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Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:12:46


Post by: Runic


WH40K FAQ is up on the official FB page.

Quite a big one at that, and I must say I appreciate the fact they are drafting to make sure the answers will be clear. Yet another step in the right direction.

Let's see how many complaints there will be about the FAQ, since now folks can't complain about the lack of one!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:15:39


Post by: Ratius


Link it!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:16:33


Post by: Mr Morden


Oh wow!

Some great rulings and some surprises...........


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:17:09


Post by: Eldarain



Yeah. Some really big rulings.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:19:16


Post by: Runic


 Ratius wrote:
Link it!


It's linked. The term display just colours it yellow. First sentence of my post.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:19:19


Post by: Sinful Hero


Hopefully some good stuff is in there.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:22:30


Post by: Mymearan


Gargantuans don't get toe in cover, can shoot all their weapons


Automatically Appended Next Post:
You DONT roll to hit for witch fires unless they have a profile


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:27:59


Post by: Mr Morden


FNP never better than 2+

Only one grenade per unit can be used in assaults

Witchfire without profiles hit automatically

Wall of death works fine against Invisibility

A single model can only ever have one Relic unless noted otherwise! Big change for Marines - same old same old for others........... :(


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:28:08


Post by: Gamgee


 Mymearan wrote:
Gargantuans don't get toe in cover, can shoot all their weapons


Automatically Appended Next Post:
You DONT roll to hit for witch fires unless they have a profile

JUSTICE!! You can not imagine the amount of idiots who claimed they couldn't fire them all.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:28:31


Post by: Runic


I like the "toe in ruins" nerf. Also Void Shield got made reasonable, which is good.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:29:13


Post by: Talys


Holy crap, that's a lot of rulings. Making up for lost time, I guess, lol. Head... spins. I guess no more making fun about GW not writing FAQs


Automatically Appended Next Post:
 Runic wrote:
I like the "toe in ruins" nerf. Also Void Shield got made reasonable, which is good.


Agreed! Toe in ruins was stupid, glad they got rid of it.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:32:34


Post by: Gamgee


Is there any codex specific stuff in the first draft yet? I want to know about the Tau and their Huntre Cadre formation if they share abilities to everyone shooting at a single target.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:33:38


Post by: Mr Morden


 Gamgee wrote:
Is there any codex specific stuff in the first draft yet? I want to know about the Tau and their Huntre Cadre formation if they share abilities to everyone shooting at a single target.


Not yet...........


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:34:41


Post by: pretre


WITCHFIRE POWERS
Q: Does Perfect Timing affect witchfire psychic powers?
A: No.

Q: Can you take a ‘Look Out, Sir’ roll against successful focussed witchfire powers, especially ones that don’t have a normal shooting profile?
A: Yes.

Q: Are witchfire psychic powers counted as Assault 1 if they have no profile (the Neurothrope’s Spirit Leech power, for example)?
A: No. If a witchfire power does not have a profile, follow the instructions written for that power instead (in the case of Spirit Leech, you simply pick the target unit which must then take a Leadership test on 3D6).

Q: Does the To Hit roll for certain witchfire powers that affect ‘targeted models’ care what the result of the To Hit roll is?
A: If a witchfire power does not have a profile, follow the instructions written for that power instead – this includes most focussed witchfire powers. If a witchfire power has a profile, the To Hit rolls matter in the same way as they do in any shooting attack.

Q: Can Psykers embarked in vehicles or buildings only cast witchfire powers? Does this include Psykers who are riders of a Chariot?
A: Psykers embarked in Transports or buildings can only cast witchfire powers. Psykers who are riders of Chariots can attempt to manifest any type of psychic power.

WEAPONS
Q: Can you clarify the use of a weapon as both a ranged and a melee weapon in the same turn?
A: A weapon that can be used as a ranged and a melee weapon can be used as both in the same turn unless specifically noted otherwise.

Q: When a model has a pistol and a close combat weapon, does it gain 1 or 2 additional attacks?
A: It gains 1 additional attack.

Q: A Dreadnought has Strength 6, and with power fists, has Strength x2. Does the Dreadnought have Strength 12 for the purposes of Instant Death?
A: Strength cannot be modified above 10.

Q: Which has precedence between a Lance weapon and quantum shielding? Both rules modify what Armour ‘counts as’.
A: The effects cancel out and the normal Armour Values are used.

Q: Heavy weapons and Salvo weapons are affected by movement – how does this work when firing Overwatch in the enemy’s turn?
A: When weapons are affected by movement in this way, it refers to movement in the preceding Movement phase. When firing Overwatch, the preceding Movement phase is your opponent’s, and your models are very unlikely to have moved in it! They would therefore count as not having moved.

Q: Do weapon special rules that say ‘a model equipped with this weapon’ or ‘this weapon’s bearer’ take effect even when not used as the attacking weapon?
A: Yes.

Q: Do Master-crafted combi-meltas (especially in the case of Salamander Chapter Tactics and Vulkan He’stan’s The Forgefather special rule) count as Master-crafted for both the bolter and the melta parts, or just the melta part?
A: Both the primary and secondary weapon of a Master-crafted combi-weapon are Master-crafted.

Q: If a unit with a Heavy weapon is forced to get out of a wrecked vehicle during the enemy's Shooting phase, but doesn’t move during its next Movement phase, does it fire normally or with Snap Shots?
A: It can fire normally.

Q: For units with Twin-linked weapons with the Gets Hot special rule – if the first shot is missed, but not on a rolled 1, and a 1 is rolled for the second shot, does it suffer a Gets Hot wound?
A: Yes.

Q: If a model has a Poisoned close combat weapon and a normal close combat weapon, does it gain the bonus attack for having two close combat weapons?
A: Yes.

Q: Do plasma cannons and other Gets Hot Blast weapons benefit from rules that allow them to re-roll To Hit rolls of 1? For example, a Clan Raukaan character wearing the Tempered Helm nominates a unit of friendly Devastators to re-roll To Hit rolls of 1 in this Shooting phase. These Devastators are all equipped with plasma cannons. Do they get to re-roll the Gets Hot roll if it comes up as 1?
A: No. The roll to see if a Gets Hot Blast weapon overheats is not a To Hit roll.

Q: Can a model fire a pistol in the Shooting phase and then still benefit from the extra attack in the ensuing Assault phase?
A: Yes.

VEHICLES
Q: Is a hull-mounted weapon’s arc of fire a total of 45° or 45° to either side? The chart seems to indicate the former, but we aren’t 100% certain.
A: Hull-mounted weapons have a total firing arc of 45°.

Q: Are models in a unit that destroyed a Walker in close combat allowed to Consolidate?
A: No.

Q: Can a vehicle that has Jinked, or which has a suffered a Crew Shaken or Crew Stunned result, use Power of the Machine Spirit to fire 1 weapon at full Ballistic Skill?
A: Yes.

Q: How can I shoot an infantry unit that stays behind a vehicle? Does it have cover saves? Сan I just shoot them normally, as if the vehicle is not there, or can I not shoot them at all? Do I need to destroy the vehicle first, or is there a way to kill infantry units behind vehicles?
A: If your firing unit has line of sight to the unit behind the vehicle, but the vehicle partially obscures the target unit, then the target unit receives a 5+ cover save. If your firing unit doesn’t have line of sight to a unit behind a vehicle, then it can’t shoot them unless your unit has weapons that do not need line of sight.

Q: In a situation where there are 4 penetrating hits on a vehicle with 3 Hull Points, are they rolled one at a time or all at once?
A: It doesn’t matter if you roll them all at once or one at a time, as long as you roll them all! You must roll on the Vehicle Damage table even if the vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance that it might get an Explodes! result.

Q: I have a question about pivoting and moving a vehicle. When is the distance that a vehicle can move measured – before it pivots for the first time or after it pivots for the first time? Some vehicles may be able to gain an extra inch or two by pivoting, then measuring, then moving.
A: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.

Q: Do vehicles in the same squadron have to shoot at the same target? I noticed recently that a squadron is never referred to as a unit, just as a group of vehicles that must stay in coherence.
A: With noted exceptions, squadrons ‘are treated like normal units’ – in this specific case, Warhammer 40,000: The Rules states that ‘All of the weapons fired by a squadron of vehicles in each phase must target a single enemy unit’.

UNIT TYPES
Q: Do Jump units ignore height distances when charging and using jump packs? If a Jump unit uses its jump pack for the Assault phase, does it jump over difficult terrain?
A: No.

Q: Does a model with a jump pack or jet pack who leaves combat using the Hit & Run special rule do so using his jet/jump pack or moving as an Infantry unit?
A: They use their jump/jet pack.

Q: Are Beasts and Cavalry reduced to Initiative 1 when charging through difficult terrain?
A: Yes.

Q: Does vertical movement count towards maximum movement distance on jump pack and jet pack moves?
A: No.

Q: Can you clarify the wording around a rider shooting from a Chariot? As written, it appears to allow an Exalted Flamer to fire both weapons from a Burning Chariot while they can only fire one while on foot.
A: A rider can shoot ‘any ranged weapon’ (that is, any single weapon) they are equipped with – counting as stationary even if the Chariot moved in the previous Movement phase – alongside the Chariot’s weapons, though the Chariot and rider must target the same unit. In the specific example, the Burning Chariot itself has no weapons – the Daemonic Gifts are marked as belonging to the ‘Exalted Flamer only’ – and therefore the Exalted Flamer can use either the Blue Fire of Tzeentch or the Pink Fire of Tzeentch.

Q: Can a Jet Pack unit that has joined a different unit (e.g. a Necron Destroyer Lord joining Canoptek Wraiths) still use its jet pack move in the Assault phase?
A: Yes, but the model cannot leave its unit and must stay in unit coherency.

Q: When it states that all models in the unit must use the same movement type, does that restrict Independent Characters with the Bike unit type joining Jump or Jetbike units, for example?
A: Sometimes a unit will contain models that move at different speeds. When this is the case, each model can move up to its maximum movement allowance so long as it remains in unit coherency.

Q: How does a unit consisting of a mix of Cavalry, Bike, Jump Pack and Infantry models move, Run, Turbo-boost and charge? Do they all use their respective rules while maintaining squad coherency?
A: Yes. Models move individually, so in the Movement phase each model in this improbable unit can move up to their maximum movement allowance so long as the unit is in unit coherency at the end of the move. If the unit elects to Run, no models in the unit may shoot. The unit doesn’t benefit from the Cavalry model’s Fleet rule, as that only applies if every model in the unit has the Fleet rule. If the unit Runs, the Bike may Turbo-boost, but must finish its move in unit coherency. When charging, the Jump model may use its jump pack (if it did not do so in the Movement phase) to re-roll the charge distance for the unit.

TRANSPORTS
Q: If a vehicle with an invulnerable save (e.g. a Dark Eldar Venom through its Flickerfield) is hit by a Template weapon, do the models inside also benefit from it when resolving the No Escape rule?
A: No.

Q: Can models embarked inside an exploding vehicle benefit from cover saves (e.g. the Realspace Raiders Detachment who have a 5+ cover save on the first turn and any turns with Night Fighting, or models with the Stealth and/or Shrouded special rules)?
A: No.

Q: I have a question regarding unit special rules that affect all or some units within a certain range of a model or unit. How do these interact with units inside Transports, and what happens if the unit with the rule is inside a Transport?
A: When a unit embarks on a vehicle it is taken off the battlefield and does not interact with anything on the battlefield. However, certain rules may create exceptions to this rule, with the most obvious examples being Fire Points and psychic powers and Transports. If a unit’s rules are meant to apply even when embarked on a Transport, they will specify this.

Q: It’s not clear whether or not a unit that has destroyed a Transport can then charge the now-disembarked troops. The rule says ‘if allowed’ – does that mean as long as they haven’t fired weapons stopping them from charging, or do they need to have a special rule to be allowed to charge?
A: The unit that destroyed the Transport vehicle can charge the now-disembarked passengers so long as, for example, it hasn’t fired any weapons that prevent it from charging, it hasn’t Gone to Ground, it is within 12", and so forth. A unit doesn’t need a special rule to allow it to do so.

Q: Do units disembarking from a Deep Striking Transport also count as entering play via Deep Strike?
A: Yes.

Q: What happens to a unit if the Transport they are in moves over 6" and is Wrecked by your opponent in their turn?
A: If the unit passes their Pinning test, they can fire Overwatch if they are charged, so long as they were not forced to perform an emergency disembarkation. In their following turn they will act normally, though they will be unable to charge unless the vehicle transporting them had the Assault Vehicle rule. If they fail their Pinning test, the unit must Go to Ground.

TERRAIN
Q: Do the weapon options for a Vengeance Weapon Battery count as emplaced gun emplacements or just emplaced guns?
A: They are emplaced weapons, and cannot be used as gun emplacements – another model may not fire them.

Q: Can a Fortification Scout?
A: No.

Q: The coverage range of the Void Shield Generators’ void shields is 12". If a unit is not entirely within the 12" range, does it still benefit from the Projected Void Shield special rule?
A: No.

