [pg. 69, C:TAU]

Tyranids

  • A Tervigon cannot spawn Termagants in the same turn that it uses the Gate of Infinity psychic power. [pg. 52, C:TYR & pg. 146, W40KRB]
  • Units with the Stubborn special rule ignore the Deathleaper’s It’s After Me rule when taking Morale or Pinning tests. [pg. 59, C:TYR]

Imperial Armor FAQ

HANDY LINKS TO FORGE WORLD RULES PDFs

 

FORGE WORLD IA2 UPDATE PDF v1.3

 

FORGE WORLD IMPERIAL GUARD UPDATE PDF – FEB 2012

FORGEWORLD SPACE MARINE UPDATE PDF – FEB 2012

FORGEWORLD TAU UPDATE PDF – FEB 2012

 

FORGE WORLD 6th ED VEHICLE UPDATE PDF

FORGE WORLD 6th ED PSYKERS UPDATE PDF

FORGE WORLD 6th ED CHARACTERS UPDATE PDF

 

FORGE WORLD 6th ED DECIMATOR UPDATE PDF

FORGE WORLD 6th ED RAPIER UPDATE PDF

IMPERIAL ARMOR STANDARD 40K UNITS

 

MISC

  • Point values and rules for Imperial Armor units must always be from the most current published version. When in doubt which version is most current, please refer to our Imperial Armor Units listing (link here).

  • Ignore any rules references that mention rolling on the Damage Table for glancing hits (as glancing hits just remove a Hull Point now).

  • Any ability that causes automatic Penetrating hits also removes 1 Hull Point per Penetrating hit against the vehicle (in addition to any damage caused by rolling for the Penetrating Hits).

  • Template weapons that are able to fire at range still have to follow the general restrictions for placing a template: you must have line of sight to at least one model in the target unit, you must try to cover as many models in the target enemy unit while not covering any friendly models, etc.

  • Some weapons cause units to roll one less D6 when moving through difficult terrain. However, units that are making a charge move ignore this rule and instead just follow the normal rules for charging through difficult terrain.

  • Ignore any rules references to the ‘No Retreat!’ rule (as that rule no longer exists in the game).

  • The following models are considered Daemons for any special rule that affects Daemons: Any model with the ‘Daemon’, ‘Daemonic’ or ‘Daemonic Possession’ special rule. All models taken from the Chaos Daemons codex, excluding Chaos Spawn. Dark Eldar Mandrakes and the Decapitator. Grey Knight Daemonhosts.

  • Immobile artillery gun models that would have to be moved due to a vehicle ending its move on top of them during a tank shock must instead make a Death or Glory attack. If multiple gun models are forced to make such an attack, resolve them one at a time (note that this is an exception to the rule that only one model in a unit is able to make a ‘Death or Glory’ attack), with each attack that fails to stop the vehicle resulting in one gun model and one crew model being removed.

 

FLYERS

  • Ignore all references to fliers having the Deep Strike special rule (except for the Chaos Dreadclaw).

  • When firing a template weapon at a flyer model that is in Hover mode (or any other super tall model, for that matter), hold the template over the top of all the models (so the tip of the template is only touching the firing model from a ‘top-down’ perspective).

  • In the case of flyer squadrons that have the Hover special rule, all models in the squadron must always make the same choice of whether to Hover or Zoom.

  • If two flyers in the same squadron suffer a Locked Velocity result while they are moving at different speeds (one at Combat Speed and another at Cruising Speed) and this then forces the squadron out of coherency, then choose one of the two flyers to be ‘abandoned’ exactly like the normal squadron rules when a model becomes immobilised. All other flyers in the squadron that aren’t suffering from a Locked Velocity result must continue to maintain coherency with whichever squadron-mate has not been ‘abandoned’.

 

.

IMPERIAL ARMIES (GREY KNIGHTS, IMPERIAL GUARD & SISTERS OF BATTLE)

 

IMPERIAL UNITS

Atlas Recovery Tank (Imperial Armor Vol. 1 – 2nd Edition, pg 212)

  • When an Atlas moves an immobile vehicle, that vehicle still counts as being immobile (WS 0) if assaulted.

Centaur Carrier (Imperial Armor Vol. 1 – 2nd Edition, pg 76)

  • Ignore reference to the ‘Gun Deployment’ special rule.

Cyclops Demolition Vehicle (Imperial Armor Vol. 1 – 2nd Edition, pg 216)

  • Once a Cyclops moves out of coherency with its operators, it becomes a separate unit in all respects except for victory conditions: the unit in total only ever counts as being destroyed if all its operators are killed. Destroying individual Cyclops on their own doesn’t count as destroying a unit.

  • A Cyclops detonating in close combat does so after pile-in moves are finished at the I10 step. The Cyclops itself does not make a pile-in move at I10 when detonating.

  • No cover saves may be taken against a Cyclops Demolition Charge and casualties caused (to either side) by this attack do count towards the combat resolution of the combat that the Cyclops was locked in.

  • Cyclops models are allowed to embark onto transport vehicles.

  • A Cyclops that has either lost all its operators or is more than 48” away from them cannot hold or contest an objective.

Earthshaker, Hydra & Manticore Platforms (Imperial Armor Vol. 1 – 2nd Edition, pg 198)

  • Ignore all references to ‘crew’. These units are just immobile vehicles and any crew models used have no in-game effect.

Field Artillery Battery (Imperial Armor Vol. 1 – 2nd Edition, pg 187)

  • This unit has the ‘Gun Carriage’ special rule described on pg 188.

Grey Knights Dreadnought Psycannon weapon option (Imperial Armor Vol. 2, pg 218 w/ FW IA2 update PDF v1.3)

  • Grey Knight Dreadnoughts and Venerable Dreadnoughts can replace their Multi-Melta with a Psycannon for +10 pts.

Hades Breach Drill (Imperial Armor Vol. 1 – 2nd Edition, pg 210)

  • Should have the ‘Melta Cutter’ ranged weapon listed as Wargear.

  • If a Hades arrives under a vehicle and just manages to wreck it, then place the Hades at that arrival spot but on top of the vehicle wreck (and counts as moving into dangerous terrain).

  • If a Hades arrives under a building and this results in the building suffering a Total Collapse or Detonation, then place the Hades as close as possible to its intended arrival point outside of the destroyed building (cheat models out of the way to make this possible if necessary).

  • A Hades arriving under a Gargantuan creature automatically mishaps without attacking it (as Gargantuan Creatures cannot be Tank Shocked by standard vehicles).

