Post by Andrew on Dec 12, 2008 14:42:11 GMT -6
Here is where we will gather all rules questions brought up in club games so that nobody gets confused any longer! I chose to start this up because commonly people will be unaware of rules and it has to be rechecked during games; this is meant to address the most common questions that come up, as well as obscure or easily missed bits, which tend to be the most commonly asked questions. Other threads can be started to discuss in, as this one is obviously locked. I'll update it when something new comes to light and we have to fix our answer; the newest clarifications will be at the bottom for each section. I'll organize it alphabetically by army. I'll post what I update each time too.
Unless otherwise noted, all rulings given below are official for our tournaments.
All space marine armies are filed under Space Marines.
www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&pIndex=1&aId=3400019&start=2 Games Workshop FAQs (official for all of our tournaments)
Adepticon FAQ[/url] (official only for Adeption, but a good guide)
Main Rules
- Dedicated Transports give up kill points as they are a seperate unit from the squad it was bought for. (BRB pg 92, "Multiple Unit Choices")
- A transported unit can shoot at a different target than the transport they're riding in. (BRB FAQ pg2)
- A unit can get out of a transport, and a different unit can go into the same transport in the same turn, essentially "swapping spots."
- Line of Sight is true. This means that a model must trace a line using its eyes (infantry) or gun (vehicle) to the legs, torso, or head of an enemy model (infantry) or hull/turret (vehicle). Extraneous bits like weapons don't count. Use your eyes as much as possible; leave lasers for angles impossible for the eyes. (BRB pg 16)
- Reserve units moving on from a table edge count as moving. The place measured for their move distance is the table edge; thus if a unit of infantry moves onto the table edge, they will be exactly 6" from the edge, not 6"+ base width. (BRB pg 94)
- Blast weapons do not need to be centered over an enemy model; the hole has to be entirely over the base or hull though. (BRB pg 30)
- A single unit can capture more than one objective point if they can stretch far enough and follow all normal rules for coherency. (BRB FAQ)
- In a Dawn of War set up, you may only deploy two UNITS from your troops selection and one from your HQ section. Dedicated transports do count as a seperate unit not only for this purpose, but in all respects. See the entries in the Imperial Guard and Space Marines sections for additional details. (BRB pgs 92, 93)
- During the Assault Phase, if more than one unit wishes to assault the same unit, each assaulting unit move complete its move before the next. In this way, one large unit may indeed take up all available space to assault, thus making the others sit there and do nothing as they can't reach BTB contact. (BRB pgs 11, 34)
- When a unit that was engaged with a unit in close combat is assault by a second unit, they may now fight the new assaulters. The rule on pg 41 regarding "Attacking" only refers to models that are only engaged with one unit. The beginning of the combat is after all moves are made, thus a model can choose to attack any unit it is in BTB with. (BRB pgs 33, 41)
- Independent characters that have joined a unit, and the unit is in close combat. If the combat is still going on and the character is not in BTB with an enemy model, it must move to engage before any members of the squad it has joined can. No hiding/protecting your character! (BRB pg 49)
- A unit with the "Slow and Purposeful" USR can indeed make a sweeping advance if they win a close combat. (BRB pg 76)
- A unit in a transport counts as being on the table for every reason.