Q: Can Bikes, Super-heavy Walkers, Walkers, and Monstrous Creatures move and/or assault units on the higher levels of ruins?
A: Yes. For simplicity and ease of play, the core game rules allow most models to climb any piece of scenery. Use the ‘Wobbly Model Syndrome’ rule if it is not possible to place the model in the position it is meant to be occupying. If you wish, you may want to say that models are only allowed to move to places that they could reach ‘in real life’, but you will need to apply a certain amount of common sense and discretion in order to make such a rule work well.

Q: Can a unit on the battlements of a building be assaulted?
A: Yes, if the assaulting unit’s charge move is sufficient to reach it and there is room for at least one enemy unit on the battlements.

Q: If a vehicle model fully crosses over an Aegis Defence Line using its movement or Flat Out (as opposed to beginning or ending partially on it), does the vehicle still take a dangerous terrain test?
A: Yes.

Q: Do Gauss, Melta, Haywire, and Graviton special rules affect void shields?
A: Yes. Graviton hits cause the field to collapse on a roll of 6.

Q: Do Flyers, Super-heavy vehicles, Swooping Flying Monstrous Creatures and Gargantuan Creatures gain cover while standing on the ‘base’ of a terrain piece, e.g. ruins or dense thickets, or do they need to be at least 25% obscured by the scenery for cover to apply?
A: The 25% rule applies in all types of terrain if the target is a Flyer, Super-heavy Vehicle, Flying Monstrous Creature or Gargantuan Creature. All other targets count as being in cover if they are in or on the terrain’s base, even if not 25% obsured.

Q: If you are on top of, under, or inside terrain (such as a ruined building or crater), but an enemy unit can see your model completely, do you get a cover save from being inside, on top of, or under a terrain piece?
A: Most scenery has a rule which makes clear whether your models need to be obscured to get the cover save. You should discuss unusual scenery with your opponent before the game.

Q: Does an Aegis Defence Line have to be deployed as one continuous line?
A: Yes.

Q: When measuring special rules that use a radius whilst in a building, does the escape hatch count as part of the building?
A: No.

Q: Can an opponent assault an escape hatch – the unit can’t assault out of one but can it be assaulted as a normal Access Point?
A: No.

Q: Does a void shield intercept Psychic Shriek?
A: No.

Q: If both players have models in base contact with a gun emplacement, which player controls it?
A: They both do.

Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.

Q: What cover save do you get behind the petals of a Skyshield Landing Pad?
A: None – the cover provided is represented by the Shielded special rule.

Q: Can the petals of a Skyshield Landing Pad be opened in a Dawn of War deployment?
A: Yes.

Q: Do all flamer weapons benefit from the Fuel Siphon special rule for the Promethium Relay Pipes? Some of them are a bit contentious.
A: All weapons that are specifically noted as being flamer weapons receive the benefit of the Promethium Pipes special rule.

Q: Does a model that benefits from a cover save benefit from a void shield as well? For example, does an infantry model sitting on top of the battlement of a Void Shield Generator benefit from the cover save before the void shield is stripped?
A: No.

TANK SHOCK
Q: How do you resolve a Tank Shock with a squadron (e.g. does it cause multiple Morale checks)?
A: Each vehicle carries out a Tank Shock individually.

Q: How does Tank Shock work when you stop on a unit? The rules state that the models ‘must be moved out of the way by the shortest distance’ – but what does this mean? The shortest distance that allows you to be in unit coherency? Or the shortest distance to just be out from under the vehicle, with models dying if not in unit coherency and at least 1" away from enemy units? What happens if a Gargantuan Creature or Monstrous Creature or any other non-vehicle unit gets Tank Shocked, but cannot move to another place in the shortest way? Are they destroyed or just moved further away?
A: Pick the unit up, and place it on the battlefield with all models as close as possible to the unit’s original location, with all models in unit coherency, and no models within 1" of an enemy unit. The intent of this rule is simply to deal with situations where two models end up occupying the same space – it is NOT meant to provide players with a way of destroying the unit that is being Tank Shocked.

Q: When determining the Strength of a vehicle’s Ram, are the Tank and Heavy bonuses cumulative?
A: No.

Q: When vehicles Ram, they may only fire Snap Shots for that turn. There is no allowance that I can find for Super-heavy Tanks and Thunderblitz does not seem to affect this part of the Ram rule. According to the rules, then, If a Baneblade Rams (with a Thunderblitz roll) a Warbuggy, the Baneblade can only fire Snap Shots. Is this intended?
A: Yes.

Q: What happens when you fail a Tank Shock or Ram when arriving from Reserve in such a way that the vehicle would end the movement partly off the battlefield?
A: If following the Tank Shock or Ram you cannot place the vehicle entirely on the battlefield, it is destroyed.

SUPER-HEAVY VEHICLES
Q: Can Super-heavy Walkers (e.g. Imperial Knights) disengage from combat?
A: No.

Q: Do units embarked on a Super-heavy vehicle fire Snap Shots if it moves more than 6"?
A: Yes.

Q: Can a Super-heavy Flyer that has a Hover mode Thunderblitz?
A: No.

Q: Do you have to select all targets before any dice are rolled for the weapons mounted on a Super-heavy vehicle? If that is the case, are One Use Only/One Shot Only weapons used up if a previous weapon destroyed the target that the One Use Only/One Shot Only weapon was going to shoot?
A: Yes, to both questions.


STOMP
Q: Are cover saves allowed against Stomp attacks?
A: No.

Q: Can ‘Look Out, Sir’ attempts be made against Stomp attacks?
A: Yes.

Q: Can you Stomp an Invisible unit?
A: Yes.

Q: When you make a Stomp attack in close combat and cause casualties outside of those in the combat, do the units outside of combat have to take Morale checks as if suffering 25% casualties, if they lose 25% or more?
A: Yes.

Q: Can Stomp attacks affect units which are not locked in combat with the Stomping model?
A: Yes.

Q: Can I attempt invulnerable saves or use the Eternal Warrior special rule against Stomp attacks that cause a model to be removed as a casualty?
A: No.

CHARACTERS
Q: Can you attempt ‘Look Out, Sir’ for Wounds allocated outside of the Shooting and Assault phases?
A: Yes.

Q: The ‘Look Out, Sir’ rule states that Wounds must be allocated to the closest model in the unit to the character. What if you have multiple models that are equidistant? Do you have to allocate all ‘Look Out, Sir’ hits to a particular model until it is removed, or can you shift the Wounds to other equidistant models (assuming, of course, that they have multiple Wounds)?
A: You must apply all Wounds to the same model until it is removed.


STEALTH & SHROUDED
Q: Does Stealth stack with Stealth? Or Shrouded with Shrouded?
A: No.

Q: Can you clear up exactly which rules stack and how when estimating cover saves? I’m thinking about Stealth, Shrouded, bonuses from cover, units, psychic powers, Venomthropes, Jink, etc.
A: All of the above rules stack with each other (for example, a model with Stealth and Shrouded gains a +3 bonus to their cover saves). The same rule does not stack with itself though (for example, a model that has the Stealth special rule from two sources still only has a +1 modifier to their cover save, and a model that is Jinking and is in cover can only benefit from one of these cover saves).


SPECIAL RULES
Q: Does a model with Preferred Enemy (Independent Characters) benefit from the rule when attacking a squad with an Independent Character in it?
A: No.

Q: If a Hit & Run roll would take me off the table, do I stop at the table edge?
A: Yes.

Q: The Strikedown rule states that attacks with it cause the enemy unit to move as though through difficult terrain. Does this carry over onto a Super-heavy Walker’s guns?
A: Strikedown only applies to the Super-heavy Walker’s Stomp attacks.

Q: The Vortex rule states that the marker for a Vortex weapon counts as impassable terrain. As such, must any miniatures that survive the hit and are still beneath the template move away?
A: Yes. If they cannot move away in their next Movement phase, then they are destroyed.

Q: How do special rules like Hatred, Preferred Enemy and Monster Hunter work when targeting a mixed unit that contains models your special rule effects as well as models it doesn’t?
A: The rules mentioned are only used if all models in the target unit are of the appropriate type.

Q: What method is used to resolve potentially conflicting special rules (e.g. a Dark Talon’s Statis Bomb’s Vast Stasis Anomaly vs Reanimation Protocols)?
A: The two rules cancel out and neither is used.

Q: When something states that it happens at the start of the game turn but both players have a rule that happens at the start of the game turn, how do you determine which rule is resolved first?
A: The players should roll-off to determine whose rule applies first.

Q: Does having a bonus To Wound affect Rending?
A: No, the automatic Wounds still only apply on the roll of a 6.

Q: When a model uses a rule with a wording similar to ‘count [characteristic] as’ or ‘use the [characteristic] of model X’, do we read the characteristic as if it were in the affected model’s original profile before we apply modifiers?
A: Yes.

Q: Does a rule written like the markerlight ability ‘Seeker’ – ‘resolved at Ballistic Skill 5’ – bypass the modifier system?
A: No.

Q: When a model has Furious Charge as well as a power fist, does the 2x Strength modification happen before the +1 Strength modification?
A: Yes.

Q: Does Move Through Cover allow units to strike at their normal Initiative?
A: No.

Q: Does a Hammer of Wrath attack always hit the front armour of a Walker?
A: No, it hits the armour the attacker is facing.

Q: Does a shooting attack without the Rending special rule still count as Rending when the model firing has the Rending special rule?
A: No. If a model has the Rending special rule only their close combat attacks benefit from this rule, not their shooting attacks.

SKYFIRE AND INTERCEPTOR
Q: Can a model with Skyfire and Interceptor shoot at targets that are not Flyers with its full Ballistic Skill when they deploy from Reserve (e.g. Drop Pods)?
A: No.

Q: Can Interceptor weapons fire at a unit that disembarked from a Transport that arrived from Reserve?
A: Yes.

SKIMMERS
Q: Do Skimmers arriving from Deep Strike automatically get moved if they scatter on top of an enemy unit?
A: No.

Q: Must the passengers of a Fast Skimmer fire Snap Shots if their Transport moved more than 6"?
A: Yes.

SHOOTING PHASE
Q: Does an Imperial Knight get to use its ion shield – or a Big Mek with kustom force field get an invulnerable save – against hits caused by a model that suffers an Explodes! result in the Shooting phase?
A: Yes.

Q: When does vertical distance matter? For example, are shooting attacks only affected by the horizontal distance?
A: Measurements for shooting are (for most models) measured from base to base. Where one model is more elevated than the other, this will mean measuring the distance diagonally.

SAVES
Q: Warhammer 40,000: The Rules states that a model gets ‘the advantage of always using the best available save’. Does that mean we have to use the numerically lowest save, or do we have the option of using any save we have?
A: The controlling player can use their discretion as to which of their model’s saves is ‘the best’.

PSYCHIC PHASE
Q: If there are 2 Daemon Psykers who cast Cursed Earth and they are within 12" of each other, do they have a +2 bonus to their invulnerable save, since the spell says this is cumulative with any other bonus?
A: No. Modifiers from identical psychic powers do not stack.

Q: Do non-psychic powers with an area of effect (‘aura’ powers like the Tau Ethereal’s Invocation of the Elements, or the effects of many Warlord Traits) extend from the hull of a Transport that the model with the power is embarked within?
A: No, non-psychic powers such as those described cannot be used by models embarked upon a Transport unless specifically noted otherwise.

Q: If a unit includes multiple Independent Character Psykers, can they cast the same power (e.g. Psychic Shriek) multiple times, once for each Independent Character?
A: No.

Q: If I have Tigurius and a Grey Knights Librarian in the same unit, can Tigurius use his re-roll for a power known by the Librarian?
A: No.

Q: The Telekinesis psychic power Crush – when you roll for Strength and get an 11 or 12 it counts as an automatic wound or penetrating hit. For the purposes of Instant Death, what Strength does it count as?
A: Strength 10.

Q: How does a power that targets ‘the Psyker’ but not his unit work on a unit with Brotherhood of Psykers? If, for example, a Wyrdvane Psyker squad casts Iron Arm, does one model nominated as ‘the caster’ receive the benefits?
A: The power applies to all ‘Brotherhood of Psykers’ models in the unit.

Q: Is the maximum number of powers a Psyker can use in their turn equal to their Mastery Level, or the number of powers they have (due to Psychic Focus they often have one more power than their Mastery Level)?
A: Unless explicitly permitted to do so, Psykers may not attempt to manifest more psychic powers than the number of their Mastery Level within a single Psychic phase.

Q: Can Space Marines really summon Daemons? And even summon Daemons on a roll of 2+ using the Librarius Conclave’s Empyric Channelling?
A: Yes, to both questions.

Q: When attempting to Deny the Witch on a blessing or conjuration, do you select a unit first to make the attempt? If so, how is it selected, and if that unit has a re-roll on Deny the Witch, do you get that as well?
A: You do not select a unit. If none of your units were the target of the enemy’s psychic power (as is the case with blessing and conjuration powers) you can still attempt to Deny the Witch, but with no re-rolls or modifiers to your dice rolls – you will require rolls of 6 to nullify each Warp Charge point.