  • When a Hades rams during its arrival, it always counts as hitting its target in the rear armor, while the ram hit back on the Hades is resolved against its front armor (and does not benefit from any ‘speed’ modifier).

  • When a Hades suffers a ‘misplaced’ Deep Strike mishap result, the opponent still decides where it arrives on the table, even though the Hades will likely have already made a (failed) ram attack against a vehicle or building.

  • When a Hades Assault Squad suffers a ‘misplaced’ Deep Strike result the opponent still decides where that unit arrives on the table as normal (even though they’re supposed to arrive from the same spot as the Hades).

Heavy Artillery Platforms (Imperial Armor Vol. 1 – 2nd Edition, pg 187)

  • These weapon platforms are just immobile vehicles. Ignore all references to them having crew. Any crew models used for these units are purely decorative.

  • Hydra Platforms do not have the Interceptor special rule.

Long-Range Scanner Squad (Forge World Imperial Guard Update PDF – Feb 2012)

  • Once deployed, the long-range scanner model can never be moved, attacked, etc, only its crewman can. The crewman must remain within coherency of the scanner at all times and if he is killed or falls back then the long-range scanner is removed from the table and counts as being destroyed.

  • Declare the scanner mode before the battle begins, when it is either deployed or placed into Deep Strike reserve (the Short Range Lock scanner mode must be chosen if the unit starts the battle in reserve).

  • The Short Range Lock scanner mode cannot be utilized while the crewman has gone to ground or is locked in combat.

Repressor (Imperial Armor Vol. 2, pg 238 w/ FW IA2 update PDF v1.3 & FW 6th edition vehicles update PDF)

  • A Repressor is a dedicated transport choice for: Battle Sisters squad, Celestian squad, Dominion squad, Retributors squad, Sororitas Command Squad.

Sabre Weapons Battery (Imperial Armor Vol. 1 – 2nd Edition, pg 206)

  • Defense Searchlights may only illuminate the target of the Battery’s shooting, but they do immediately benefit the battery’s shooting (so they can allow the battery to target an enemy unit beyond 36” when night fighting is in effect, for example).

  • Defense Searchlights always illuminate the target regardless of whether any other weapons in the battery are actually within range and they require one crewmember to ‘fire’ them, as with any other artillery gun model.

Sentry Gun – Tarantula (Imperial Armor Vol. 1 – 2nd Edition, pg 202)

  • Use the listed Toughness of 6.

  • All Sentry Guns within a single battery must be equipped identically.

  • The owning player must declare the firing mode for a Sentry Gun Battery when deploying it (or placing it into reserve).

Trojan Support Vehicle (Imperial Armor Vol. 1 – 2nd Edition, pg 232)

  • Should have the ‘Artillery Tractor’ special rule as detailed on pg 76.

 

IMPERIAL AIRCRAFT

Valkyrie Sky Talon Transport (Imperial Armor Aeronautica, pg 16)

  • Transported vehicles embark/disembark from a Sky Talon just as typical units do with a standard transport. A vehicle (or vehicles) being transported by a Sky Talon that suffers an Explodes damage result, before being deployed, takes a S10 hit against their rear armor if the Sky Talon was zooming, or a S4 hit against their rear armor if the Sky Talon was hovering..

  • If a vehicle squadron is being transported using multiple Sky Talons, then all of these Sky Talons must remain within 4” of each other, even if one gets immobilized, etc. If any part of the squadron is forced to disembark for any reason then the entire squadron must immediately disembark.

 

IMPERIAL CHARACTERS

Inquisitor Lord Hector Rex (Imperial Armor Vol. 7, pg 124 w/ FW 6th edition characters update PDF)

  • He may swap out all of his listed psychic powers for 3 rolls from the Divination, Pyromancy and/or Telekinesis disciplines (in any combination).

SPACE MARINES

 

SPACE MARINE UNITS

Chaplain Dreadnought (Imperial Armor Apocalypse 2, pg 30)

  • Venerable special rule only applies to Penetrating hits (not to glancing hits).

Contemptor-Mortis Pattern Dreadnought (Imperial Armor Aeronautica, pg 38)

  • As long as the Contemptor Mortis remains stationary in its own movement phase, it has the Skyfire & Interceptor special rules until the start of its next turn.

Damocles Rhino (Imperial Armor Vol. 12, pg 148)

  • The Teleport Beacon can benefit allied units (providing they are arriving by teleport, of course).

  • For the Command Vox Relay, decide which Reserve roll modifier to apply (if any) independently after each Reserve roll is made.

Deathstorm Drop Pod (Imperial Armor Vol. 12, pg 153)

  • The Deathstorm always counts as being stationary when firing (even on the turn it arrives by Deep Strike).

Land Raider Helios (Imperial Armor Apocalypse 2, pg 32)

  • Ignore Hyperios Launcher rules & upgrade option (use the Helios entry in IA: Aeronautica for that).

Land Raider Terminus Ultra (Apocalypse Reload, pg 16)

  • 300 points. BS4, AV 14/14/14.  Hull Points: 4. Type: Vehicle, Tank, Transport. Special Rules: Assault Vehicle, Power of the Machine Spirit.

  • Has 2 sponson-mounted twin-linked lascannons, 2 sponson-mounted lascannons, 1 hull mounted twin-linked lascannon, smoke launchers, searchlight and may take a hunter-killer missile for +10 points.

Lucius Pattern Drop Pod (Imperial Armor Apocalypse – 2nd Edition, pg 32 w/ FW 6th edition vehicle update PDF)

  • This unit must be represented by a model that is significantly larger than the standard Space Marine drop pod.

Sentry Gun Battery (Imperial Armor Vol. 12, pg 152)

  • Use the listed Toughness of 6.

  • If any Sentry Gun in the battery has its Heavy Bolter upgraded to the Lascannon or Multi-Melta option, then all Sentry Guns in the unit must upgrade to one of these two options.

  • Ignore the option to take ‘Deep Strike’ for +10 points (as all Immobile models are already able to Deep Strike).

  • The owning player must declare the firing mode for a Sentry Gun Battery when deploying it (or placing it into reserve).

SPACE MARINE CHARACTERS

Bray’arth Ashmantle (Imperial Armor Vol. 10, pg 173)

  • Abilities that roll two dice and choose the highest (such as Ordnance weapons) function as normal against Ashmantle.

  • Cover saves may not be taken against his ‘Burning Wrath’ attacks.

Captain Pellas Mir’san (Imperial Armor Vol. 10, pg 171)

  • The target of the ‘Master Duelist’ special rule is declared at the start of the fight sub-phase, but after any potential challenge has already been accepted or refused.