Apocalypse & Apocalypse Reload
- All games are now played with 5th edition scoring (Troops only) unless otherwise agreed upon by the players involved. (Apoc Reload pg 72)
- When a super-heavy reaches 0 Structure Points, you roll one dice on the Catastrophic Damage table for each result that got the vehicle to 0 SP. (Apoc pg 92)
- The Disruptor Beacon interacting with Summoned Lesser Daemons. These daemons must arrive within 6" of an Icon of Chaos (carried by either Chaos Space Marines or Chaos Daemons) and nowhere else. If the beacon works, the daemons may be shunted to a different icon on the table, but it still must be in range of an icon. (Apoc pg 188, C:CSM pg 61, C:D pg 73)
- Interaction of the Disruptor Beacon and Major Possession strategic assets. The Disruptor Beacon does not affect any Greater Daemon possessing an opponent's character via Major Possession, as the opponents are already choosing where it will arrive on the table (through one of their characters!). It does affect them if they are forced to possess a friendly character; the opponents with the beacon can now (on a 4+) choose a different character to be possessed, including one of their own. (Apoc pg 188, Apoc Reload pg 70)
- Daemon Shell strategic asset and a twin-linked weapon. The twin-linked rule allows you to reroll the Gets Hot! if you roll a 1 for it (bottom of pg 31) and the Scatter Dice (end of pg 30). (BRB pgs 30, 31, Apoc Reload pg 71)
Planetstrike www.games-workshop.com/MEDIA_CustomProductCatalog/m640095a_FAQ_Planetstrike_Oct2009.pdfGW's Oct 2009 FAQ
Cities of Death
Spearhead
Chaos Daemons www.games-workshop.com/MEDIA_CustomProductCatalog/m1060210a_FAQ_ChaosDaemons_March2010GW's March 2010 FAQ
- Karanak is a Fast Attack upgrade, not an Elite upgrade, as his unit is in the Fast Attack category. (C:D pgs 55, 86)
- When daemon units are under the effects of Fateweaver's Oracle of Eternity power and Space Marine's Null Zone power, the following happens: Roll all saves as normal, then reroll them all as per the two different powers. When rolling for different models you may find it easier to roll each set twice before moving on to the next set. (C:D pg 49 and C:SM pg 57)
Chaos Space Marines www.games-workshop.com/MEDIA_CustomProductCatalog/m1610178_Chaos_Space_Marines_FAQ_2008-05_Edition.pdfGW's May 2008 FAQ
- Using the Lash of Submission allows an opponent to move your models in any way up to and including the distance rolled. He can clump your models, spread them out, put your power fist in the back, whatever as long as no model moves more than the distance rolled. However, it doesn't allow him to physically touch your models unless you're comfortable with it. (CSM FAQ pg 1)
- Summoned Lesser Daemons are scoring units as they are Troops, despite not taking up slots on the FOC which means nothing as far as scoring units are concerned. (C:CSM pg 102, BRB pg 90)
- A chaos rhino has ONE fire point (top hatch) that allows TWO passengers to fire. (CSM FAQ pg 1)
Dark Eldar www.games-workshop.com/MEDIA_CustomProductCatalog/m1180149_Dark_Eldar_FAQ_2004-08_5th_Edition.pdfGW's 2008 FAQ
- No Dark Eldar vehicles may Tank Shock or Ram, as none of them are Tanks. (BRB pg 68)
Eldar www.games-workshop.com/MEDIA_CustomProductCatalog/m1610177_Eldar_FAQ_2008-05_Edition.pdfGW's May 2008 FAQ
- When two armies both have Farseers with Runes of Warding and Runes of Witnessing, the following happens: When rolling for psychic powers, you roll 3D6, taking the lowest two as normal for Witnessing to see if the power is successful. Then add all dice together, and if it's 12 or higher the Farseer also suffers Perils of the Warp. (Eldar FAQ pg 1)
- Vypers cannot Tank Shock or Ram. (BRB pg 68)
- If a Wraithlord/Wraithguard unit is kept in reserve or starts the game off the table, you no longer have to roll for wraithsight when it arrives on the table. (C:E pg 47, BRB pg 94)
- A Falcon cannot use Star Engines to gain extra penetration during a Ram (yea that sounds AWESOME!). A Ram happens in the Movement Phase; the Star Engines activate in the Shooting Phase. (C:E pg 44)