Q: If you play Daemons and you successfully summon a Bloodthirster using the Daemonology psychic powers, what profile will the Bloodthirster have: the one in Codex: Chaos Daemons, or one of the ones in Codex: Khorne Daemonkin?
A:You can choose to use any of the army list entries from Codex: Chaos Daemons, Codex: Khorne Daemonkin or War Zone Fenris: Curse of the Wulfen – but not Skarbrand!

Q: Do the effects of multiple castings of the same malediction cast on the same turn stack? For example, can additional castings of Banishment continue to reduce a Daemon’s invulnerable save?
A: No. As with blessings, the penalty from any particular malediction can only affect a unit once per turn.

Q: Do units that move 12" with the psychic power Levitation shoot using their full Ballistic Skill or can they only fire Snap Shots?
A: They shoot as though they had moved in the preceding Movement phase.

Q: How many dice does a Mastery Level 2 Librarian joined with a Mastery Level 1 Grey Knights Strike Squad generate for their Warp Charge pool?
A: Three.

Q: If the Veil of Darkness is used while with a group of warriors and you go into Ongoing Reserves due to a Deep Strike Mishap, can you come in by Deep Striking?
A: Only if all of the models involved have the Deep Strike rule.

OVERWATCH
Q: How many shooting attacks can I do when firing Overwatch?
A: As many as the model can fire in the Shooting phase.

Q: Are units that are Falling Back allowed to Overwatch if a charge is declared against them?
A: No.

Q: Does a flamer firing Overwatch have a range?
A: No.

Q: How many shots do Salvo weapons get when firing Snap Shots in Overwatch, if the unit moved in their previous player turn?
A: When determining if the unit moved for the purposes of firing Salvo weapons, only the previous Movement phase is considered. In the case of firing Overwatch, this will have been your opponent’s Movement phase, and therefore the unit firing Overwatch is very unlikely to have moved. As a consequence, it counts as having not moved, and can fire the higher number of shots with its weapons that have the Salvo type.

Q: Do abilities that allow a model to fire an extra weapon in the Shooting phase allow them to fire an extra weapon in Overwatch or while intercepting (e.g. Monstrous Creatures and Tau multi-trackers)?
A: Yes. In the case of Interceptor, only weapons with the Interceptor rule can be fired.

Q: How does Overwatch work when a unit is assaulted by multiple enemy units in the same turn? Can the assaulted unit choose against which one it fires or does it have to fire against the first unit to declare a charge?
A: You can choose not to fire Overwatch against units that declare a charge against your unit, but you must do so as each charge is declared – you can’t wait until all charges are declared before deciding which unit(s) to fire Overwatch against. Obviously, if you’re successfully charged by one of your opponent’s units, you can’t fire Overwatch against subsequent chargers as you’re locked in combat.

ORDNANCE
Q: Can a Fast vehicle fire Ordnance weapons at Cruising Speed?
A: A Fast vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn, but can fire a single Ordnance weapon at its full Ballistic Skill, even at Cruising Speed.

Q: If you fire an Ordnance weapon from a Stationary vehicle, are all other shots Snap Shots? What about when moving? How is this altered if the vehicle is a Heavy Tank (e.g. a Leman Russ Demolisher with plasma cannon sponsons), or Fast, or a Flyer (e.g. when firing hellstrike missiles, does firing the first missile mean that the second is fired as a Snap Shot)?
A: A vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn (whether Stationary or moving). A vehicle being Heavy has no effect on firing Ordnance weapons. A Fast vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn, but can fire a single Ordnance weapon at its full Ballistic Skill even at Cruising Speed. A Flyer firing two hellstrike missiles in a turn fires both at the same time, as described in the ‘Select a Weapon’ step of the Shooting phase. Both missiles would be fired at the Flyer’s full Ballistic Skill – all other weapons could only make Snap Shots that turn.

Q: Are Ordnance weapons and Heavy vehicles supposed to interact differently?
A: The Heavy unit type has no effect on the firing of Ordnance weapons. If a Heavy vehicle doesn’t fire an Ordnance weapon, it can fire all of its weapons at full Ballistic Skill when moving at Combat Speed.

Q: The rules state that if a vehicle fires an Ordnance weapon, all other weapons must be fired as Snap Shots – does the firing order matter?
A: No, the firing order doesn’t matter.

Q: Are there ever any circumstances that allow a vehicle with an Ordnance weapon the ability to fire it as Snap Shots? Say the weapon in question is not of a type (Blast or Template) that may not be fired as a Snap Shot, but another circumstance requires Snap Shots (the vehicle is under the effect of Crew Shaken or Crew Stunned). Can it fire Ordnance weapons?
A: Yes. Provided the weapon in question is not a Blast or Template weapon (or otherwise cannot be fired as Snap Shots) a vehicle can fire an Ordnance weapon as Snap Shots (such as when Crew Stunned).

Q: For the purposes of Heavy, Ordnance, and Salvo weapons, does the Slow and Purposeful special rule allow units embarked on a Transport to fire as if they remained Stationary if the vehicle moves at Cruising Speed but not Flat Out?
A: No. Units embarked on a Transport that moved at Combat Speed count as having moved that turn, units embarked on a Transport that moved at Cruising Speed can only fire Snap Shots that turn, and if a vehicle moves Flat Out its passengers cannot fire at all that turn.

Q: Can a model with an Ordnance weapon and Power of the Machine Spirit still fire another weapon at full Ballistic Skill?
A: Yes.

NOVAS & BEAMS
Q: On Cleansing Flame – if two enemy units are in range, are there 2D6 hits divided amongst the two enemy units, or 2D6 hits for each enemy unit? If the latter, how many times do you roll the 2D6 – once, or twice?
A: Each enemy unit hit suffers 2D6 hits. Roll separately for each unit.

Q: A beam attack does not target a unit – can you still Jink?
A: Yes.

Q: Can you cast blessings, maledictions and nova powers from Open-topped vehicles?
A: Transported units can only use witchfire powers.

SHOOTING PHASE
Q: Does an Imperial Knight get to use its ion shield – or a Big Mek with kustom force field get an invulnerable save – against hits caused by a model that suffers an Explodes! result in the Shooting phase?
A: Yes.

Q: When does vertical distance matter? For example, are shooting attacks only affected by the horizontal distance?
A: Measurements for shooting are (for most models) measured from base to base. Where one model is more elevated than the other, this will mean measuring the distance diagonally.

MONSTROUS & GARGANTUAN CREATURES
Q: How does a Flying Monstrous Creature’s Hard to Hit rule work when part of a unit without the rule?
A: It cannot be used.

Q: How does a Gargantuan Creature move through difficult terrain? A previous official FAQ clarified that a Super-heavy Walker rolls 2D6 and doubles the highest result, but said nothing about Gargantuan Creatures.
A: Roll 3D6 (due to the Move Through Cover special rule) and double the highest result.

Q: Can Gargantuan Creatures shoot all of their weapons at different targets, or can they only shoot two different weapons at two different targets?
A: They can shoot all of their weapons, at different targets if desired.

Q: Do Monstrous Creatures fire Overwatch with one weapon or up to two (they can use up to two during each Shooting phase)?
A: Up to two.

Q: If a Gargantuan Creature destroys a vehicle or other type of unit after striking at Initiative step 1, does it still get to Stomp if there’s nothing left in combat?
A: Yes.

Q: Do Gargantuan Creatures/Super-heavy vehicles need to declare all of the targets for all of their weapons before resolving any of the shooting attacks?
A: Yes.

Q: If a Monstrous Creature is also an Independent Character, can it join other units? Can other Independent Characters then join the unit that the Monstrous Creature is now a part of?
A: Yes to the first question. No to the second question.

Q: Do Blast weapons hit Swooping Flying Monstrous Creatures?
A: No.

Q: Can a Swooping Flying Monstrous Creature or Zooming Flyer be targeted by a Blast or Template weapon with the Skyfire special rule?
A: Yes.

MODELS
Q: Can a model choose between saves, even if one save is numerically inferior? For example, can a Ravenwing Biker take a 4+ re-rollable Jink save over its 3+ Armour Save?
A: Yes.

Q: What does ‘base contact’ or ‘base-to-base contact’ mean? Are two models in base contact if one is on a step, and their bases are not in (and cannot be put in) physical contact? Or if they are more separated than that e.g. on different levels, where a charge distance is sufficient for the charging model to reach the level containing the other unit, but it cannot be placed on the level above?
A: An element of common sense is required here. If they’re only fractionally apart due to the vagaries of scenery they count as being in base contact. However, though models on different levels of a building can be locked in combat with one another, they will not be considered in base contact with one another for the purposes of special rules or equipment that require models to be in base contact to take effect.

Q: How do you handle situations where you are attempting to charge a model that is on top of something, where there is no room for a model to be in base contact?
A: The ‘Wobbly Model Syndrome’ rule applies – place the model as near as possible, and keep a note of its actual position. It is assumed to be in base contact with the other model.

Q: In rules that say ‘within X inches’, do you mean wholly within or partially within?
A: Partially within, unless specifically stated otherwise.

Q: What are the official rules regarding specific base sizes for specific models (if any)?
A: The rules assume that models are mounted on the base they are supplied with, but it’s entirely fine to mount them on whichever base you think is appropriate. Sometimes, a player may have models in their collection on unusually modelled bases. Some models aren’t supplied with a base at all. In these cases you should always feel free to mount the model on a base of appropriate size if you wish, using models of a similar type as guidance.

Q: Can any part of a model intentionally hang off the edge of the table?
A: No part of a model may hang over the edge of the battlefield, except for parts that are explicitly ignored while checking line of sight (e.g. the wings or tail of a non-vehicle model).

Q: When I am using ‘long’ or ‘oval’ Cavalry/Bikes/Monstrous Creatures’ bases, am I allowed to pivot the base on the spot to gain additional movement like vehicles would?
A: When making a move, you have to take into account how far all parts of the model have moved. Or to put that another way, trying to come up with a way of making a move that allows a model to move ‘further’ than its maximum movement distance is illegal. It is not allowed for a model to move 6" towards or away from something, and end up more than 6" closer to or further away from it!

Q: Please confirm if a model may never be in coherency unless the model’s entire unit has unit coherency.
A: A model cannot be in coherency unless its entire unit is in coherency. Coherency is determined when a unit has finished moving, not during the move.

Q: What is the vertical firing arc for shooting from Flyers, and how is this split between targets above and below the shooter?
A: Assume that weapons can swivel 45° vertically, either 45° upwards, or 45° downwards.

Q: Do Super-heavy Walkers shoot at targets from where their weapon is modeled or from the base?
A: Super-heavy Walkers’ weapons are assumed to swivel horizontally and vertically up to 45°. Range is measured from the weapon itself and line of sight is measured from the mounting point of the weapon and along its barrel, as is normal for vehicles.

Q: With regard to Bike and Artillery models, I measure from their weapons when they are shooting, and to their bases when they are shot at. Is this correct?
A: When Artillery models fire, range is measured from the barrel of the gun on the model. When Bike models fire, range is measured from the base. When firing at Artillery or Bike models, range is measured to the base.

Q: Warhammer 40,000: The Rules states that line of sight can be drawn from any part of the model (not including wings, tail, etc.) to the intended target. Can my model’s foot truly be used as a line of sight starting point?
A: For simplicity and ease of play, the rules state that ‘For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.’ If you wish, you and your opponent may agree that models are only allowed to draw line of sight from the upper body of a model, or some other area, but you will need to apply a certain amount of common sense and discretion in order to make such a rule work well.

Q: Do a Flyer’s wings and tail count as part of its hull? (e.g. If you can only see a wing can you shoot at it? If you are only in range of the wing can you shoot at or charge it? When hovering, can the wing get you Linebreaker if it is within 12" of the board edge?)
A: Yes, a Flyer’s wings are tail are considered part of the hull in all respects.
Q: Can Swooping Flying Monstrous Creatures be hit by nova and beam powers?
A: Yes for nova powers, no for beam powers.

Q: Does Jinking prevents a Flying Monstrous Creature from Vector Striking?
A: Yes.

Q: Can a Monstrous Creature charge multiple units?
A: Yes.

Q: Can Swooping Flying Monstrous Creatures be hit with Blast or Template attacks that don’t target them, such as scattered Blasts and vehicle explosions?
A: No.

Q: After my Flying Monstrous Creature is Grounded, when I choose to use the Swooping flight mode again the next turn, can I change his forward-facing direction, or is it still stuck in the direction it was Swooping in before it hit the ground?
A: It is still stuck facing in the direction it was Swooping in when it struck the ground.

Q: Do Flying Monstrous Creatures have the Deep Strike special rule?
A: Yes.

Q: Does a Gargantuan Creature gain the benefit of Strikedown on its shooting attacks?
A: No.

Q: Are Gargantuan Creatures Monstrous Creatures with additional rules, or are they their own creature type?
A: They are both Monstrous Creatures and Gargantuan Creatures.

Q: Are Swooping Flying Monstrous Creatures scoring units?
A: No, as it’s one of the exceptions listed in the ‘Scoring Units’ section of Warhammer 40,000: The Rules.

MISSIONS
Q: Can a unit go back into Reserve the same player turn that it came onto the board from Reserve?
A: No.