Captain Silas Alberec (Imperial Armor Vol. 10, pg 179)

  • Alberec cannot attempt to use ‘Deny the Witch’ and ‘Soul-Seared’ against the same psychic power (its one or the other).

Chaplain Ivanus Enkomi (Imperial Armor Vol. 12, pg 146)

  • If Enkomi takes the ‘Void Hardened Armour’ option (instead of the jump pack) in standard tournament games this just counts as regular power armor.

Hecaton Aiakos (Imperial Armor Vol. 12, pg 147)

  • Hecaton does get to make a Pile-In move at the I1 step of combat (if eligible to do so) when making his ‘Groundstrike’ attack.

Knight Chaplain Elam Courbray (Imperial Armor Vol. 9, pg 172)

  • The special S8 attack from the Sword Excellus is resolved at AP3 unless its rending rule manages to boost it to AP2.

  • Courbray must always issue and accept a challenge whenever possible. This replaces the ‘Martial Contempt’ special rule completely.

Lias Issodon (Imperial Armor Vol. 9, pg 169)

  • Models wounded by Issodon’s ‘Infiltrate, Isolate and Destroy’ attacks may take a cover save if they are actually standing in cover, and the initial ‘closest model’ for these attacks is randomly selected. These attacks cannot force a morale check.

Lord Asterion Moloc (Imperial Armor Vol. 12, pgs 144-145)

  • While Moloc can charge in the subsequent assault phase after using his Orbital Bombardment, this must be against the enemy unit targeted by his Bombardment, exactly as with any other type of shooting attack.

Lord High Commander Carab Culln (Imperial Armor Vol. 9, pg 167)

  • If Culln is fighting in a challenge then his ‘Blade of the Scorpion’ is calculated against his opponent. Otherwise, use the highest WS characteristic from amongst the enemy unit(s) he is engaged with when he makes his attacks.

Lugft Huron (Imperial Armor Vol. 9, pg 161)

  • While the Huron model is laid down on his side due to the ‘Shadowed Fate’ rule, he cannot be charged or otherwise affect the game and if he stands back up he cannot be placed into base contact with an enemy model.

Magister Sevrin Loth (Imperial Armor Vol. 9, pg 165 w/ FW 6th edition psykers update PDF)

  • Activating the Armor of Selket, despite requiring a warp charge, is not a psychic power, so does not need a psychic test and cannot be cancelled or nullified.

Tyberos the Red Wake (Imperial Armor Vol. 10, pg 178)

  • Tyberos declares how he will split his combat attacks between his two melee weapons at the start of the fight sub-phase, but after any potential challenge has already been accepted or refused.

  • Units with Tyberos’ Chapter Tactics gain Rage when they end a close combat by destroying and/or forcing all their opponents to fall back, provided at least one non-vehicle enemy unit was involved the combat

Bran Redmaw & The Redmaw (Imperial Armor Vol. 11, pg 127)

  • Only roll to see if Bran Redmaw succumbs to the curse on a turn where he starts on the table (i.e. not in reserve). If he succumbs while embarked on a vehicle, he immediately disembarks. If joined to a unit when he succumbs, he immediately counts as leaving the unit (although he may rejoin the unit later if you want).

  • The Redmaw’s unit type is: ‘Monstrous Creature’ (not ‘Infantry’); this also means he has all the special rules that Monstrous Creatures naturally get too.

Vigilator-Sergeant Hamath Kraatos (Imperial Armor Vol. 12, pg 149)

  • When firing an Assassin Bolt at a non-vehicle model, the attack requires a roll of 4+ to wound (even if the target’s Toughness is 5 or less). Against vehicle models, Assassin Bolts count as having a Strength of 3.

ORKS

 

ORK GENERAL

General Ork Vehicle Weapons and Waaagear

  • All Grot Sponsons mounted on the same vehicle must fire at the same time and the same enemy target, although they can fire at a totally different time than the rest of the vehicle’s shooting (or even from the shooting of a unit embarked on the vehicle).

 

ORK UNITS

Big Squiggoth (Imperial Armor Apocalypse 2, pg 43)

  • Embarked units can fire from a Squiggoth just as firing from an open-topped transport, with range and line of sight drawn from the Howdah. This means if the Squiggoth moved more than 6” total that turn before the embarked unit fires (including running), then they may only fire snap shots. The embarked unit is allowed to fire even if the Squiggoth is locked in combat (just obviously not at the enemy units it is locked in combat with!).

  • When a Squiggoth is killed, any embarked unit must disembark from it exactly like a ‘Wrecked’ result for a vehicle.

Grot Tanks & Mega-Tank (Imperial Armor Apocalypse – 2nd Edition, pgs 52-53)

  • Grot Tank & Mega-Tank units roll 2D6” to see how far they may move in the movement phase, but they may fire as though they moved at combat speed even if they moved over 6”. In addition, a flat-out move made by these units is up to D6” (instead of the normal 6”).

Mekboy Junka (Imperial Armor Vol. 8, pg 189)

  • If the Mekboy Junka teleports into contact with a vehicle via the ‘Zoink’ result from its Shokk Attack Gun, it counts as having moved 12” for calculating the ram damage.

Warkopta (Imperial Armor Apocalypse – 2nd Edition, pg 44)

  • If a ‘Jam’ is rolled for a Rattler, the weapon is immediately destroyed without firing any shots that round.

 

ORK FLYERS

Fighta-Bommer (Imperial Armor Aeronautica, pg 41)

  • A Grot-Guided weapon allows the player to re-roll the scatter dice for determining where the blast marker lands.

 

ORK CHARACTERS

Zhadsnark Da Rippa (Imperial Armor Vol. 8, pg 122)

  • ‘Da Beast’ is not a vehicle (its a bike), so ignore the first two sentences of this rule.

  • In the Assault phase instead of charging, Zhadsnark may instead make a Tank Shock move, up to a maximum of 12”, as though he were a tank. Enemy units may attempt a ‘Death or Glory’ but only count as ‘stopping’ him if they manage to kill him with the attack. Zhadsnark may not both Tank Shock and Turbo-boost in the same turn.

ELDAR

 

ELDAR UNITS

Shadow Spectres (Imperial Armor Vol. 11, pg 139)

  • Ignore the ‘Jetpack’ rule and follow the normal rules for Jet Pack units.

  • Use the Haywire rule as presented for this unit (as opposed to the version in the main rulebook).

  • When the unit is making a Ghostlight attack and the Exarch is equipped with a Haywire Launcher, he doesn’t count towards the attack’s range or Strength, but his BS is still used to guide the attack.