Imperial Guard www.games-workshop.com/MEDIA_CustomProductCatalog/m470041a_FAQ_ImperialGuard_2009.pdfGW's 2009 FAQ
- In a Dawn of War deployment, each unit in a Platoon is a seperate unit; thus you would only be able to deploy two infantry squads, two command squads, or one infantry squad, one combined squad, and one command squad. You'd still roll one dice for the collective platoon for reserves. (C:IG pg 89, BRB pgs 92, 93)
- Orders, by RAW, can be issued on the enemy turn as well as the IG turn. However, the IG FAQ cleared this up so that you can only issue orders on the IG turn. (C:IG pg 29, C:IG FAQ)
- The "Incoming!" order works thusly: Issue it on your (IG player's) turn and they immediately go to ground. They are still to ground on the enemy's turn. They are still to ground on the next IG players turn. They are back to normal on the next enemy's turn. This second IG turn of gone to ground can be countered with the "Get Back in the Fight!" order. (C:IG pgs 30, 36)
- The Techpriest Enginseer's power Blessings of the Omnissiah can be used on any vehicle in your army, even allied vehicles such as from the Inquisitorial books. (C:IG pg 34)
- Creed's "Tactical Genius", Straken's "Cold Steel and Courage", Yarrick's "Inspirational Hero", and Chenkov's "Forward, You Dogs!" all can be used with allied units such as those from Inquisitorial books, as these are not orders. (C:IG pgs 57, 60, 63, 65)
Inquisitorial Forces www.games-workshop.com/MEDIA_CustomProductCatalog/m1180153_Daemonhunters_FAQ_2004-08_5th_Edition.pdfGW's 2008 DH FAQ www.games-workshop.com/MEDIA_CustomProductCatalog/m1180142_Witch_Hunters_FAQ_2004-08_5th_Edition.pdfGW's 2008 WH FAQ
- Orbital Strikes scatter just like Ordnance, so in 5th edition this means it scatters 2D6 if you scatter, like normal, or hit if you roll a hit. There is no reduction for BS, as no model on the table is firing. (C:DH pg 31, BRB pgs 30, 58, WH FAQ pg 1)
- When taking units as per "By the Authority of the Immortal Emperor of Mankind...", there are no more Armored Fist squads, you may take Scout or Armored Sentinels (as both are Sentinel Squadrons by name), and you can still only take the Hellhound and Leman Russ Battle Tank, not any of their variants as they are differently named. Those who would argue for taking variants must also argue for taking any variant land raider as well (there are 2 codex variants), which isn't possible either. Lastly, you may only take a single LRBT for each slot, not a squadron, as per the DH codex. As consolation prizes, any unit upgrade characters in these categories (Al'rahem, Chenkov, Kamir, and Pask) may be used as normal. (C:DH pg 31, C:IG pgs 45, 48)
Necrons www.games-workshop.com/MEDIA_CustomProductCatalog/m1180146_Necrons_FAQ_2004-08_5th_Edition.pdfGW's 2008 FAQ
- In this edition, Necrons caught in a sweeping advance after fleeing combat aren't removed from the table; instead they are laid down on the table to await WBB rolls. (C:N pg 13, BRB pg 40)
Orks www.games-workshop.com/MEDIA_CustomProductCatalog/m970066a_FAQ_Orks_Feb2010GW's Feb 2010 FAQ
- Ghazghkull's Waaagh! lasts for that Ork Player Turn and the following opponent's Player Turn, after which it is done. (C:O pg 58)
- Trukks, Warbuggies, and Wartrakks cannot Tank Shock or Ram unless it has a Reinforced Ram, though only Trukks have that option. (C:O pg 93, BRB pg 68)
- The cover save granted by a mek's power field is ignored by anything that ignores cover saves, such as template weapons, among other things. These will also ignore any "obscured" saves for vehicles, as to be obscured grants a cover save, which is ignored by the weapon/power.
Space Marines www.games-workshop.com/MEDIA_CustomProductCatalog/m2250129_FAQ_SpaceMarines_Nov2009GW's Nov 2009 FAQ
- Landspeeders cannot Tank Shock or Ram. (BRB pg 68)
- The psychic power Gate of Infinity may be used to leave a combat in exactly the same way as the Necrons' Veil of Darkness. (C:SM pg 57, doesn't say otherwise)
- The psychic power Gate of Infinity may be used in conjunction with a locator beacon on a drop pod as it affects deepstriking models, but not with a teleport homer as it only affects teleporting units. There's a distinction.