Q: Can killing an Independent Character joined to another unit, without wiping out the leftover unit, result in First Blood?
A: Yes.

Q: Do the sudden death victory conditions still apply in games of Maelstrom of War?
A: Yes.

Q: Mission rules question. We were playing the Maelstrom of War: Contact Lost mission, and you generate new Tactical Objectives for each objective you control at the start of a player’s turn. If I Deep Strike a unit onto an objective at the start of my turn, does it allow me to take an extra objective card? Both Deep Striking and objectives count as happening at the same time – am I correct in thinking that I can decide the sequence?
A: Yes, you can decide the sequence.

Q: What books/codexes/supplements are the most current?
A: We recommend you use the latest published books that are in your collection – the copyright date (which is usually beneath the contents) will let you know which book is the most recent. Some older books might not work with the latest rules, and it’s up to you and your opponent to agree which to use.

Q: Does Warhammer 40,000: The Rules (7th edition) override Codex: Stronghold Assault?
A: Yes. This is an exception to the normal rules, in which expansions override the rulebook.

Q: In a game of Carnage, can you shoot into a close combat which involves other players’ forces but none of yours?
A: No.

Q: In a game of Carnage, how many Warp Charges points do players get when it’s not their turn?
A: They all get a D6 roll plus their own psykers’ Mastery Levels..

Q: Do allies who are not Battle Bothers contest objectives?
A: Yes.

Q: In the Maelstrom of War: The Spoils of War mission, it states that ‘Secure Objective X’ cards can only be discarded when either player achieves them. The Divination power Scrier’s Gaze allows you to discard one Tactical Objective. Which takes precedence – the psychic power or the mission wording?
A: The mission wording takes precedence.

Q: If your Warlord is in Reserves, can you use their traits for re-rolling Reserves?
A: Yes.

Q: Do non-scoring and non-victory-point units such as Spore Mines count as ‘units destroyed’ on Tactical Objective cards?
A: Yes, unless specifically stated otherwise.

Q: Since a player automatically loses at the end of any game turn in which he has no models on the table, does a player taking a Detachment that requires him to start all his models in Reserve (such as the Ravenwing Strike Force with Flyers) automatically lose every game he plays?
A: A player who takes an army that consists entirely of units and/or Detachments which must be set up in Reserve, with no special rule that allows them to arrive in the first game turn, will automatically lose the game. We do not recommend choosing an army like this!

Q: For the First Blood Victory Point – if both units kill each other off at Initiative step 1, does anyone get First Blood, or is it carried over to the next unit to be lost?
A: Both players score a point for First Blood in this case.

Q: On deployment. Online and at our club, we tend to roll for who takes which side of the table first, then roll for who will deploy first. Is this ok?
A: This is fine.

Q: Can you clarify the term ‘deploy’?
A: ‘Deploy’ is a word for setting up a unit on the battlefield – this is something you do during deployment, but also when units arrive from Reserve and so on. ‘Deployment’ is the stage in ‘Preparing For Battle’ where the players set up their armies on the battlefield.

Q: Does a unit always enter the game from Reserves when Deep Striking? The rules for Deep Striking seem to imply that being the case, even when a unit is already on the table. As an example, does a unit of Warp Talons that is using Gate of Infinity trigger its Warpflame Strike each time they use the psychic power?
A: Not unless explicitly stated – in the example you use, Gate of Infinity has the unit arrive anywhere on the board using the rules for Deep Strike. This doesn’t mean that it goes into Deep Strike Reserve, or that you have to make a Reserve Roll for the unit and so on, and it means that you don’t get to use the Warpflame Strike each time you do this.

Q: What points level do you suggest for a standard game?
A: Games can be of any size – the larger the game, the longer it will take. We find it best to discuss the size of game you want to play with your opponent.

Q: If a unit enters the battlefield using Outflank, are they considered to have moved for the purposes of firing heavy weapons?
A: Units moving on from Reserve do so at the start of the Movement phase, before any other units can move. This means that they are always considered to have moved in the turn they arrive.

Q: When a Tactical Objective refers to a unit being in a deployment zone, does it mean the whole unit, i.e. every single model?
A: A single model from the unit being within the deployment zone is sufficient.

JINK
Q: Do Immobilised Skimmers get Jink?
A: No.

Q: Does a unit that is embarked on a Transport that Jinks also count as having Jinked in the following Shooting phase?
A: Yes.

Q: Are passengers in Jinking Transports forced to fire Snap Shots?
A: Yes.

Q: If a blast template scatters onto a Skimmer, can that Skimmer still Jink even though it was not actually targeted by the shot?
A: Yes.

Q: Can you Jink against Overwatch attacks?
A: Yes.

Q: Can a model Jink if it is part of a unit without that rule?
A: Yes.

Q: Can a Flyer perform a bombing run the turn after it Jinks?
A: No.

Q: Can you Jink and Go to Ground?
A: No.

INVISIBILITY
Q: If a unit has a flamer and they are charged by a model using the Invisibility psychic power, can they use the Wall of Death rule?
A: Yes.

Q: Can Template weapons target invisible units?
A: Only when using the Wall of Death rule.

Q: Is Invisibility affected by Ballistic Skill modifiers?
A: Only if the modifier states that it specifically affects Snap Shots.

Q: How does the Invisibility psychic power work in relation to nova and beam powers, and Template and Blast weapons not initially targeting the invisible unit?
A: You cannot choose to target an invisible unit with such attacks, but should models from the unit end up beneath the template, marker or line of fire, then they can be hit using the normal rules. The invisible unit would be hit if it was on the line of a beam, if it was in the range of a nova, or if a blast ended up being scattered onto it. For Template weapons, as long as you follow the rules – ensuring that the template ‘covers as many models in the target unit as possible, without touching any other friendly units’ – then if the invisible unit was also fully or partially under the template, it would be hit.

INTERVENING MODELS
Q: In the rules for cover saves it says that intervening models grant cover even if the model is fully visible unless you shoot over the intervening models. Does this include models that are taller than the intervening models i.e. are taller models able to shoot over shorter models?
A: Yes, as long as the line of sight for the weapon being used is not obscured by the intervening models and does not pass through a gap between the models in the intervening unit.

Q: Does an Infantry model count as intervening for a Monstrous Creature or a Gargantuan Creature?
A: If that Infantry model partially obscures the target from the firer, then yes. In most cases, however, Monstrous and Gargantuan Creatures will be tall enough to shoot over the intervening Infantry.

Q: Models obscured by intervening models get a 5+ cover save just like the cover rules of terrain. Does this mean that I only get the cover save if the models are obscured by more than 25%?
A: No – the target only needs to be partially obscured. If, on the other hand, the target is completely visible to the firer, but the firer shoots through a gap between models in the intervening unit, then the target still receives a 5+ cover save.

INFILTRATE & SCOUT
Q: Does a unit that is embarked in a Scout vehicle count as having made a Scout move?
A: Yes.

Q: Are models with the Infiltrate special rule allowed to not use the rule to deploy and then charge normally in the first turn?
A: Yes.

Q: If a vehicle has Infiltrate, can you embark a unit inside it before deployment and then Infiltrate it onto the battlefield inside the vehicle?
A: No.

Q: Do Scout redeployments take place before or after the player going second is given the chance to Seize the Initiative?
A: After.

Q: Does deploying with Outflank count as moving for the purpose of shooting?
A: Yes.

Q: If you Infiltrate a unit of Pathfinders from a Ranged Support Cadre and then move them via their Scout special rule, does the unit count as having moved from their starting loc

INDEPENDENT CHARACTERS
Q: Infiltrate rules state that an Independent Character without Infiltrate cannot join a squad of Infiltrators. Does this mean a squad that is actively Infiltrating or just any unit that has the Infiltrate rule? This matters for things like Outflank (granted freely by the Infiltrate rule) and Infiltrate units that have Deep Strike.
A: An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, whether they are Infiltrating, Deep Striking, Outflanking or deploying normally. They are free to join units as they wish after deployment.

Q: If I’m using a special Detachment, such as the Nemesis Strike Force Detachment, and add Independent Characters from Battle Brother Factions (e.g. the Librarius Conclave), can they all still benefit from the first turn deployment and come in together?
A: No, the rules for Detachments and Formations only apply to models/units that are part of the Detachment or Formation.

Q: Do rules applying to ‘the unit’, such as those from Formation command benefits (e.g. the Skyhammer Annihilation Force), or unit-wide special rules such as Dunestrider from Codex: Skitarii apply to any attached Independent Characters?
A: No.

Q: If I have two different Independent Character Psykers in the same unit, can both of them attempt to cast the same power in the same Psychic phase?
A: No.

Q: If two Independent Characters are locked in combat, can a third Independent Character enter combat and issue a challenge, thereby engaging rules that may impact said combat? This is in regards to the Shard of Anaris becoming Instant Death, etc.
A: Yes, unless the two Independent Characters are already fighting an ongoing challenge. If they are, the third character can make a Glorious Intervention.

Q: Can a unit ever attack a model in a challenge?
A: Yes, but only after all other enemy models in that combat have been slain.

Q: If a unit charges a single-character unit and a challenge is issued, do the non-character units still get to attack the single character?
A: Yes.

Q: If a model in a challenge that isn’t Initiative 10 gets an attack at Initiative 10 (Hammer of Wrath, mandiblasters, etc.) with which it kills the opponent, what happens when it reaches its normal Initiative?
A: It can still attack, rolling against the Weapon Skill and Toughness of the slain opponent, and allocating the excess wounds that are caused to other opponents as described in the ‘Combatant Slain’ rule.

Q: Challenges vs outside forces. When 2 units (of more than 1 model) fight, the rule is clear, however if one of the units is a single model (e.g. a character or Monstrous Creature), it isn’t.
A: You can only allocate Wounds to a model taking part in a challenge if there are no other enemy models you can allocate wounds to.

Q: If an Independent Character with Slow and Purposeful joins a unit, does that entire unit now count as being Slow and Purposeful?
A: Yes.

Q: Can an Independent Character Monstrous Creature join another Independent Character to form a unit?
A: No.

GRENADES
Q: Do defensive grenades remove one additional attack or all additional bonuses given by a charge (e.g. for models with Hammer of Wrath or Furious Charge)?
A: Additional bonuses are unaffected – the only penalty received by models charging a unit with any models equipped with defensive grenades is that they do not gain bonus Attacks from charging.

Q: Using grenades in the Assault phase. Can every model replace their close combat attacks with a single grenade attack or just one model in the unit? Like in the Shooting phase e.g. a unit of 5 Tau Pathfinders charge a Knight. Do 5 Pathfinders make close combat haywire grenade attacks?
A: Only one model from the unit can attack with a grenade in the Assault phase. Per Warhammer 40,000: The Rules, ‘Only one grenade (of any type) can be thrown by a unit per phase’.

GRAVITON WEAPONS
Q: How many Hull Points does a vehicle lose when you roll 2 simultaneous sixes when using Graviton weapons?
A: It loses 3 Hull Points.

Q: How do Graviton weapons work with units with mixed armour saves?
A: Use the armour save that is in the majority within the target unit (in the case of a tie, the player whose unit is under attack can choose which is used).

Q: When rolling for the effect of Graviton or Haywire weapons, is the roll still considered an armour penetration roll?
A: No.

FLYERS
Q: If a flyer which is forced to move 18" forwards due to an Immobilised result ends its move over an enemy unit, does it ‘Crash and Burn!’?
A: No. Use the ‘Wobbly Model Syndrome’ rule.

Q: Can a Flyer make a Bombing Run on the same turn that it enters Ongoing Reserves by leaving the battlefield?
A: Yes.

Q: Does a Flyer with extra armour, when suffering an Immobilised result that is turned into a Crew Stunned result, then have that Crew Stunned result turned into Crew Shaken?
A: Yes.

Q: Flyers can fire 4 weapons at full Ballistic Skill, can they also fire any additional weapons as Snap Shots like other vehicles?
A: Yes.

Q: Can a unit that is locked in combat be chosen as the target of a Bombing Run?
A: No.

Q: Can a Flyer with the Hover (and thus Fast Skimmer) unit type be deployed on the board as a Fast Skimmer?
A: No.

Q: Can you claim to have destroyed a Flyer for a Maelstrom of War Tactical Objective (e.g. Scour the Skies) if the target was in Hover mode at the time it was destroyed?
A: Yes – the model is still a Flyer, regardless of what mode it is in.

FEEL NO PAIN
Q: How do you resolve the Helfrost rule against Feel No Pain?
A: A Feel No Pain roll can be taken as normal to avoid suffering the Wound. If this roll is failed, resolve the Helfrost rules as normal.

Q: Can Feel No Pain be taken when a rule says no saves may be taken?
A: Yes.

Q: Can a model’s Feel No Pain roll ever reach 1+, and if it can, is 1 still a fail?
A: A model’s Feel No Pain roll can never be improved beyond 2+.

Q: Do Feel No Pain saves stack? For example if a Painboy (5+) took a cybork body (6+), does it have a 4+ Feel No Pain save, or do you just use the best one?
A: Feel No Pain rolls do not stack – you just use the best one (a rule will explicitly state if it improves an existing Feel No Pain roll).