  • The Cynosure skill allows the squad to re-roll the scatter dice when making a Ghostlight attack and can be used even if the Exarch is equipped with a Haywire Launcher.

Wraithseer (Imperial Armor Vol. 11, pg 185 w/ FW 6th edition psykers update PDF)

  • A Wraithseer may swap out all three of his powers for 3 rolls from the Divination and/or Telepathy disciplines (in any combination).

 

ELDAR CHARACTERS

Farseer Bel-Annath (Imperial Armor Vol. 11, pg 145)

  • His alternate force organization chart may not be used in tournaments unless specified otherwise.

Irillyth, Shade of Twilight (Imperial Armor Vol. 11, pg 143)

  • See all the clarifications regarding Shadow Spectres above & use the Relentless rule from the main rulebook.

  • His Holosuit save improves to 4+ against attacks that originate at least 12” away.

TYRANIDS

 

TYRANID UNITS

Malanthrope (Imperial Armor Apocalypse – 2nd Edition, pg 72)

  • The Prey Adaptation special rule is triggered when the Malantrhope is locked in combat against any non-vehicle enemy unit (not just an infantry unit) that is subsequently destroyed in that combat, even if the Malanthrope itself doesn’t inflict the final kill. The Preferred Enemy rule granted by Prey Adaptation applies to the unit type of the enemy unit(s) destroyed in combat.

Meiotic Spores (Imperial Armor Apocalypse – 2nd Edition, pg 73)

  • Meiotic Spores must move as far as possible when drifting D6” during their movement phase.

  • When a Meiotic Spore detonates, the D6-2 Spore Mines generated do not immediately scatter (they are just placed in the standard Deep Strike formation).

  • Like regular Spore Mines, Meiotic Spores cannot contest objectives and are always ignored for any and all mission objectives (so they do not give up a Victory Point for being destroyed, for example).

TAU EMPIRE

 

TAU EMPIRE GENERAL

  • Ignore all references to Tau vehicles being able to take the following upgrades: Multi-tracker, Target Lock & Targeting Array.

  • Ignore any reference to a vehicle having a Targeting Array as standard equipment, but still use the BS characteristic as listed in its profile.

  • Use the new weapon profiles found in the Codex for all weapons of the same name found on Tau Imperial armor units (except where noted otherwise in this document).

  • Except where noted otherwise, any model with a Kroot Rifle comes equipped only with pulse rounds, although all models in that unit that have a Kroot Rifle may be upgraded to take sniper rounds at 1 point per model (either all models in the unit that have a Kroot Rifle must upgrade or none at all can).

  • Ignore all references to the ‘Fieldcraft’ special rule on Imperial Armor Kroot units. Instead, any model that had this special rule has the Move Through Cover & Stealth (Forests) special rules instead.

 

TAU EMPIRE UNITS

Drone Sentry Turrets (Forge World Tau Update PDF – Feb 2012)

  • Type: Vehicle, Immobile. Hull Points: 2.

  • Ignore the option to take ‘Deep Strike’ for +5 points (as all Immobile models are already able to Deep Strike).

  • The Shield Generator option is +20 points per model but the entire unit must take the option if any do.

  • Ignore the reference to the ‘Marker Beacon’ special rule.

Goaded Great Knarloc (Forge World Tau Update PDF – Feb 2012)

  • Ignore the reference to a Goad Stick being a close combat weapon (it has no function other than being decorative).

  • Ignore the reference to the Great Knarloc having ‘razor sharp beak and claws’ wargear.. These are included as part of its normal profile and special rules.

  • Only the Knarloc’s To Hit dice in combat count towards the Feeding Frenzy special rule.

Hammerhead Optional Weapon Turrets (Forge World Tau Update PDF – Feb 2012)

  • Use the weapon profiles as presented in the PDF.

Heavy Gun Drones (Forge World Tau Update PDF – Feb 2012)

  • Their unit type is: Jet Pack Infantry (Drone).

Mounted Great Knarloc Herd (Forge World Tau Update PDF – Feb 2012)

  • Ignore the reference to the unit having ‘2 Kroot riders per Great Knarloc’. Any rider models used are purely decorative.

Piranha TX-42 (Imperial Armor Apocalypse – 2nd Edition, pg 82)

  • Besides being able to take up to 2 Seeker Missile for +10 points each, ignore the rest of the listed vehicle upgrade options. Instead, the TX-42 may take items from the Vehicle Battle Systems list from the Tau Empire codex (for the point values listed in the codex).

Remote Sensor Tower (Forge World Tau Update PDF – Feb 2012)

  • Type: Vehicle, Immobile. Hull Points: 2.

Tau Battlesuit Commander R’Alai (Imperial Armor Apocalypse – 2nd Edition, pg 84)

  • Unit type is: Jet Pack (Infantry).

  • The Eclipse Shield Generator increased 3+ save applies to enemy units that are more than 12” away from R’Alai’s unit (do not check each range from each enemy model that fires).

Tau Commander Battlesuit variants (Forge World Tau Update PDF – Feb 2012)

  • All variants still count as being Crisis Battlesuits and therefore come with a Multi-tracker and Blacksun Filter.

  • The XV81 Battlesuit: comes with a Smart Missile system, but only 3 other items may be taken from the Ranged Weapons and/or Support Systems lists (and a maximum of 2 of these can be from the Ranged Weapons list).

  • The XV84 Battlesuit: comes with a Markerlight & Target Lock, but only 3 other items may be taken from the Ranged Weapons and/or Support Systems lists.

  • XV89 Battlesuit: Ignore this option completely. Just use the rules for the XV8-02 Crisis Iridium Battlesuit from the codex instead.

Tetra Scout Speeder Team (Forge World Tau Update PDF – Feb 2012)

  • Ignore the reference to the ‘Forward Observer’ special rule.

  • Ignore the listed vehicle upgrade options. Instead, each Tetra may take items from the Vehicle Battle Systems list from the Tau Empire codex (for the point values listed in the codex). As a Tetra already comes equipped with a Disruption Pod, it cannot take a second one.

XV-9 Hazard Close Support Armor (Imperial Armor Apocalypse 2, pg 58)

  • Unit type: Jet Pack Infantry.

  • Any XV-9 (including a Shas’vre XV-9) may take up to two drones from the Drones list in the codex.

  • The ‘Survivor to the Last’ special rule means the unit attempts to regroup using its unmodified Ld, even when less than 25% of the unit is remaining.