- Landspeeders are not open-topped; however, Landspeeder Storms are indeed open-topped. (C:SM pgs 74, 75)
- When a squad in a rhino uses a fire point, the rhino does not become open-topped. (old 4th edition rule that was confused and non-existant for marines then either; wasn't carried to 5th in any place)
- In a Dawn of War deployment, combat squads count as seperate units. Say I have the following: Captain, 2 tactical squads in rhinos. I combat squad both tactical squads, with one half riding in the rhino. Therefore, in a Dawn of War deployment, I can only deploy 1 Captain (HQ), 1 Combat Squad (Troops), and 1 Rhino (Troops). (C:SM pg 51, BRB pgs 92, 93)
- Marines passing their morale tests in a failed close combat because of Marneus Calgar's God of War special rule suffer No Retreat!, as they are fulfilling the requirement of automatically passing a morale test. (C:SM pg 84, BRB pg 44)
- If during the shooting phase, an opponent Wrecks the vehicle that Chronus was upgraded to, they may now assault him as he is, in effect, the tank itself as he is an upgrade for it, just as much as an extra weapon is, just that this extra weapon can walk around! Also, if he survives his vehicle being destroyed, he now counts as an independent character and is thus worth another KP to the opponent.
- Sergeant Telion's Eye of Vengeance special rule allows the shooter to allocate wounds caused according to the allocation rules in the BRB. Thus, if Telion caused 2 wounds with shooting, the controlling player cannot lump both wounds on the same model except for the following situation: 4 models (including a nob) takes 5 wounds from Telion's squad (2 from Telion). 3 wounds are allocated by the victim onto 3 boyz, while Telion's two wounds are put on the nob by the shooter. He can do this because all models have already taken a wound from the rest of the squad. (C:SM pg 88, BRB pg 25)
- Vulkan's Chapter Tactics works in the following way: All space marines in the army lose the Combat Tactics special rule, and all of the listed weapons in the army gain twin-linking/mastercrafting (all written very clearly in the codex). This bonus is applied to any allied DH or WH units with those weapons. This doesn't apply to the Land Raider Redeemer or Vulkan's own Gauntlet, as they are Flamestorm Cannons and the Gauntlet of somesuch, two named weapons that only fire similarly to flame weapons while not actually having the name of said weapons getting boosted.
- Sergeant Telion's Stealth is not conferred to his squad; they must buy their camo-cloaks to gain Stealth. However, his Acute Senses are conferred to his squad. (C:SM pg 88, BRB pg 75, 76)
- A Thunderfire cannon only gives up 1 KP, no matter what. The confusion lies with the Techmarine becoming an IC when the gun in destroyed. He is still part of the TF crew and unit, so he needs to also be killed to gain the KP; unlike any other artillery crew, he can now go join other squads. (C:SM pg 73, BRB pg 55)
- Black Templars www.games-workshop.com/MEDIA_CustomProductCatalog/m1180125_Black_Templars_FAQ_2006-08_5th_Edition.pdfGW's 2008 FAQ
- Blood Angels www.games-workshop.com/MEDIA_CustomProductCatalog/m1240365a_FAQ_BloodAngels_2010.pdfGW's July 2010 FAQ
- Furioso Librarian Dreadnoughts can no longer take any more equipment than the base stuff. (C:BA FAQ, pg2)
- Baal Predators can use smoke launchers during their Scout move (normally against the rules). (C:BA FAQ, pg1)
- Dark Angels www.games-workshop.com/MEDIA_CustomProductCatalog/m1810079_DarkAngels_Oct_2008_5th_Edition_FAQ.pdfGW's Oct 2008 FAQ
- Space Wolves www.games-workshop.com/MEDIA_CustomProductCatalog/m800008a_FAQ_SpaceWolves_Jan2010GW's Jan 2010 FAQ
Tau Empire www.games-workshop.com/MEDIA_CustomProductCatalog/m1180141_Tau_Empire_FAQ_2006-08_5th_Edition.pdfGW's 2008 FAQ
- Drones that detach from Tau vehicles count as a new and seperate unit for Kill Point purposes. Until then, they are nothing but an additional weapon system on a Tau vehicle that also can be wounded. (C:Tau pg 30)
- Shield drones don't always take wounds before the suit they're protecting does now, unlike in 4th edition wound allocation. In 5th edition (currently), the suit can start to take wounds while the drones stay fine if your rolling sucks. If the suit dies, its drones are removed as normal. (C:Tau pg 25, BRB pg 25)
- No cover saves are allowed from Markerlights, as they don't cause wounds.