Q: Does a wound negated by Feel No Pain count as saved or unsaved for the purposes of wargear that has an effect if a unit suffers an unsaved wound?
A: It counts as saved.

Q: If a model has Eternal Warrior and Feel No Pain, can he still use his Feel No Pain roll after failing an armour/invulnerable save from an Instant Death wound?
A: No.

Q: In some cases I have had vehicle units be granted Feel No Pain. How does Feel No Pain effect vehicles?
A: Feel No Pain has no effect on vehicles.

EXPANSIONS
Q: Can I use Apocalypse Formations in non-Apocalypse games?
A: No.

ERRATA

40K RULEBOOK
Page 27 – The Psychic Phase, Witchfire
Add the following sentence after the fourth sentence of the first paragraph:
‘However, some witchfire powers do not have a weapon profile (such as the Telepathy power, Psychic Shriek); where this is the case, no To Hit roll is required – the attack hits automatically.’

Page 68 – Flying Monstrous Creatures, Deployment
Add the following sentence to the end of the paragraph:
‘If a Flying Monstrous Creature is conjured or otherwise summoned during the course of the game, as soon as it enters play, you must declare whether it is in Swooping or Gliding mode.’

DETACHMENTS AND FORMATIONS
Q: When listing Formations, sometimes it states ‘1 model’ (like 1 Tomb Spyder), while other times it lists ‘1 Unit of models’ (like 1 unit of Tomb Blades). Are these interchangeable?
A: No. The former means a single model of the type listed, while the later means a single unit of the type listed.

Q: How do special rules like Hatred affect multi-Faction armies? For example how does the Dark Angels’ Hatred (Chaos Space Marines) special rule affect Khorne Daemonkin? Does it affect all Chaos Space Marine units in the army or none at all?
A: The rules in question affect enemy units that belong to the specific named Faction. In the case of the example, it would only apply to enemy Chaos Space Marine units.

Q: If a unit consists of more than one Faction, what Faction does the unit count as when targeted by special abilities that affect one of the Factions in that unit?
A: They count as having all the Factions of the models in the unit.

Q: Can you still take Formations or models that are no longer available, like the Void Shield Generator (an out-of-production model) or the Skyhammer Annihilation Force Formation (an out-of-print Formation)?
A: Yes.

Q: In the Adeptus Mechanicus War Convocation Formation, do any fortifications benefit from the free upgrades?
A: The only fortifications that benefit from the Adeptus Mechanicus War Convocation’s rules are those taken as part of the Cult Mechanicus Battle Congregation. The Might of the Adeptus Mechanicus rule allows you free weapon and wargear options, which in most cases will not benefit fortifications – they have access to Fortification Upgrades, which are neither weapons nor wargear (this includes gun emplacements). The exceptions to this rule are weapon options on a fortification’s datasheet – for example on the Wall of Martyrs Firestorm Redoubt or Vengeance Weapon Battery. These fortifications could replace their emplaced weapons for free.

Q: If two Formations both include a model that must be your army’s Warlord, are you only able to take one of these Formations?
A: Yes.

Q: Does the Sanctuary psychic power’s 6+ invulnerable save benefit from any bonuses provided by Formations and/or Detachments (e.g. the Imperial Knights Exalted Court’s Council of Lords)?
A: No.

Q: Can I have an Unbound army comprising nothing but buildings?
A: No.

Q: Can units that are created from a Formation rule (e.g. Skyblight Swarm’s Skyswarm) Deep Strike if the original unit didn’t?
A: No.

Q: Can an Unbound army use Dedicated Transports that are from a different codex? For example, could a Space Marine Tactical Squad take an Astra Militarum Chimera as its Dedicated Transport?
A: No.

Q: Can I upgrade an HQ choice to a Unique character in a specific Formation? For example, the ‘Emperor’s Fist’ Armoured Company Formation mentions you must take a Tank Commander; can that Tank Commander be upgraded to Knight Commander Pask?
A: No.

Q: Can a Detachment include Core, Command and Auxiliary Detachment choices from other publications? For example, can a Gladius Detachment (Codex: Space Marines) include Core, Command and Auxiliary Formations from War Zone Damocles: Kauyon if the White Scars or Raven Guard are chosen for your Chapter Tactics?
A: No.

Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

DESTROYER WEAPONS
Q: If a hit from a Destroyer weapon is downgraded to a glancing hit, does it inflict 1 or D3 Hull Points of damage?
A: 1.

Q: If a result of 2-5 on the Destroyer weapon attack table inflicts D3 wounds, do these carry over to the unit if they overkill the model?
A: No.

Q: If a model is hit by a Destroyer weapon and takes a Seriously Wounded result for, say, 3 Wounds, how many cover/invulnerable saves does it take?
A: 1. In your example, if the save roll was failed, the target model would suffer 3 Wounds.

Q: Do abilities that allow you to re-roll rolls To Wound, or re-roll armour penetration rolls, allow you to re-roll the results on the Destroyer weapon attack table?
A: No.

Q: Can you make ‘Look Out, Sir’ attempts against Destroyer weapon hits?
A: Yes.

Q: How are Destroyer weapons resolved against mixed units?
A: Use the type of target that is in the majority in the unit. If tied, the player whose unit is under attack can choose.

Q: With Destroyer weapons that use templates, how are saves meant to be taken – before or after rolling on the Destroyer weapon attack table?
A: After.

CHARACTERS
Q: Can you attempt ‘Look Out, Sir’ for Wounds allocated outside of the Shooting and Assault phases?
A: Yes.

Q: The ‘Look Out, Sir’ rule states that Wounds must be allocated to the closest model in the unit to the character. What if you have multiple models that are equidistant? Do you have to allocate all ‘Look Out, Sir’ hits to a particular model until it is removed, or can you shift the Wounds to other equidistant models (assuming, of course, that they have multiple Wounds)?
A: You must apply all Wounds to the same model until it is removed.

BLAST MARKERS & TEMPLATES
Q: Do blast weapons, regardless of size or type, now hit all models at all height levels under the template? And if so, is intervening terrain (such as bridges or floors) ignored when determining how many hits are caused?
A: A blast marker or template affects all models underneath it, including those on different levels of a piece of scenery. (Designer’s Note: Earlier versions of this rule restricted the effect of blast markers and templates to models on ‘a single level’ of scenery. This created problems with scenery that didn’t have strictly definable ‘levels’ and we decided on this change for simplicity. In addition, we feel the rules now better reflect the explosions being three-dimensional (i.e. spherical and not circular) as well as better representing the deadliness of weapons such a flamers when used in confined spaces.)

Q: In the case of a template weapon that fires two or more times (such as the Blood Angels’ frag cannon), do they still only inflict D3 hits when firing Overwatch, or D3 hits per number of shots in the weapon profile?
A: D3 hits per number of shots in the weapon’s profile.

Q: Does the Preferred Enemy special rule allow you to re-roll Gets Hot rolls of 1 for blast weapons (e.g. a plasma cannon)?
A: No.

Q: Does a template weapon aimed at a unit at ground level but also touching a Swooping Flying Monstrous Creature hit it? Does a blast marker that drifts onto a Swooping Flying Monstrous Creature hit it?
A: No, in both cases. Template and Blast weapons and other attacks that don’t roll To Hit cannot hit Flying Monstrous Creatures that are Swooping.

Q: Does the ability to re-roll 1s allow you to re-roll scatter dice?
A: No.

Q: Can you use a flamer/template weapon in Overwatch after Jinking?
A: No.

Q: Does the Multiple Barrage rule apply only to multiple weapons with the same name and Barrage rule (i.e. 3 Mortars)?
A: Yes.

Q: Twin-linked multiple barrage units. Can the drift for every shot after the first (the shots that use the drift dice but not the 2D6) be re-rolled?
A: Yes.

Q: If a unit has multiple template weapons with different names (e.g. a flamer and a heavy flamer), are To Hit rolls made, To Wound rolls made, and Wounds allocated for each named weapon before moving on to the next named weapon?
A: Yes.

Q: Regarding Barrage weapons and vehicles – how do you determine which side is hit?
A: Assume the shot is coming from the centre of the blast marker and hits the nearest side.

Q: Are alien and daemonic flame weapons like Ork burnas, Flames of Tzeentch, Baleful Torrent, etc., treated as flamer weapons for rules that interact with them?
A: Only if the entry in their codex specifically notes it is a flamer weapon as described in Warhammer 40,000: The Rules.

ASSAULT PHASE
Q: Can you charge an enemy unit if friendly models from other units make it impossible for the chargers to get into base contact with the enemy?
A: No.


Q: What constitutes an attacker and target in regard to the To Hit chart?
A: The model you are making the To Hit roll for is the attacker.

Q: If you make a Disordered Charge against a vehicle and a non-vehicle unit, which close combat rules count for things like Sweeping Advances, Pile-ins or Consolidation moves?
A: Those that apply to the primary target of the charge.

Q: If a unit becomes disengaged in the Shooting phase (e.g. from a Flyer crashing and killing the enemy it was locked in combat with, or a blast weapon scattering onto and killing the enemy), is it able to assault in the following Assault phase?
A: Yes.

Q: If a unit is locked in combat, and is completely destroyed by a scattering blast template, does the unit left standing from that combat get a Consolidate move?
A: No.

Q: If a unit ‘must declare a charge against unit if <insert prerequisite>’, is the rule ignored if they are unable to declare the charge (entered from Reserves, Infiltrated, no line of sight to the target, etc.)?
A: Yes.

Q: An enemy unit is engaged in combat with one of your units. You want to charge an enemy unit with another of your units, but they’re behind the one already locked in combat. Do they have to move around in order to get into base contact?
A: Yes.

Q: Can a single model make a disordered charge against two or more enemy units?
A: Yes.

Q: How do you allocate wounds in close combat, where it can be difficult to tell which model is closest? Is it possible to specifically allocate wounds to an enemy character not in a challenge, and would they get ‘Look Out, Sir’ tests?
A: You must determine which models are the closest before allocating wounds – if it is impossible to tell, they are considered equally close, and the player controlling the models being attacked decides. This means that only the player controlling a character could choose to allocate wounds to them. If they did so, the ‘Look Out, Sir’ rules would apply.

Q: One of your units is about to charge. As per the rules, you would measure the distance of the closest models in both squads, say 7", and there is nothing in the way of moving the first model into base contact, but a different model must move through a forest. Do you need to roll a 9, or is it still a 7?
A: You must subtract 2 from the charge roll if any models in the unit have to move through difficult terrain.

ARTILLERY
Q: When firing at artillery units, does the gun’s Toughness value apply for the purposes of resolving Instant Death against any Independent Characters that have joined the unit?
A: No, Instant Death is worked out each time a Wound is allocated to an individual model.

Q: Regarding batteries and out-of-range weapons – if 2 out of 3 weapons from an artillery battery are in range and the 3rd is out of range, do you just allocate 2 blast templates (the 3rd being unable to shoot)?
A: Yes.

ARMY LISTS
Q: How many Relics/Artefacts can a single model be equipped with?
A: A model can only be given a single Relic/Artefact of any kind unless specifically noted otherwise.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:34:50


Post by: Swara


FAQ hosted here for work blocked:
I'd post them in a spoiler, but it's 41 images.

http://www.dakkadakka.com/gallery/images-27952-51317_Faq.html



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:36:02


Post by: Eldarain


 Gamgee wrote:
Is there any codex specific stuff in the first draft yet? I want to know about the Tau and their Huntre Cadre formation if they share abilities to everyone shooting at a single target.

They said codex specific is next. I think it will be. I think most tournament FAQs ruled against it based more on it's strength than it's wording.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:36:28


Post by: Mymearan


You can't kill units by tank shock apparently?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:36:52


Post by: Ratius


Oooo

Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


Ouch

Q: Can Stomp attacks affect units which are not locked in combat with the Stomping model?
A: Yes.


An oldy

Q: When a model has Furious Charge as well as a power fist, does the 2x Strength modification happen before the +1 Strength modification?
A: Yes.


At last

Q: How does a Gargantuan Creature move through difficult terrain? A previous official FAQ clarified that a Super-heavy Walker rolls 2D6 and doubles the highest result, but said nothing about Gargantuan Creatures.
A: Roll 3D6 (due to the Move Through Cover special rule) and double the highest result

Q: Can Gargantuan Creatures shoot all of their weapons at different targets, or can they only shoot two different weapons at two different targets?
A: They can shoot all of their weapons, at different targets if desired.







Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:38:12


Post by: rollawaythestone


This is a great step forward for GW.

Some of these questions hurt my head... people were seriously confused about whether a pistol/CCW gives you 1 vs. 2 extra attacks?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:38:41


Post by: lord_blackfang


Q: Which has precedence between a Lance weapon and quantum shielding? Both rules modify what Armour ‘counts as’.
A: The effects cancel out and the normal Armour Values are used.


The what now? So a Lance lowers Necron armour to 11?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:39:07


Post by: Abadabadoobaddon


Warhammer 40,000 on Facebook wrote:Q: Can an Independent Character Monstrous Creature join another Independent Character to form a unit?