 

TAU EMPIRE FLYERS

Barracuda Air Superiority Fighter (Imperial Armor Aeronautica, pg 58)

  • A Barracuda’s Burst Cannon has the ‘Auto Targeting’ special rule.

NECRONS

N/A

DARK ELDAR

 

DARK ELDAR GENERAL

  • Refer to the Ravager entry (in the Dark Eldar codex) for the ‘Aerial Assault’ special rule.

 

DARK ELDAR UNITS

Raven Strike Fighter (Imperial Armor Aeronautica, pg 69)

  • Ignore reference to the ‘Evasive’ special rule.

  • Ignore the ‘Sky Assassin’ special rule (as flyers have had their Deep Strike rule removed).

Reaper (Imperial Armor Apocalypse – 2nd Edition, pg 94)

  • Use the Haywire rule as presented for this unit (as opposed to the version in the main rulebook).

Tantalus (Imperial Armor Apocalypse – 2nd Edition, pg 96)

  • Cover saves can be taken against Scythevane hits, but only if the attacked model is actually in or touching a piece of cover between them and the starting position of the Tantalus (or they have an ability that always provides them a cover save). Use the final position of the Tantalus for wound allocation for these attacks.

  • A Scythevane hit against a vehicle causes a single hit with S7+2D6 armor penetration. This attack is resolved against the enemy vehicle’s armor arc that the Tantalus is most in when it begins its Flat-out move.

CHAOS

 

CHAOS GENERAL

  • For any vehicle with ‘Daemonic’ rule, replace this with both the ‘Daemon’ special rule (from the main rulebook) and the ‘Daemonic Resilience’ rule from the Chaos Daemons codex.

  • For any vehicle with either the ‘Possession’ or ‘Daemonic Possession’ rules, use the ‘Daemonic Possession’ rule from the Chaos Space Marine codex instead.

 

CHAOS UNITS

Blood Slaughterer of Khorne (Imperial Armor Apocalypse 2, pg 64)

  • Use the version of the Rage special rule found in the main rulebook. The bonus attack for Rage is in addition to the +D3 attacks the model gets when he charges for Fury of Khorne (so D3+1 bonus attacks). Neither of these bonuses apply if the Blood Slaughterer makes a disordered charge.

Chaos Contemptor Dreadnought (Imperial Armor Apocalypse – 2nd Edition, pgs 106-107)

  • The Hellfire Reactor’s S2 hits on Psykers in base contact happens after I10 pile-in moves are completed but does not allow the Contemptor itself to pile-in at I10.

Spined Chaos Beast (Imperial Armor Apocalypse – 2nd Edition, pg 109)

  • Ignore the reference to the ‘Daemonic Invulnerability’ special rule. Replace it with the ‘Daemon’ special rule.

 

CHAOS FLYERS

Dreadclaw (Imperial Armor Aeronautica, pg 73)

  • When arriving via Deep Strike, a Dreadclaw can choose either to count as Zooming (in which case its passengers cannot voluntarily disembark that turn) or as Hovering. In either case, the Dreadclaw cannot move any further in the same movement phase it arrives via Deep Strike.

  • Ignore the reference to models disembarking within 2” of the hull. Follow the normal rules for disembarking, with the Access Point for the Dreadclaw being its bottom hatch (effectively any part of its hull along the bottom of the pod).

 

CHAOS CHARACTERS

Arkos the Faithless (Imperial Armor Vol. 7, pg 199 w/ FW 6th edition characters update PDF)

  • Ignore the reference to the ‘Daemonic’ special rule. Replace it with the ‘Daemon’ special rule.

Mamon, Daemon Prince of Nurgle (Imperial Armor Apocalypse 2, pg 66)

  • Is a Daemon of Nurlge (as described in the Chaos Daemons codex) and has the Deep Strike special rule.

  • Ignore the reference to his ‘Daemonic Gifts’ completely, but still use his characteristic profile as printed.

  • Use the Feel No Pain (5+) and Slow & Purposeful special rules as described in the main rulebook (not as described in his special rules).

  • Has the following Daemonic Gifts: Contagion Spray (as listed in his special rules) and Noxious Touch (the Poisoned 2+ special rule).

Necrosius (Imperial Armor Vol. 7, pg 143 w/ FW 6th edition characters update PDF)

  • He has the following three psychic powers: Wasting Disease (see update PDF), Nurgle’s Rot & Gift of Contagion. Alternatively, he may roll to generate 3 new powers, following the rules for doing so on pg 70 of the Chaos Space Marines codex.

Uraka, Daemon Prince of Khorne (Imperial Armor Apocalypse 2, pg 68)

  • Is a Daemon of Khorne (as described in the Chaos Daemons codex) and has the Deep Strike special rule.

  • Ignore the reference to his ‘Daemonic Gifts’ completely, but still use his characteristic profile as printed.

  • He has the following Daemonic Gifts: Armour of Khorne (3+ armor save), The Executioner’s Axe (as described in his special rules) and the Blessings of the Blood God (as described in his special rules).

Zhufor the Impaler (Imperial Armor Vol. 7, pg 174 w/ FW 6th edition characters update PDF)

  • He does benefit from the Mark of Khorne as printed in the Chaos Space Marine codex (as well as having 4 Attacks).

  • His Terminator Bodyguard must take the Mark of Khorne (ignore the reference to them having to take an icon).

GARGANTUAN CREATURES & SUPER-HEAVY VEHICLES (APOC ONLY UNITS)

 

MISC

  • Make sure you are using the most current Apocalypse rules for Super-Heavy Vehicles & Gargantuan Creatures, which can be downloaded from the Forgeworld website (the ‘Apocalypse Update’ PDF – link here).

  • Point values and rules for Imperial Armor units must always be from the most current published version. When in doubt which version is most current, please refer to our Imperial Armor Units listing (link here).

  • Any unit abilities or options that can only be taken or used in games of Apoclaypse can be used in Gladiator games, so long as these don’t utilize Apocalypse Strategic Assets.

  • When firing at a model with Power/Void Shields, resolve each hit one at a time, and as soon as the last field collapses any remaining hits are immediately resolved against the model’s Armor Value as normal.

  • Despite what the Imperial Armor Apocalypse update PDF (link here) says, when firing a weapon that uses the Apocalyptic Barrage template, you may center the template over an enemy model (within range) that is out of line of sight; although not so that it even partially covers any friendly models or enemy models that are locked in combat. In addition, casualty removal, cover saves and vehicle armor arcs involving the Apocalyptic Barrage template are all resolved exactly like a multiple Barrage (with each of the 5 sub-templates counting as a separate blast). These weapons also always have the Pinning special rule.