Tyranids www.games-workshop.com/MEDIA_CustomProductCatalog/m1240364a_FAQ_Tyranids_2010.pdfGW's July 2010 FAQ
- Any Tyranids under the influence of Synapse, which means any units at least partially within 12" of a Synapse creature, that lose a close combat suffer No Retreat!, as they fulfill the requirement for "automatically passing a morale test." (C:Tyr pg 28, BRB pg 44)
- The Doom of Malantai's Spirit Leech ability does not affect units in transports (Tyr FAQ pg3)
Unless otherwise noted, all rulings given below are official for our tournaments.
All space marine armies are filed under Space Marines.
www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&pIndex=1&aId=3400019&start=2 Games Workshop FAQs (official for all of our tournaments)
Adepticon FAQ[/url] (official only for Adeption, but a good guide)
Main Rules
- Dedicated Transports give up kill points as they are a seperate unit from the squad it was bought for. (BRB pg 92, "Multiple Unit Choices")
- A transported unit can shoot at a different target than the transport they're riding in. (BRB FAQ pg2)
- A unit can get out of a transport, and a different unit can go into the same transport in the same turn, essentially "swapping spots."
- Line of Sight is true. This means that a model must trace a line using its eyes (infantry) or gun (vehicle) to the legs, torso, or head of an enemy model (infantry) or hull/turret (vehicle). Extraneous bits like weapons don't count. Use your eyes as much as possible; leave lasers for angles impossible for the eyes. (BRB pg 16)
- Reserve units moving on from a table edge count as moving. The place measured for their move distance is the table edge; thus if a unit of infantry moves onto the table edge, they will be exactly 6" from the edge, not 6"+ base width. (BRB pg 94)
- Blast weapons do not need to be centered over an enemy model; the hole has to be entirely over the base or hull though. (BRB pg 30)
- A single unit can capture more than one objective point if they can stretch far enough and follow all normal rules for coherency. (BRB FAQ)
- In a Dawn of War set up, you may only deploy two UNITS from your troops selection and one from your HQ section. Dedicated transports do count as a seperate unit not only for this purpose, but in all respects. See the entries in the Imperial Guard and Space Marines sections for additional details. (BRB pgs 92, 93)
- During the Assault Phase, if more than one unit wishes to assault the same unit, each assaulting unit move complete its move before the next. In this way, one large unit may indeed take up all available space to assault, thus making the others sit there and do nothing as they can't reach BTB contact. (BRB pgs 11, 34)
- When a unit that was engaged with a unit in close combat is assault by a second unit, they may now fight the new assaulters. The rule on pg 41 regarding "Attacking" only refers to models that are only engaged with one unit. The beginning of the combat is after all moves are made, thus a model can choose to attack any unit it is in BTB with. (BRB pgs 33, 41)
- Independent characters that have joined a unit, and the unit is in close combat. If the combat is still going on and the character is not in BTB with an enemy model, it must move to engage before any members of the squad it has joined can. No hiding/protecting your character! (BRB pg 49)
- A unit with the "Slow and Purposeful" USR can indeed make a sweeping advance if they win a close combat. (BRB pg 76)
- A unit in a transport counts as being on the table for every reason.
Apocalypse & Apocalypse Reload
- All games are now played with 5th edition scoring (Troops only) unless otherwise agreed upon by the players involved. (Apoc Reload pg 72)
- When a super-heavy reaches 0 Structure Points, you roll one dice on the Catastrophic Damage table for each result that got the vehicle to 0 SP. (Apoc pg 92)
- The Disruptor Beacon interacting with Summoned Lesser Daemons. These daemons must arrive within 6" of an Icon of Chaos (carried by either Chaos Space Marines or Chaos Daemons) and nowhere else. If the beacon works, the daemons may be shunted to a different icon on the table, but it still must be in range of an icon. (Apoc pg 188, C:CSM pg 61, C:D pg 73)