A: Yes.ficient.

I think this one is my favorite.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:41:04


Post by: VeteranNoob


Looking good so far. IN case you can't link above or find their FB page https://www.facebook.com/permalink.php?story_fbid=1610528622601104&id=1575682476085719


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:41:17


Post by: BrookM


Yay!



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:42:01


Post by: Mymearan


 lord_blackfang wrote:
Q: Which has precedence between a Lance weapon and quantum shielding? Both rules modify what Armour ‘counts as’.
A: The effects cancel out and the normal Armour Values are used.


The what now? So a Lance lowers Necron armour to 11?


Seems like it? Be sure to comment so they will clarify further in the final version.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:43:07


Post by: Runic


Also auras that aren't psychic powers don't extend from the Hull of Vehicles. Culexus Assassin + Vendetta cheesing is dead.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:44:38


Post by: BrookM


Another yay!



This means my Knights can once more charge into squads of Fire Warriors without having to worry about being nuked by the little witches!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:46:15


Post by: CthuluIsSpy


Oof, that's an interesting ruling for the interaction between lances and quantum. Was not expecting that.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:46:37


Post by: Mr Morden


Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:46:49


Post by: Ratius


Q: Since a player automatically loses at the end of any game turn in which he has no models on the table, does a player taking a Detachment that requires him to start all his models in Reserve (such as the Ravenwing Strike Force with Flyers) automatically lose every game he plays?
A: A player who takes an army that consists entirely of units and/or Detachments which must be set up in Reserve, with no special rule that allows them to arrive in the first game turn, will automatically lose the game. We do not recommend choosing an army like this!



Love it.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:47:39


Post by: TedNugent


 Ratius wrote:
Q: Since a player automatically loses at the end of any game turn in which he has no models on the table, does a player taking a Detachment that requires him to start all his models in Reserve (such as the Ravenwing Strike Force with Flyers) automatically lose every game he plays?
A: A player who takes an army that consists entirely of units and/or Detachments which must be set up in Reserve, with no special rule that allows them to arrive in the first game turn, will automatically lose the game. We do not recommend choosing an army like this!



Love it.



We do not recommend using Deathwing! Seriously, don't do it!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:48:06


Post by: Grimskul


Oh big one that a lot of people in YMDC argued about, preferred enemy no longer allows you to reroll 1's for get's hot for blast template weapons. Nor does re-rolling 1's to hit allow you re-roll scatter dice.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:48:08


Post by: Mymearan


 TedNugent wrote:
https://www.facebook.com/1575682476085719/photos/pcb.1610528622601104/1610526669267966/?type=3&theater

That's interesting for the Big Mek.


Isn't this just how most people already played it?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:48:45


Post by: Mymearan


 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:49:07


Post by: TedNugent


 BrookM wrote:
Another yay!



This means my Knights can once more charge into squads of Fire Warriors without having to worry about being nuked by the little witches!


Actually, that's huge for regular walkers. You would no longer have to worry about getting blowed up by Krak grenades from regular Tacticool dudes.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:52:28


Post by: Ratius


Q: What are the official rules regarding specific base sizes for specific models (if any)?
A: The rules assume that models are mounted on the base they are supplied with, but it’s entirely fine to mount them on whichever base you think is appropriate.


Hooray for my old 2nd ed Nids!

And MCs can charge multiple units. New one on me but very welcome.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:53:50


Post by: skarsol


The image for the IC FAQs is very different from the text. Like, 180 different.

Edit: Ah, the image has the right questions but has the answers from the Missions page.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:56:00


Post by: Mr Morden


skarsol wrote:
The image for the IC FAQs is very different from the text. Like, 180 different.


Apparently its from the missions page - people have posted on the relevant page to alert them


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:57:00


Post by: blaktoof


Well they answered psychic shriek being a to hit roll or not, well done GW.

surprise to me was QS and Lance rules canceling each other and using the base AV without QS. Lance buff right there.

They also clarified the axe of khorne that causes you to strike last and harlequins kiss working when not using them.

The gets hot roll is not a to hit roll..

Units in transports are only affected by things in range if the thing affecting them specifies it does so- this is pretty huge.

Clarified units entering play from DS transport are also entering play by deep strike.

VSG- all models in unit must be within range to benefit. -huge.

VSG- models do not benefit from cover saves before shield is stripped- huge.

Tank shock- not intended as a way to remove enemy models. clarified.

Jinking+ stealth and shrouded- not clarified. They do say jinking and in cover are different saves. somewhat intendeing in the same section that stealth and shrouded affect cover saves from cover, not jink but do not say such.

Psykers cannot try to manifest more powers than their ML in a turn- clarification- this is a pretty big deal

Psykers use the combined ML of the psykers in the unit for determing WC generated.

Veil of darkness ruling- is strange. If you go into ongoing reserves from VoD(which also means gate) and do not have the deep strike rule, you may not come back in by deep strike.

Overwatch- if you get extra shots in the normal shooting phase, you get extra shots in the overwatch phase- clarification

Novas- each unit hit suffers the hits, ie cleansing flame causes 2d6 hits to each unit affected, and roll separately for each unit.

GMC- can fire all weapons, at different targets if desired. As per SHV they have to call out what is firing before resolving.

GMC- can still stomp if all enemies dead at I1 step.

GMC- do not get hit by blasts, but can be targetted by skyfire blasts/templates(I assume they get hit by them too if they can be targetted but not specifically stated)

FMC- get DS special rule

Pivoting of anything to gain movement is illegal

Infiltrate- you are allowed to not use it and deploy normally, this affects some ICs with Infiltrate.

Rules for detachments/formations only apply to those detachments/formations- Specifically calls out that an IC attached to NSF cannot benefit from first turn deep strike. Huge.

Do rules applying to an unit, such as dunestrider, or skyhammer anhillation force rules apply to attached ICs? answer is no. This is huge.

Graviton- Uses majority armor save when firing at mixed units.

Flyers cannot bomb and go into reserves on the same turn.

Flyers can fire 4 weapons at full BS and others as snapshots- nice.

Units containing multiple psykers cannot attempt to cast the same power more than once. Big deal.

If something states 1 model for a detachment it means 1, uses tomb spyders for necron canoptek spyder formation

Relics/artifacts- models may only be given 1 unless noted otherwise.







Overall this is a well done FAQ that answers many questions the community has had for a while and thought would go unanswered.

Well done GW, Well done.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:58:04


Post by: the_Armyman


41 pages of FAQs and everyone is celebrating?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:58:45


Post by: Ratius


No, just enjoying some well needed rules clarifications. Get on the train with us.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 17:58:52


Post by: crazyK


Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


No more moving through walls now eh?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:00:06


Post by: Vector Strike


People that came from Deep Strike Transports are considered coming from Deep Strike themselves. This one will already reduce a lot of YMDC threats.

Graviton (collapses on a 6), Melta, Haywire and Gauss now properly work against Void Shields

Tank Shock doesn't outright kill anchored Stormsurges (they're moved until they remain at least 1" from the tank shocking vehicle). Also, it's very dangerous to tank shock/ram from reserves (if your vehicle doesn't entirely remain in the battlefield, it's destroyed!)

Gun Emplacements can be controlled by both sides, if they have models touching it

Mr Morden wrote:Only one grenade per unit can be used in assaults

A single model can only ever have one Relic unless noted otherwise! Big change for Marines - same old same old for others........... :(


Oh derp, we always played the grenade thing wrong - we allowed each model with it to attack once! This severly improves vehicle survivability in melee in our games, lol

Good thing Tau Commanders can have as many relics as possible ^^


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:04:05


Post by: BrookM


I am a bit miffed by super-heavy transports taking a bit of a kick in the knackers when moving more than 6" with regards to their passengers shooting.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:08:40


Post by: Pythius Primus


blaktoof wrote:

Rules for detachments/formations only apply to those detachments/formations- Specifically calls out that an IC attached to NSF cannot benefit from first turn deep strike. Huge.

Do rules applying to an unit, such as dunestrider, or skyhammer anhillation force rules apply to attached ICs? answer is no. This is huge.



You have that entirely backwards, they said they DO benefit the attached IC.

Edit: My mistake, the text is different from the photo. You're absolutely right.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:09:40


Post by: Kap'n Krump


Well, I'll be a runty squig. They actually made a FAQ.

Some highlights I saw:

Witchfire powers without a profile do not roll to hit (psychic shriek)

D thirsters, for example, are always slowed by their weapon.

Reroll to hits (PE, ammo runts, etc) do not let you reroll gets hot! blast weapons.

No consolidate from a close combat in which you destroyed a walker? That's an odd one to me.

No AOE rule effects from embarked units.

Garg & FMCs must be 25% obscured to gain cover saves. MCs still treated like infantry.

Tank shock can never be used to destroy models.

SHVs do snap fire after ramming? They actually answered my specific example of a baneblade ramming a warbuggy, and it has to snap fire afterwards.

All SHV/Garg firing weapons must be declared initially, not resolved sequentially.

No firing arc limitation in SHWs, from what I saw.

Maledictions/blessings do not stack. No doubling down on cursed earth / enfeeble, for example.

No overwatch if falling back. That's new to me.

Garg creatures fire all weapons, aren't limited to two.

Skyfire blasts/templates can hit flyers!

Single models can multi charge.

FMCs can deep strike.

Jinking transports cause occupants to snap fire.

A unit's special rules (e.g. skyhammer) confers to attached to ICs.

Conjured FMCs declare whether in swooping/gliding mode when summoned.

Downgrading a D shot to a glance (serpent shield/ramshackle) results in one glancing hit of damage.

Blasts/flamers do indeed hit all levels.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:10:27


Post by: Punisher23


Choosing between swooping and gliding for summoned fmc just made the blood tithe that bit better for my kdk!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:11:21


Post by: Paradigm


 crazyK wrote:
Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


No more moving through walls now eh?


Honestly, it's always struck me as rather surprising people played like this... it's a wall. Common sense suggests you cannot walk through them, on account of them being all solid and that...

That grenade ruling is a bit of a kick for most flavours of Space Marines and oddly it's not something I've ever seen debated. I don't have a rulebook handy, but is this clearing up vague wording, or is it a complete change of the rule?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:11:28


Post by: Kriswall


Tons of nice clarifications and a couple of outright rules changes. Hopefully they'll issue corresponding Erratas to make the rules unambiguous in the first place.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:12:54


Post by: Mr Morden


 Kriswall wrote:
Tons of nice clarifications and a couple of outright rules changes. Hopefully they'll issue corresponding Erratas to make the rules unambiguous in the first place.


There is a page of actual errata at the end.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:15:45


Post by: Uriels_Flame


 Ratius wrote:
Q: Since a player automatically loses at the end of any game turn in which he has no models on the table, does a player taking a Detachment that requires him to start all his models in Reserve (such as the Ravenwing Strike Force with Flyers) automatically lose every game he plays?
A: A player who takes an army that consists entirely of units and/or Detachments which must be set up in Reserve, with no special rule that allows them to arrive in the first game turn, will automatically lose the game. We do not recommend choosing an army like this!



Love it.



Double love! That's good stuff right there.

 the_Armyman wrote:
41 pages of FAQs and everyone is celebrating?


Yes, we get that the old command were a bunch of turds, but please embrace the change and be better for it!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:16:29


Post by: Wilson


 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE



Ah SH....


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:16:32


Post by: rollawaythestone


I'm glad they beat the "pivot for more inches" thing to death.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:17:21


Post by: skarsol


 Paradigm wrote:
 crazyK wrote:
Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


No more moving through walls now eh?


Honestly, it's always struck me as rather surprising people played like this... it's a wall. Common sense suggests you cannot walk through them, on account of them being all solid and that...

That grenade ruling is a bit of a kick for most flavours of Space Marines and oddly it's not something I've ever seen debated. I don't have a rulebook handy, but is this clearing up vague wording, or is it a complete change of the rule?


From the BRB: Only one grenade (of any type) can be thrown by a unit per phase.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:18:30


Post by: Paradigm


skarsol wrote:
 Paradigm wrote:
 crazyK wrote:
Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


No more moving through walls now eh?


Honestly, it's always struck me as rather surprising people played like this... it's a wall. Common sense suggests you cannot walk through them, on account of them being all solid and that...

That grenade ruling is a bit of a kick for most flavours of Space Marines and oddly it's not something I've ever seen debated. I don't have a rulebook handy, but is this clearing up vague wording, or is it a complete change of the rule?


From the BRB: Only one grenade (of any type) can be thrown by a unit per phase.


Ah, I knew that was the case for shooting, though I thought I remembered it being 1 grenade per model in CC... maybe that changed with 7th, I still haven't bought that yet!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:18:39


Post by: angelofvengeance


Throne! Lots and lots of questions answered. Well done, GW!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:19:13


Post by: em_en_oh_pee


 Grimskul wrote:
Oh big one that a lot of people in YMDC argued about, preferred enemy no longer allows you to reroll 1's for get's hot for blast template weapons. Nor does re-rolling 1's to hit allow you re-roll scatter dice.