 

GARGANTUAN CREATURES (& SUPER-HEAVY WALKERS)

  • Gargantuan Creatures wishing to Tank Shock/Ram must move as described in the rules for Tank Shock (moving in a straight line, etc), and this can only be done with their movement in the movement phase.

  • Gargantuan Creatures always count as having remained stationary in the previous movement phase when firing ranged weapons.

  • Gargantuan Creatures are allowed to use the Run rule in the Shooting phase.

  • The ‘Agile’ rule allows a model to fire one weapon and still run in the same shooting phase (resolve the shooting before moving the model) or to run 2D6” if it doesn’t fire any weapons, provided the model is not otherwise disallowed from moving.

  • Although a Gargantuan Creature gets to roll two dice and pick the highest when rolling for Armor Penetration in close combat, if this result is re-rolled (via the ‘Smash’ special rule, for example) then both of these dice must be re-rolled.

  • A Gargantuan Creature’s ‘Hammer of Wrath’ attacks are in addition to any ‘Stomp’ Attacks it makes.

  • If a Gargantuan Creature has abilities that naturally apply to its close combat attacks (such as ‘rending’ or re-rolling failed ‘to hit’ rolls), then these abilities apply to its Stomp Attacks as well.

 

SUPER-HEAVY FLYERS

  • Jump units being deployed from a flyer via a ‘drop run’ that suffer a ‘delayed’ Deep Strike mishap are not placed into reserve, but instead simply do not deploy from the flyer. All other Deep Strike mishap results are resolved normally.

 

IMPERIAL (IG, GK & SOB)

Dominus Armoured Siege Bombard (Imperial Armor Vol. 1 – 2nd Edition, pg 130)

  • On the weapons summary (pg 268), the first (upper) profile listed for the Dominus Triple Bombard is the ‘mobile’ profile, while the second (lower) one is the ‘static’ profile.

Hellhammer Super-Heavy Tank (Apocalypse, pg 105)

  • Optional Hunter-Killer Missile, Pintle-Mounted Heavy Stubber and Storm Bolter each cost 10 pts.

Stormlord Super-Heavy Tank (Imperial Armor Apocalypse 2, pg 12)

  • The optional Heavy Stubbers mounted on the sides of the fighting platform are fired by embarked models as part of their unit’s shooting, not when the Stormlord itself fires.

 

SPACE MARINES

Thunderhawk Transporter (Imperial Armor Aeronautica, pg 36)

  • A Thunderhawk Transporter may only load a vehicle by ending its move over the vehicle while it is in hover mode. A Thunderhawk Transporter cannot move flat-out on a turn it is loading a vehicle.

 

ORKS

General Ork Vehicle Weapons and Waaagear

  • The Krusha Ball is a shooting attack. It affects all models its path crosses, including those locked in close combat and those on every level of a ruin. If the Krusha Ball destroys a piece of terrain, place any surviving models that were in/on that terrain back onto the table as close to the same position as possible. If no suitable rubble is available for the destroyed terrain, just mark the area with dice or counters.

  • The Belly Gun is not a blast weapon, so cover, vehicle armor arcs, closest model for casualty removal, etc, are all determined exactly like any basic weapon (and not from the point on the table that the Belly Gun hits). The Belly Gun gun cannot be fired in consecutive game turns (not just player turns).

  • Red Paint Job on a Stompa only improves its move distance in the movement phase.

  • In addition to those listed, a Repair Krew can attempt to fix an Immobilized Damage result on a roll of 5+ or repair a single lost Hull Point on a roll of 4+.

  • A Stompa’s Lifta-Droppa cannot be used to drop a vehicle onto a unit locked in combat. Cover, vehicle armor arcs, closest model for casualty removal, etc, for damage caused by a dropped vehicle are all still determined exactly like any basic weapon (and not from the point the vehicle was dropped). A unit that is tank shocked by a dropped vehicle may attempt a Death or Glory attack as normal, but even if this attack manages to halt the vehicle, the drop point is not changed and the affected unit still suffers the 2D6 wounds. If a vehicle is dropped onto a Gargantuan Creature or another vehicle (super-heavy or otherwise), just move the dropped vehicle the minimum distance needed to place it onto the table before resolving any damage caused by the drop.

  • All Grot Sponsons mounted on a super-heavy vehicle can all fire at different targets and at a totally different time than the rest of the vehicle’s shooting (or even from the shooting of a unit embarked on the vehicle).

  • A Supercharger just gives a Stompa the ‘Fleet’ special rule.

  • When firing a Supa-Gatla, if you run out of valid targets within 12” of the last enemy unit that was shot at, then its shooting ends, and the weapon counts as being out of ammo for the rest of the game.

Massive Squiggoth (Imperial Armor Vol. 8, pg 195)

  • Embarked units can fire from a Squiggoth just as firing from an open-topped transport, with range and line of sight drawn from the Howdah. This means if the Squiggoth moved more than 6” total that turn before the embarked unit fires (including running), then they may only fire snap shots. The embarked unit is allowed to fire even if the Squiggoth is locked in combat (just obviously not at the enemy units it is locked in combat with!).

  • When a Squiggoth is killed, any embarked unit must disembark from it exactly like a ‘Wrecked’ result for a vehicle.

Kill Blasta/Bursta (Imperial Armor Apocalypse – 2nd Edition, pg 50) & Kill Krusha (Imperial Armor Vol. 8, pg 175)

  • Kill Tanks do not benefit from the normal ‘Drive Damage’ rule for Super Heavy vehicles and instead suffer the full effects of an Immobilized damage result.

  • Please see the clarifications regarding the ‘Belly Gun’ in the Ork Waaagear section above.

Kustom Battle Fortress (Imperial Armor Vol. 8, pg 170)

  • The optional Flakka-gunz has both the Skyfire & Interceptor special rules.

 

ELDAR

Cobra (Imperial Armor Vol. 11, pg 196)

  • The Cobra is not equipped with a Pulsar, but rather a Cobra D-Cannon which has the following profile: 48” Range, Strength D, AP2, Ordnance 1, 10” blast, barrage, destroyer, primary weapon, D-Cannon.

  • Use the Eldar Titan Holo-Field rules found in the Imperial Armor Apocalypse Update PDF (link here).

Revenant Titan (Imperial Armor Vol. 11, pg 205)

  • Jump Jets cannot be used to land on top of Gargantuan Creatures, Super-Heavy vehicles and Flyers (unless they’re in ‘Hover Mode’).