- Interaction of the Disruptor Beacon and Major Possession strategic assets. The Disruptor Beacon does not affect any Greater Daemon possessing an opponent's character via Major Possession, as the opponents are already choosing where it will arrive on the table (through one of their characters!). It does affect them if they are forced to possess a friendly character; the opponents with the beacon can now (on a 4+) choose a different character to be possessed, including one of their own. (Apoc pg 188, Apoc Reload pg 70)
- Daemon Shell strategic asset and a twin-linked weapon. The twin-linked rule allows you to reroll the Gets Hot! if you roll a 1 for it (bottom of pg 31) and the Scatter Dice (end of pg 30). (BRB pgs 30, 31, Apoc Reload pg 71)
Planetstrike www.games-workshop.com/MEDIA_CustomProductCatalog/m640095a_FAQ_Planetstrike_Oct2009.pdfGW's Oct 2009 FAQ
Cities of Death
Spearhead
Chaos Daemons www.games-workshop.com/MEDIA_CustomProductCatalog/m1060210a_FAQ_ChaosDaemons_March2010GW's March 2010 FAQ
- Karanak is a Fast Attack upgrade, not an Elite upgrade, as his unit is in the Fast Attack category. (C:D pgs 55, 86)
- When daemon units are under the effects of Fateweaver's Oracle of Eternity power and Space Marine's Null Zone power, the following happens: Roll all saves as normal, then reroll them all as per the two different powers. When rolling for different models you may find it easier to roll each set twice before moving on to the next set. (C:D pg 49 and C:SM pg 57)
Chaos Space Marines www.games-workshop.com/MEDIA_CustomProductCatalog/m1610178_Chaos_Space_Marines_FAQ_2008-05_Edition.pdfGW's May 2008 FAQ
- Using the Lash of Submission allows an opponent to move your models in any way up to and including the distance rolled. He can clump your models, spread them out, put your power fist in the back, whatever as long as no model moves more than the distance rolled. However, it doesn't allow him to physically touch your models unless you're comfortable with it. (CSM FAQ pg 1)
- Summoned Lesser Daemons are scoring units as they are Troops, despite not taking up slots on the FOC which means nothing as far as scoring units are concerned. (C:CSM pg 102, BRB pg 90)
- A chaos rhino has ONE fire point (top hatch) that allows TWO passengers to fire. (CSM FAQ pg 1)
Dark Eldar www.games-workshop.com/MEDIA_CustomProductCatalog/m1180149_Dark_Eldar_FAQ_2004-08_5th_Edition.pdfGW's 2008 FAQ
- No Dark Eldar vehicles may Tank Shock or Ram, as none of them are Tanks. (BRB pg 68)
Eldar www.games-workshop.com/MEDIA_CustomProductCatalog/m1610177_Eldar_FAQ_2008-05_Edition.pdfGW's May 2008 FAQ
- When two armies both have Farseers with Runes of Warding and Runes of Witnessing, the following happens: When rolling for psychic powers, you roll 3D6, taking the lowest two as normal for Witnessing to see if the power is successful. Then add all dice together, and if it's 12 or higher the Farseer also suffers Perils of the Warp. (Eldar FAQ pg 1)
- Vypers cannot Tank Shock or Ram. (BRB pg 68)
- If a Wraithlord/Wraithguard unit is kept in reserve or starts the game off the table, you no longer have to roll for wraithsight when it arrives on the table. (C:E pg 47, BRB pg 94)
- A Falcon cannot use Star Engines to gain extra penetration during a Ram (yea that sounds AWESOME!). A Ram happens in the Movement Phase; the Star Engines activate in the Shooting Phase. (C:E pg 44)
Imperial Guard www.games-workshop.com/MEDIA_CustomProductCatalog/m470041a_FAQ_ImperialGuard_2009.pdfGW's 2009 FAQ
- In a Dawn of War deployment, each unit in a Platoon is a seperate unit; thus you would only be able to deploy two infantry squads, two command squads, or one infantry squad, one combined squad, and one command squad. You'd still roll one dice for the collective platoon for reserves. (C:IG pg 89, BRB pgs 92, 93)
- Orders, by RAW, can be issued on the enemy turn as well as the IG turn. However, the IG FAQ cleared this up so that you can only issue orders on the IG turn. (C:IG pg 29, C:IG FAQ)
- The "Incoming!" order works thusly: Issue it on your (IG player's) turn and they immediately go to ground. They are still to ground on the enemy's turn. They are still to ground on the next IG players turn. They are back to normal on the next enemy's turn. This second IG turn of gone to ground can be countered with the "Get Back in the Fight!" order. (C:IG pgs 30, 36)
- The Techpriest Enginseer's power Blessings of the Omnissiah can be used on any vehicle in your army, even allied vehicles such as from the Inquisitorial books. (C:IG pg 34)