Well, just going to throw my Executioners in the trash now. Not like Guard had much going for them, but I loved my Plasma beasts... Thanks, GW.

And they said no special character upgrades in Formations, robbing me of Pask in my Steel Host. SIGH.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:20:25


Post by: Uriels_Flame


 em_en_oh_pee wrote:
 Grimskul wrote:
Oh big one that a lot of people in YMDC argued about, preferred enemy no longer allows you to reroll 1's for get's hot for blast template weapons. Nor does re-rolling 1's to hit allow you re-roll scatter dice.


Well, just going to throw my Executioners in the trash now. Not like Guard had much going for them, but I loved my Plasma beasts... Thanks, GW.

And they said no special character upgrades in Formations, robbing me of Pask in my Steel Host. SIGH.


Get on the forum and actually ask the question. Maybe you haven't lost anything... It's not like we haven't seen people playing actual rules wrong to begin with.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:20:50


Post by: skarsol


 Paradigm wrote:

Ah, I knew that was the case for shooting, though I thought I remembered it being 1 grenade per model in CC... maybe that changed with 7th, I still haven't bought that yet!


People likely read "A model can use such a grenade as a Melee weapon, but can only ever make one attack, regardless of the number of Attacks on its profile or any bonuses." and extrapolate that to "each model".


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:21:51


Post by: BrookM


 Paradigm wrote:
That grenade ruling is a bit of a kick for most flavours of Space Marines and oddly it's not something I've ever seen debated. I don't have a rulebook handy, but is this clearing up vague wording, or is it a complete change of the rule?
I just checked my rulebook and it is worded like that (page 180, top left). So this is very much something quite a lot of people have read over.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:22:36


Post by: em_en_oh_pee


 Uriels_Flame wrote:
 em_en_oh_pee wrote:
 Grimskul wrote:
Oh big one that a lot of people in YMDC argued about, preferred enemy no longer allows you to reroll 1's for get's hot for blast template weapons. Nor does re-rolling 1's to hit allow you re-roll scatter dice.


Well, just going to throw my Executioners in the trash now. Not like Guard had much going for them, but I loved my Plasma beasts... Thanks, GW.

And they said no special character upgrades in Formations, robbing me of Pask in my Steel Host. SIGH.


Get on the forum and actually ask the question. Maybe you haven't lost anything... It's not like we haven't seen people playing actual rules wrong to begin with.


I am going off the GW answers in the posted FAQS. So yea...


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:23:28


Post by: Mr Morden


skarsol wrote:
 Paradigm wrote:

Ah, I knew that was the case for shooting, though I thought I remembered it being 1 grenade per model in CC... maybe that changed with 7th, I still haven't bought that yet!


People likely read "A model can use such a grenade as a Melee weapon, but can only ever make one attack, regardless of the number of Attacks on its profile or any bonuses." and extrapolate that to "each model".


Yep - I think pretty much everyone did that

What the bet this thread quickly become the hottest thread on the forum ...........FAQs - just wow!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:24:38


Post by: angelofvengeance


Feels like Rountree is in service to Tzeentch... all this change lol


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:25:01


Post by: WrentheFaceless


 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE


This made my War Convo really sad


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:29:06


Post by: Wilson


 WrentheFaceless wrote:
 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE


This made my War Convo really sad



Yup & mine. Well, at least my 3 drop pods. Good job I Gotta bunker !


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:29:27


Post by: pretre


 WrentheFaceless wrote:
 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE


This made my War Convo really sad

This made everyone sad. Sharing transports was VERY common.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:30:04


Post by: blaktoof


 Kap'n Krump wrote:
Well, I'll be a runty squig. They actually made a FAQ.


A unit's special rules (e.g. skyhammer) confers to attached to ICs.





Q: If I’m using a special Detachment, such as the Nemesis Strike Force Detachment, and add Independent Characters from Battle Brother Factions (e.g. the Librarius Conclave), can they all still benefit from the first turn deployment and come in together?
A: No, the rules for Detachments and Formations only apply to models/units that are part of the Detachment or Formation.

Q: Do rules applying to ‘the unit’, such as those from Formation command benefits (e.g. the Skyhammer Annihilation Force), or unit-wide special rules such as Dunestrider from Codex: Skitarii apply to any attached Independent Characters?
A: No.


You might have misread that one there.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:31:15


Post by: skarsol


blaktoof wrote:


You might have misread that one there.



The image has different (wrong) answers. Thus the confusion.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:31:16


Post by: the_scotsman


 em_en_oh_pee wrote:
 Uriels_Flame wrote:
 em_en_oh_pee wrote:
 Grimskul wrote:
Oh big one that a lot of people in YMDC argued about, preferred enemy no longer allows you to reroll 1's for get's hot for blast template weapons. Nor does re-rolling 1's to hit allow you re-roll scatter dice.


Well, just going to throw my Executioners in the trash now. Not like Guard had much going for them, but I loved my Plasma beasts... Thanks, GW.

And they said no special character upgrades in Formations, robbing me of Pask in my Steel Host. SIGH.


Get on the forum and actually ask the question. Maybe you haven't lost anything... It's not like we haven't seen people playing actual rules wrong to begin with.


I am going off the GW answers in the posted FAQS. So yea...


Well, on the bright side, units with mixed factions do count as all the factions officially now, and that is a nice buff for the guard.

Don't like your crappy lascannon teams? field imperial fist devastators or super-grav servitors! Give them ignores cover with an attached guard IC!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:31:35


Post by: angelofvengeance


It's not in place yet folks. That's why it's called a 1st draft. If you want to call them out on something, ASK(or if you don't have FB,get one of your buddies to ask)


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:32:36


Post by: Kap'n Krump


blaktoof wrote:
 Kap'n Krump wrote:
Well, I'll be a runty squig. They actually made a FAQ.


A unit's special rules (e.g. skyhammer) confers to attached to ICs.





Q: If I’m using a special Detachment, such as the Nemesis Strike Force Detachment, and add Independent Characters from Battle Brother Factions (e.g. the Librarius Conclave), can they all still benefit from the first turn deployment and come in together?
A: No, the rules for Detachments and Formations only apply to models/units that are part of the Detachment or Formation.

Q: Do rules applying to ‘the unit’, such as those from Formation command benefits (e.g. the Skyhammer Annihilation Force), or unit-wide special rules such as Dunestrider from Codex: Skitarii apply to any attached Independent Characters?
A: No.


You might have misread that one there.



Independent character page, 3rd entry from the top, says yes, you can, and specifically references skyhammer. Though it is a draft, and I did see some typos, maybe some stuff is contradictory.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:32:53


Post by: skarsol


 angelofvengeance wrote:
It's not in place yet folks. That's why it's called a 1st draft. If you want to call them out on something, ASK(or if you don't have FB,get one of your buddies to ask)


It's a first draft for clarity, not a first draft for the actual ruling. They want to know "do you understand what we have written" not "do you think we got this right".


Automatically Appended Next Post:
 Kap'n Krump wrote:

Independent character page, 3rd entry from the top, says yes, you can, and specifically references skyhammer. Though it is a draft, and I did see some typos, maybe some stuff is contradictory.


They've stated the image is wrong. Read the text caption.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:33:27


Post by: 997Turbo


So can you cast the same power multiple times from one unit with multiple IC or not? There seem to be two separate rulings...one under "Psychic Phase" and one under "Independent Characters"

Perhaps I am reading something wrong....


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:34:24


Post by: skarsol


 997Turbo wrote:
So can you cast the same power multiple times from one unit with multiple IC or not? There seem to be two separate rulings...one under "Psychic Phase" and one under "Independent Characters"

Perhaps I am reading something wrong....


The IC page image is wrong. *echo* *echo*


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:34:30


Post by: Vankraken


 pretre wrote:
 WrentheFaceless wrote:
 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE


This made my War Convo really sad

This made everyone sad. Sharing transports was VERY common.


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:34:37


Post by: Runic


Can't but raise my hat to GW. They have truly looked at the feedback and worked to resolve it.

Now I'm just waiting for the updated rulebook.

Times are a changing. GW is back. For the Wolftime.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:36:25


Post by: blaktoof


 Kap'n Krump wrote:
blaktoof wrote:
 Kap'n Krump wrote:
Well, I'll be a runty squig. They actually made a FAQ.


A unit's special rules (e.g. skyhammer) confers to attached to ICs.





Q: If I’m using a special Detachment, such as the Nemesis Strike Force Detachment, and add Independent Characters from Battle Brother Factions (e.g. the Librarius Conclave), can they all still benefit from the first turn deployment and come in together?
A: No, the rules for Detachments and Formations only apply to models/units that are part of the Detachment or Formation.

Q: Do rules applying to ‘the unit’, such as those from Formation command benefits (e.g. the Skyhammer Annihilation Force), or unit-wide special rules such as Dunestrider from Codex: Skitarii apply to any attached Independent Characters?
A: No.


You might have misread that one there.



Independent character page, 3rd entry from the top, says yes, you can, and specifically references skyhammer. Though it is a draft, and I did see some typos, maybe some stuff is contradictory.


Your right, my apologies.
under their comments edit is this:

The last couple of questions on the image here are a glitch. Unfortunately, Facebook won't let us update it, so please go off this text, rather than the image:


Which makes it confusing, but the text is right and image is wrong


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:37:36


Post by: Desubot


Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.





Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:38:37


Post by: blaktoof


 Desubot wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.





AKA, drop pod sales have finally bottomed out


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:40:26


Post by: timetowaste85


Only reason I'm not happy about the D-thirsted ruling is because the D-thirsted suffers from it, and Imperial Knights don't. If they solidified one way or the other, I'd be perfectly content. Glad to see my Blade of Blood/Axe of Khorne combo daemons are awesome though!!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:45:44


Post by: cosmicsoybean


The amount of questions that are very clearly explained in the rulebook is kind of sad.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:47:47


Post by: Pythius Primus


 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:48:30


Post by: pretre


 cosmicsoybean wrote:
The amount of questions that are very clearly explained in the rulebook is kind of sad.

You must be new here...


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:49:30


Post by: Ghaz


Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:50:48


Post by: Experiment 626


Sucks big time about multiple IC Psykers/Brotherhood of Psyker units still only being allowed to attempt the same Witchfire power once per phase...

So Tzeentch Daemons (especially Pinkies led by Tzheralds) are still ridiculously nerfed for no god damned reason.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:51:12


Post by: VeteranNoob


Wonder what the codexes(?) will look like.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:52:17


Post by: angelofvengeance


 cosmicsoybean wrote:
The amount of questions that are very clearly explained in the rulebook is kind of sad.


True, but it can't hurt to be doubly clear. Not everyone interprets things the same way you would.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:52:21


Post by: Experiment 626


 VeteranNoob wrote:
Wonder what the codexes(?) will look like.

Codex Chaos Space Marines: just stop playing guys, we're sorry, but you suck too much at this point to be fixed!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:53:13


Post by: angelofvengeance


 VeteranNoob wrote:
Wonder what the codexes(?) will look like.


I'm hoping Dark Eldar will see some buffs. Was very disappointed at the tiny amount of wargear options available for the Archon.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:55:55


Post by: BlaxicanX


My group has been playing the grenade rules wrong this whole time then- this is great news for me because it increases the survivability of MC's and walkers by quite a bit.

Like, an armored sentinel goes from getting destroyed by a 10-man marine squad in two turns to tarpitting them for the entire game, statistically.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:56:25


Post by: Pythius Primus


 Ghaz wrote:
Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


I'm looking for it, but I don't see it. It only see:

Allies wrote:
You can include models from any number of different Factions in the same army if you wish. Irrespective of the method you use to choose your army, this section tells you how models from different Factions fight alongside each other.


Levels of Alliance wrote:
To represent this, we have several categories of alliance, each of which imposes certain effects on the game. The Allies Matrix below shows the levels of alliance between units that have different Factions in the same army.


The allies rules seem, based on what I quoted, to only refer to how different Factions interact, not multiple detachments of the same Faction.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 18:57:34


Post by: Cleatus


Q: I have a question regarding unit special rules that affect all or some units within a certain range of a model or unit. How do these interact with units inside Transports, and what happens if the unit with the rule is inside a Transport?
A: When a unit embarks on a vehicle it is taken off the battlefield and does not interact with anything on the battlefield. However, certain rules may create exceptions to this rule, with the most obvious examples being Fire Points and psychic powers and Transports. If a unit’s rules are meant to apply even when embarked on a Transport, they will specify this.


So... if a unit is inside of a transport, and it doesn't interact with anything on the battlefield, does that mean that units inside of transports can't control objectives? Particularly in regards to obj sec units inside non-obj sec transports? This question has come up several times in YMDC, and has been pretty much been beaten into the ground. Yes, I realize the question above isn't talking about objectives, but the answer is very general and could be interpreted in different ways.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:00:14


Post by: JimOnMars


I feel like a guardsman, who, after a long siege of Tyranids can finally at least see the last wave of bugs.

Hallelujah! 40k might just turn into a clean game after all.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:01:00


Post by: Ghaz


Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


I'm looking for it, but I don't see it.