  • When landing on a (non-super heavy) vehicle with its Jump Jets, the Revenant will ram it. After resolving the ram, if the Vehicle has not Exploded, place the Revenant on the table as close to the vehicle as possible.

  • Use the Eldar Titan Holo-Field rules found in the Imperial Armor Apocalypse Update PDF (link here).

Scorpion (Imperial Armor Vol. 11, pg 196)

  • Use the Eldar Titan Holo-Field rules found in the Imperial Armor Apocalypse Update PDF (link here).

 

TYRANIDS

Harridan (Imperial Armor Aeronautica, pg 56)

  • At the start of the Harridan’s turn it must declare whether it is going to zoom, or be in hover mode. If in hover mode, then it is treated exactly like a normal Gargantuan Creature until the start of its next turn. A Harridan that starts the game on the table automatically counts as being in hover mode if the opponent gets the first turn.

  • When zooming, the Harridan moves as though it is a super-heavy flyer, but with a maximum move of 24” (i.e. a 18”-24” move with only a single 90 degree pivot). A zooming Harridan can also arrive and disengage from the table like a super-heavy flyer too.

  • A zooming Harridan is affected by ranged attacks like a zooming flyer (snap shots only, unless the model or weapon has skyfire, etc), including being able to ‘evade’ (which is declared before rolls to wound are made against the Harridan). A zooming Harridan cannot be charged or Tank Shocked (nor can it run or charge itself).

  • When a Harridan is killed with a Gargoyle Brood embarked, any survivors must be placed within 2” of where the Harridan’s base was, but any placed within 1” of an enemy model are immediately removed as a casualty.

Heirophant Bio-Titan (Apocalypse, pg 148)

  • If a Heirophant model is not mounted on a base, draw an imaginary line the minimum distance needed to go completely around all of its legs. This ‘footprint’ counts as the model’s base for game purposes.

  • If line of sight for a firing unit is drawn in between the legs of a Hierophant to an enemy unit on the other side, then this does count as firing through an intervening unit.

  • Besides its 2 Bio-cannons & Spore cloud, a Hierophant counts as having a single set of Scything Talons, a Lash Whip, the Regeneration & Toxic Miasma biomorphs (ignore the reference to the Hierophant being a psyker and having the Warp Field psychic power).

  • To see which models (friend or foe) are affected by a Hierophant’s ‘Spore Cloud’, check during the I1 step of close combat, after any models moving at that Initiative Step have finished making their pile-in move.

 

NECRONS

Gauss Pylon (Imperial Armor Vol. 12, pg 127)

  • The Pylon’s ‘Immobile Artillery’ rule type means that besides arriving via Deep Strike it cannot move for the game as if it had suffered an Immobilized damage result that can never be repaired.

  • The only way a Pylon ever suffers a Deep Strike mishap is if any portion of it ends up off the table; in any other situation either models are moved and/or the Pylon is moved to avoid impassable terrain so that a Mishap does not occur. When moving a vehicle out of the way of a Deep Striking Pylon, the owning player moves his model, but cannot turn the vehicle unless it is the only way to make space. If the Pylon would land on top of immobile models, then move the Pylon the minimum distance necessary to avoid them as though they were impassable terrain.

 

CHAOS

  • All Daemon Lords (An’ggrath, Scabeiathrax, etc) count as being a Daemon of their patron god (per the Chaos Daemons Codex), with all the benefits and penalties that entails. For their ‘Living Icon’, follow the rules for an ‘Icon of Chaos’ found in the Chaos Daemons codex. Daemon Lords are all considered to be ‘unique’ (and therefore are characters).

Brass Scorpion of Khorne (Apocalypse, pg 173)

  • Has the ‘Daemon’ special rule (from the main rulebook).

Daemon Lord – Aetaos’rau’keres (Imperial Armor Apocalypse 2, pg 62)

  • Please consult the separate rules PDF (link here) we have created for using Aetaos’rau’keres.

Daemon Lord – An’ggrath the Unbound (Imperial Armor Apocalypse – 2nd Edition, pg 100)

  • An’ggrath does not use the rules for Flying Monstrous Creatures, but instead his wings are treated just like a Jump Pack, except that when used in the movement phase they allow a move up to 24”. When used to charge in the assault phase, then as normal, he can re-roll his charge distance, but does not gain any additional ‘Hammer of Wrath’ benefits (as Gargantuan Creatures already have a superior version of that rule anyway).

  • Per his ‘Blood Frenzy’ rule, An’ggrath must attempt to charge in the assault phase if any enemy unit is within his maximum range (18”), however units that are out of line of sight are ignored.

  • An’ggrath can nullify a psychic power that inadvertently targets him (such as with a Nova power, for example), even if the power is unable to affect him anyway. He cannot use the ‘Deny the Witch’ special rule (his superior innate ability to nullify psychic powers takes precedence).

Daemon Lord – Scabeiathrax the Bloated (Imperial Armor Apocalypse – 2nd Edition, pg 103)

  • His Nurgling Infestation attacks do not benefit from any special rules or abilities (such as Smash or Blade of Decay, etc).

  • Wounds inflicted with the Blade of Decay are immediately doubled, before allocating these wounds or taking saving throws against them, etc.

Daemon Lord – Zarakynel (Imperial Armor Apocalypse – 2nd Edition, pg 102)

  • Ignore the last sentence of the ‘Daemon Lord of Slaanesh’ special rule completely. Instead, enemy units that fail Zaraknyel’s normal Fear test in close combat are completely unable to attack that round (instead of just having their WS reduced to 1). In addition, models with the And They Shall Know No Fear are not immune to Zarakynel’s Fear tests (only Fearless models are).

Greater Brass Scorpion of Khorne (Imperial Armor Apocalypse 2, pg 73)

  • Ignore the text for the Frenzied Charge special rule. Instead, a Greater Brass Scorpion of Khorne counts as having the Fleet special rule when rolling for its charge distance.

Plaguereaper of Nurgle (Apocalypse, pg 172)

  • The Nurgling Infestation hits are resolved after any pile-in moves at I3 have been completed (even if the Plaguereaper is destroyed before the I3 step).

DAEMON LORD – AETAOS’RAU’KERES, SLAYER OF SOULS

 

Points: 999

 

Characteristic Profile: WS9, BS6, S8, T8, W9, I9, A5, Ld10, Sv-

 

Unit Type: Unique, Gargantuan Creature

 

Special Rules

  • Daemon of Tzeentch: See the Chaos Daemons codex for details.

  • Daemonic Aura: Aetaos’rau’keres has a 3+ Invulnerable Save.