- Creed's "Tactical Genius", Straken's "Cold Steel and Courage", Yarrick's "Inspirational Hero", and Chenkov's "Forward, You Dogs!" all can be used with allied units such as those from Inquisitorial books, as these are not orders. (C:IG pgs 57, 60, 63, 65)
Inquisitorial Forces www.games-workshop.com/MEDIA_CustomProductCatalog/m1180153_Daemonhunters_FAQ_2004-08_5th_Edition.pdfGW's 2008 DH FAQ www.games-workshop.com/MEDIA_CustomProductCatalog/m1180142_Witch_Hunters_FAQ_2004-08_5th_Edition.pdfGW's 2008 WH FAQ
- Orbital Strikes scatter just like Ordnance, so in 5th edition this means it scatters 2D6 if you scatter, like normal, or hit if you roll a hit. There is no reduction for BS, as no model on the table is firing. (C:DH pg 31, BRB pgs 30, 58, WH FAQ pg 1)
- When taking units as per "By the Authority of the Immortal Emperor of Mankind...", there are no more Armored Fist squads, you may take Scout or Armored Sentinels (as both are Sentinel Squadrons by name), and you can still only take the Hellhound and Leman Russ Battle Tank, not any of their variants as they are differently named. Those who would argue for taking variants must also argue for taking any variant land raider as well (there are 2 codex variants), which isn't possible either. Lastly, you may only take a single LRBT for each slot, not a squadron, as per the DH codex. As consolation prizes, any unit upgrade characters in these categories (Al'rahem, Chenkov, Kamir, and Pask) may be used as normal. (C:DH pg 31, C:IG pgs 45, 48)
Necrons www.games-workshop.com/MEDIA_CustomProductCatalog/m1180146_Necrons_FAQ_2004-08_5th_Edition.pdfGW's 2008 FAQ
- In this edition, Necrons caught in a sweeping advance after fleeing combat aren't removed from the table; instead they are laid down on the table to await WBB rolls. (C:N pg 13, BRB pg 40)
Orks www.games-workshop.com/MEDIA_CustomProductCatalog/m970066a_FAQ_Orks_Feb2010GW's Feb 2010 FAQ
- Ghazghkull's Waaagh! lasts for that Ork Player Turn and the following opponent's Player Turn, after which it is done. (C:O pg 58)
- Trukks, Warbuggies, and Wartrakks cannot Tank Shock or Ram unless it has a Reinforced Ram, though only Trukks have that option. (C:O pg 93, BRB pg 68)
- The cover save granted by a mek's power field is ignored by anything that ignores cover saves, such as template weapons, among other things. These will also ignore any "obscured" saves for vehicles, as to be obscured grants a cover save, which is ignored by the weapon/power.
Space Marines www.games-workshop.com/MEDIA_CustomProductCatalog/m2250129_FAQ_SpaceMarines_Nov2009GW's Nov 2009 FAQ
- Landspeeders cannot Tank Shock or Ram. (BRB pg 68)
- The psychic power Gate of Infinity may be used to leave a combat in exactly the same way as the Necrons' Veil of Darkness. (C:SM pg 57, doesn't say otherwise)
- The psychic power Gate of Infinity may be used in conjunction with a locator beacon on a drop pod as it affects deepstriking models, but not with a teleport homer as it only affects teleporting units. There's a distinction.
- Landspeeders are not open-topped; however, Landspeeder Storms are indeed open-topped. (C:SM pgs 74, 75)
- When a squad in a rhino uses a fire point, the rhino does not become open-topped. (old 4th edition rule that was confused and non-existant for marines then either; wasn't carried to 5th in any place)
- In a Dawn of War deployment, combat squads count as seperate units. Say I have the following: Captain, 2 tactical squads in rhinos. I combat squad both tactical squads, with one half riding in the rhino. Therefore, in a Dawn of War deployment, I can only deploy 1 Captain (HQ), 1 Combat Squad (Troops), and 1 Rhino (Troops). (C:SM pg 51, BRB pgs 92, 93)
- Marines passing their morale tests in a failed close combat because of Marneus Calgar's God of War special rule suffer No Retreat!, as they are fulfilling the requirement of automatically passing a morale test. (C:SM pg 84, BRB pg 44)
- If during the shooting phase, an opponent Wrecks the vehicle that Chronus was upgraded to, they may now assault him as he is, in effect, the tank itself as he is an upgrade for it, just as much as an extra weapon is, just that this extra weapon can walk around! Also, if he survives his vehicle being destroyed, he now counts as an independent character and is thus worth another KP to the opponent.
- Sergeant Telion's Eye of Vengeance special rule allows the shooter to allocate wounds caused according to the allocation rules in the BRB. Thus, if Telion caused 2 wounds with shooting, the controlling player cannot lump both wounds on the same model except for the following situation: 4 models (including a nob) takes 5 wounds from Telion's squad (2 from Telion). 3 wounds are allocated by the victim onto 3 boyz, while Telion's two wounds are put on the nob by the shooter. He can do this because all models have already taken a wound from the rest of the squad. (C:SM pg 88, BRB pg 25)
- Vulkan's Chapter Tactics works in the following way: All space marines in the army lose the Combat Tactics special rule, and all of the listed weapons in the army gain twin-linking/mastercrafting (all written very clearly in the codex). This bonus is applied to any allied DH or WH units with those weapons. This doesn't apply to the Land Raider Redeemer or Vulkan's own Gauntlet, as they are Flamestorm Cannons and the Gauntlet of somesuch, two named weapons that only fire similarly to flame weapons while not actually having the name of said weapons getting boosted.
- Sergeant Telion's Stealth is not conferred to his squad; they must buy their camo-cloaks to gain Stealth. However, his Acute Senses are conferred to his squad. (C:SM pg 88, BRB pg 75, 76)
- A Thunderfire cannon only gives up 1 KP, no matter what. The confusion lies with the Techmarine becoming an IC when the gun in destroyed. He is still part of the TF crew and unit, so he needs to also be killed to gain the KP; unlike any other artillery crew, he can now go join other squads. (C:SM pg 73, BRB pg 55)
- Black Templars www.games-workshop.com/MEDIA_CustomProductCatalog/m1180125_Black_Templars_FAQ_2006-08_5th_Edition.pdfGW's 2008 FAQ
- Blood Angels www.games-workshop.com/MEDIA_CustomProductCatalog/m1240365a_FAQ_BloodAngels_2010.pdfGW's July 2010 FAQ
- Furioso Librarian Dreadnoughts can no longer take any more equipment than the base stuff. (C:BA FAQ, pg2)
- Baal Predators can use smoke launchers during their Scout move (normally against the rules). (C:BA FAQ, pg1)
- Dark Angels www.games-workshop.com/MEDIA_CustomProductCatalog/m1810079_DarkAngels_Oct_2008_5th_Edition_FAQ.pdfGW's Oct 2008 FAQ
- Space Wolves www.games-workshop.com/MEDIA_CustomProductCatalog/m800008a_FAQ_SpaceWolves_Jan2010GW's Jan 2010 FAQ
Tau Empire www.games-workshop.com/MEDIA_CustomProductCatalog/m1180141_Tau_Empire_FAQ_2006-08_5th_Edition.pdfGW's 2008 FAQ
- Drones that detach from Tau vehicles count as a new and seperate unit for Kill Point purposes. Until then, they are nothing but an additional weapon system on a Tau vehicle that also can be wounded. (C:Tau pg 30)
- Shield drones don't always take wounds before the suit they're protecting does now, unlike in 4th edition wound allocation. In 5th edition (currently), the suit can start to take wounds while the drones stay fine if your rolling sucks. If the suit dies, its drones are removed as normal. (C:Tau pg 25, BRB pg 25)
- No cover saves are allowed from Markerlights, as they don't cause wounds.
Tyranids www.games-workshop.com/MEDIA_CustomProductCatalog/m1240364a_FAQ_Tyranids_2010.pdfGW's July 2010 FAQ
- Any Tyranids under the influence of Synapse, which means any units at least partially within 12" of a Synapse creature, that lose a close combat suffer No Retreat!, as they fulfill the requirement for "automatically passing a morale test." (C:Tyr pg 28, BRB pg 44)
- The Doom of Malantai's Spirit Leech ability does not affect units in transports (Tyr FAQ pg3)