  • Daemonic Flight: Aetaos’rau’keres wings are treated like a Jump Pack except that when used in the movement phase they allow a move up to 20”. If used to charge in the assault phase, then as normal, he can re-roll his charge distance, but does not gain any additional ‘Hammer of Wrath’ benefits (as Gargantuan Creatures already have a superior version of that rule anyway).

  • Deep Strike: As found in the Warhammer 40k rulebook.

  • Living Icon: Aetaos’rau’keres counts as having an Icon of Chaos as described in the Chaos Daemons codex.

  • Fearsome: Any enemy unit forced to take a Morale check after losing combat in which the Daemon Lord suffers a -2 Ld modifier.

  • Soul Devourer: For each unsaved wound suffered from his close combat attacks, the model must immediately take a Ld test (on the model’s own Leadership value). If any of these tests are failed, the victim suffers instant death.

  • Transfixing Gaze: At any point during the Fight sub-phase, pick one enemy model in base contact with the Daemon. That model fights with one less attack than normal this phase (this can reduce a model to 0 attacks).

  • Bolt of Tzeentch: (Ranged Weapon) Range 24”, S8, AP1, Assault 1, Large Blast.

  • Daemonic Gaze: (Ranged Weapon) Range 48”, S5, AP3, Assault 3.

  • Boon of Mutation: (Ranged Weapon) May be used while locked in combat. To use this weapon, place the template following the normal rules for firing a template weapon, except that no line of sight is required to the target unit and it may be placed covering enemy models that are locked in combat. Any model even partially covered by the template must immediately take a Toughness test. If the test is failed, the target is removed as a casualty (with no saves allowed). Models without a Toughness characteristic cannot be affected.

    If the firing player has additional Chaos Spawn models available, he may replace each victim of this gift with a Spawn model. Place this model as close as possible to the same location where the victim was removed, while remaining more than 1” away from all enemy models and not in impassable terrain. The Spawn is not a Daemon, but is a new unit under the control of the firing player, with the profile and rules from the ‘Warp Mutation’ special rule found in the Chaos Daemons codex. The new Spawn may do nothing for the rest of the turn it is created. Spawn created this way count as a normal unit comprised of a single model in all respects (so give up a Victory Point when destroyed in the ‘Purge the Alien’ mission, for example), but do not count as coming from any particular force organization section.

  • Staff of Cataclysm: (Ranged Weapon) In order to use the staff, Aetaos’rau’keres must not have moved in the previous movement phase (even though he is a Gargantuan Creature), and may not use any other ranged attack in that same shooting phase. It is a shooting attack with unlimited range and does not require line of sight, that is resolved as an Apocalyptic Barrage (6+D3). Hits from this barrage cause a wound on a roll 4+ with an AP3. Hits on vehicles cause a penetrating hit on a roll of 4+. Cover saves do not apply. Aetaos’rau’keres must take a Ld test each time he uses the staff. If this test is failed, the opponent gets to immediately make the attack as though Aetaos’rau’keres is his firing model. When suffering from Dark Jealousy (see below), the Staff of Cataclysm may not be used.

  • Mantle of the Twisted Fates: All enemy psychic powers that have any chance of damaging Aetaos’rau’keres (those with a Strength value) are reflected back onto their user on a roll of 4+ on a D6. Make this Reflection roll after the power is successfully used, but before any rolls to affect or wound the target. Reflected powers which are shooting attacks hit their victim automatically, and in the case of blast markers, center them back on the originator without rolling to scatter. Where both the user and the subject have to take a test, Aetaos’rau’keres counts as being the user.

  • Render of Veils: Shooting Attack: Pick a point anywhere on the table within 48” and line of sight of Aetaos’rau’keres. A new unit of D6+3 Pink Horrors arrives centered at that point as described for a ‘Summoned from the Warp’ result in the Chaos Daemons Codex (including rolling for scatter, etc). If Aetaos’rau’keres makes this attack while suffering from Dark Jealousy (see below), the point picked must be centered on the Dark Jealousy target. If this would be out of his line of sight, then no unit is created.

  • Dark Jealousy: If another Greater Daemon, Daemon Prince or Daemon Lord (including those that are unique characters) is within 18” of Aetaos’rau’keres at the start of his shooting phase, all of his ranged attacks must be directed against that model (including  if the target is a friendly model). If more than one such model is present, then he will attack the closest one. Any of his shooting attacks that cannot be resolved without breaking the normal rules for shooting are not fired. For example, if the target is out of line of sight, then any shooting attack that requires line of sight would be wasted; or if a blast cannot be centered on the Dark Jealousy target without covering other friendly models (besides the Dark Jealousy target) then that blast cannot be placed, etc.

 

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About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

6 Responses to “New Indy Tournament FAQ up! Version 1.7”

  1. Denzark May 17, 2013 12:41 pm
    #

    Why change the Heldrake arc from base, as per GW FAQ, to head? To clarify the rules is one thing and the point of a FAQ. To outright chnage them is weak and a crutch for poorer players.

    • Reecius
      Reecius May 17, 2013 2:01 pm
      #

      If you reread the FAQ, GW only says you measure range from the base, not LoS. We didn’t change anything, only clarified.

      I get this a lot, and trust me, we don’t arbitrarily change rules for some weird reason, we spend hours looking up the rules and debating this stuff. These decisions all come after a great deal of consideration.

  2. umbo May 17, 2013 1:40 pm
    #

    Excellent stuff, going to use these for my tournament I host in July, thanks a lot for posting them.

    One thing I did disagree on is the:

    The player whose turn it is determines whether the effects of Mindshackle scarabs and whip coils are resolved before or after models involved in a challenge are moved into base to base contact. [pg. 9, W40KRB]

    I thought the recent FAQ on GW implies that a dice roll, maybe best. I was playing it as you described until the FAQ

    Q: If two players have special rules or effects that occur at exactlythe
    same time before the game begins, in what order are these effects
    resolved? (p120)
    A: In this instance, both effects occursimultaneously –
    therefore simply roll a dice for which effect occurs first as
    per‘The Most Important Rule’ on page 4 of the Warhammer
    40,000 Rulebook.

    • Reecius
      Reecius May 17, 2013 2:02 pm
      #

      That’s a good point, I will bring that up on the next meeting.

    • winterman May 17, 2013 3:15 pm
      #

      The case you mention from the FAQ is pre game. There is no player turn as of yet, so you can’t use the rule book ruling about whose ever player turn it is deciding when to resolve. So Reesius and council are RAW on this one

  3. Hippesthippo May 17, 2013 6:17 pm
    #

    Uhhhh changes in pink pls? :p