Seriously? Look at the Allies chart and cross reference the same faction with the same faction. What symbol do you see and what does it mean?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:01:15


Post by: Veteran Sergeant


 pretre wrote:
 WrentheFaceless wrote:
 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE


This made my War Convo really sad

This made everyone sad. Sharing transports was VERY common.

Doesn't make me sad.

From a purely narrative aspect, the Drop Pods were always supposed to be a Space Marine thing. it's like boarding torpedoes. A method of troop insertion so violent and so insane you'd have to be crazy (and biologically engineered) to do it.

Having other factions suddenly hijacking Space Marine drop pods was silly.

Feel bad for the people who bought the models they can't use, but they were always breaking the game immersion by exploiting a rule oversight. That said, maybe there will be some cheap drop pods on Ebay soon. Always an upside to everything.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:02:13


Post by: Pythius Primus


 Ghaz wrote:
Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


I'm looking for it, but I don't see it.

Seriously? Look at the Allies chart and cross reference the same faction with the same faction. What symbol do you see and what does it mean?


It means nothing (except in the case of Forces of the Imperium where the symbol is shorthand for several different factions) because it only tells you how different Factions interact, as the preceding paragraphs state.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:02:51


Post by: pretre


 Veteran Sergeant wrote:
Doesn't make me sad.

From a purely narrative aspect, the Drop Pods were always supposed to be a Space Marine thing. it's like boarding torpedoes. A method of troop insertion so violent and so insane you'd have to be crazy (and biologically engineered) to do it.

Having other factions suddenly hijacking Space Marine drop pods was silly.

Feel bad for the people who bought the models they can't use, but they were always breaking the game immersion by exploiting a rule oversight. That said, maybe there will be some cheap drop pods on Ebay soon. Always an upside to everything.

Except there were rules for it in previous editions. Sisters used to have drop pods and I'm sure there are other examples.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:03:48


Post by: Veteran Sergeant


 Ghaz wrote:
Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


I'm looking for it, but I don't see it.

Seriously? Look at the Allies chart and cross reference the same faction with the same faction. What symbol do you see and what does it mean?
But same-faction detachments aren't allies to begin with. You're over-reading the intent of the chart. The allies chart works like that for the instances where the same book can have multiple factions in it (Space Marines, Eldar, Tau, etc) through their supplements or Successor rules.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:04:06


Post by: Skullhammer


Well thats my dark eldar screwed. Av10 open topped wasnt enough now i cant even shoot straight. Otherwise not a bad collection.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:05:51


Post by: Ghaz


Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


I'm looking for it, but I don't see it.

Seriously? Look at the Allies chart and cross reference the same faction with the same faction. What symbol do you see and what does it mean?


It means nothing (except in the case of Forces of the Imperium where the symbol is shorthand for several different factions) because it only tells you how different Factions interact, as the preceding paragraphs state.

So you just hand-wave away something that proves you're wrong. Yeah, I think we're done here.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:06:10


Post by: frankr


 Cleatus wrote:
Q: I have a question regarding unit special rules that affect all or some units within a certain range of a model or unit. How do these interact with units inside Transports, and what happens if the unit with the rule is inside a Transport?
A: When a unit embarks on a vehicle it is taken off the battlefield and does not interact with anything on the battlefield. However, certain rules may create exceptions to this rule, with the most obvious examples being Fire Points and psychic powers and Transports. If a unit’s rules are meant to apply even when embarked on a Transport, they will specify this.


So... if a unit is inside of a transport, and it doesn't interact with anything on the battlefield, does that mean that units inside of transports can't control objectives? Particularly in regards to obj sec units inside non-obj sec transports? This question has come up several times in YMDC, and has been pretty much been beaten into the ground. Yes, I realize the question above isn't talking about objectives, but the answer is very general and could be interpreted in different ways.


Go to the facebook page and ask them (on the relivent image).


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:06:40


Post by: Pythius Primus


 Ghaz wrote:
Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


I'm looking for it, but I don't see it.

Seriously? Look at the Allies chart and cross reference the same faction with the same faction. What symbol do you see and what does it mean?


It means nothing (except in the case of Forces of the Imperium where the symbol is shorthand for several different factions) because it only tells you how different Factions interact, as the preceding paragraphs state.

So you just hand-wave away something that proves you're wrong. Yeah, I think we're done here.


I quoted from the rules that said it only applies to how different Factions in the army work. I'm not handwaving, I literally quoted two paragraphs from the book.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:08:00


Post by: rollawaythestone


I'm very happy with the majority of these changes. It seems repeatedly across the FAQ, they sided with the ruling that reduced the power-level of rules combinations (e.g., no formation benefits for IC's), went with the more restrictive ruling (e.g., can only cast number of powers equal to mastery level), or added additional penalties to exisiting abilities (e.g., jinking forces passengers to snap shot). I think this is good for the health of the game, where the ridiculous combinatorics of their release schedule has forced the power creep to insane levels.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:08:18


Post by: Wilson


Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Ghaz wrote:
Pythius Primus wrote:
 Vankraken wrote:


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


You're confused. Same faction detachments aren't battle brothers, they're the same faction.

The Allies chart (pg 126, main rulebook) disagrees with you.


I'm looking for it, but I don't see it.

Seriously? Look at the Allies chart and cross reference the same faction with the same faction. What symbol do you see and what does it mean?


It means nothing (except in the case of Forces of the Imperium where the symbol is shorthand for several different factions) because it only tells you how different Factions interact, as the preceding paragraphs state.

So you just hand-wave away something that proves you're wrong. Yeah, I think we're done here.


I quoted from the rules that said it only applies to how different Factions in the army work. I'm not handwaving, I literally quoted two paragraphs from the book.


Lol, #denial


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:08:30


Post by: Ghaz


And I quoted where it says their Battle Brothers and you chose to ignore it. Case closed.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:09:48


Post by: Vector Strike


FMCs cannot vector strike if they jinked... that's nice!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:09:59


Post by: Pythius Primus


 Ghaz wrote:
And I quoted where it says their Battle Brothers and you chose to ignore it. Case closed.


I respectfully disagree based on my reading of the text preceding the allies matrix, which I quoted above, but I concede the point to you.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:12:48


Post by: Runic


The BB transport change is the best of them all. Was dumb to beginwith.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:12:55


Post by: Veteran Sergeant


 Ghaz wrote:
And I quoted where it says their Battle Brothers and you chose to ignore it. Case closed.
Instead of being snotty, why not submit this as an FAQ question.

it's painfully obvious that your point is based entirely on how you interpret a picture, and not based on language from the book. The picture is worth a thousand words. Ask them for a few words so you can figure out which thousand they are.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:14:44


Post by: Mymearan


 Vankraken wrote:
 pretre wrote:
 WrentheFaceless wrote:
 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE


This made my War Convo really sad

This made everyone sad. Sharing transports was VERY common.


Not only that but every vehicle formation like the land raider formation or blitz brigade formation can't have passengers inside on turn 1 because same faction detachments are battle brothers with each other. I hope I'm wrong on this because if not GW made a horrible rules decision.


ASK about it, it's a draft, they may not have thought about that specific case.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:17:12


Post by: Mr Morden


 pretre wrote:
 Veteran Sergeant wrote:
Doesn't make me sad.

From a purely narrative aspect, the Drop Pods were always supposed to be a Space Marine thing. it's like boarding torpedoes. A method of troop insertion so violent and so insane you'd have to be crazy (and biologically engineered) to do it.

Having other factions suddenly hijacking Space Marine drop pods was silly.


Bit like all those brand new and stupid looking Space Marine flyers and Centurions and.........now that WAS silly.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:21:51


Post by: kronk


Q: I have a question about pivoting and moving a vehicle. When is the distance that a vehicle can move measured – before it pivots for the first time or after it pivots for the first time? Some vehicles may be able to gain an extra inch or two by pivoting, then measuring, then moving.
A: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.



Thank you, thank you, thank you! Also, Thank you! I hate that gak!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:25:03


Post by: Uriels_Flame


If all of these dreams and wishes come true, and we actually get to play 2016 style 40k - do we need another 7.5 update?



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:28:19


Post by: Ghaz


 Veteran Sergeant wrote:
 Ghaz wrote:
And I quoted where it says their Battle Brothers and you chose to ignore it. Case closed.
Instead of being snotty, why not submit this as an FAQ question.

it's painfully obvious that your point is based entirely on how you interpret a picture, and not based on language from the book. The picture is worth a thousand words. Ask them for a few words so you can figure out which thousand they are.

First of all, I wasn't being 'snotty' thank you. He is clearly ignoring where it states they are Battle Brothers and I'm not going to drag this thread off topic. Hence 'case closed'. If he wants to open a thread in the appropriate forum, he's more than welcome to. Secondly, I have already posted asking for a clarification on GW's Facebook page.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:29:04


Post by: JimOnMars


 kronk wrote:
Q: I have a question about pivoting and moving a vehicle. When is the distance that a vehicle can move measured – before it pivots for the first time or after it pivots for the first time? Some vehicles may be able to gain an extra inch or two by pivoting, then measuring, then moving.
A: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.



Thank you, thank you, thank you! Also, Thank you! I hate that gak!
Agreed. But this means if your vehicle does ANY pivoting, it cannot move it's full movement, as measured from center to center, unless it pivots twice and these cancel each other out.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:30:15


Post by: VeteranNoob


Experiment 626 wrote:
 VeteranNoob wrote:
Wonder what the codexes(?) will look like.

Codex Chaos Space Marines: just stop playing guys, we're sorry, but you suck too much at this point to be fixed!


HA! Maybe we'll be surprised yet.
@angelofveng - They are indeed due. Saw them so often at codex release then shifted to bikes and sadly don't see them often.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:34:25


Post by: insaniak


 BlaxicanX wrote:
My group has been playing the grenade rules wrong this whole time then- this is great news for me because it increases the survivability of MC's and walkers by quite a bit.

Like, an armored sentinel goes from getting destroyed by a 10-man marine squad in two turns to tarpitting them for the entire game, statistically.


You weren't playing it wrong until just now. It's a very clear rules change.


 kronk wrote:
Q: I have a question about pivoting and moving a vehicle. When is the distance that a vehicle can move measured – before it pivots for the first time or after it pivots for the first time? Some vehicles may be able to gain an extra inch or two by pivoting, then measuring, then moving.
A: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.



Thank you, thank you, thank you! Also, Thank you! I hate that gak!

This means that a rhino doing a 180 before it moves has already moved 4 inches or so before it even moves... While I get that people dislike the 'pivot trick' that has been a part of the rules since 3rd edition, I'm not sure that this is a best solution for it.



In other news, 'Within' only means 'completely within' if it explicitly says so... but the void shield only applies to units completely within range, because... reasons, or something.


They've only indirectly clarified the 'psyker unit' issue, by pointing out that a ML2 and a ML1 character in the same unit generate 3 Warp Charges... a clearer response on that issue would have been nice.


And they've clarified that, no, really, Shrike can't join non-infiltrating units during deployment, the scallywag!



There's a lot of good in there, but also the usual scattering of questions that really didn't need to be answered (a pistol and a CCW grants 1 bonus attack? Say it isn't so!) and rulings seemingly made off the cuff without actually looking at the rules - If you're going to deliberately change a rule in an FAQ, it's best to be really clear that this is what you are doing, to avoid creating further confusion.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:37:23


Post by: timetowaste85


Left a FB post in the appropriate image asking for them to decide one way or another for the colossal keyword. Either the Bloodthirster's way or the Kinght's way. Not hamstringing the 'thirster and benefitting the knight. One or the other. Not two different ways. Other than that...quite satisfied overall.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:38:47


Post by: Veteran Sergeant


 Mr Morden wrote:
 Veteran Sergeant wrote:
Doesn't make me sad.

From a purely narrative aspect, the Drop Pods were always supposed to be a Space Marine thing. it's like boarding torpedoes. A method of troop insertion so violent and so insane you'd have to be crazy (and biologically engineered) to do it.

Having other factions suddenly hijacking Space Marine drop pods was silly.


Bit like all those brand new and stupid looking Space Marine flyers and Centurions and.........now that WAS silly.

I was one of the first people to express my profound and undying hatred of Centurions, and I've never been a fan of the Stormchicken or Stormturkey.

Games Workshop has had a lot of misses in the last four or five years. The drop pod fix just happens to be one of the hits.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:39:01


Post by: skarsol


 insaniak wrote:
 BlaxicanX wrote:
My group has been playing the grenade rules wrong this whole time then- this is great news for me because it increases the survivability of MC's and walkers by quite a bit.

Like, an armored sentinel goes from getting destroyed by a 10-man marine squad in two turns to tarpitting them for the entire game, statistically.


You weren't playing it wrong until just now. It's a very clear rules change.


Really? BRB looks like it says one grenade per unit per phase.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:39:26


Post by: davou


The walls think is kinda disappointing, Considering books have said you could move through walls specifically.

http://imgur.com/BSAOU70


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:39:36


Post by: BrookM


 insaniak wrote:
 BlaxicanX wrote:
My group has been playing the grenade rules wrong this whole time then- this is great news for me because it increases the survivability of MC's and walkers by quite a bit.

Like, an armored sentinel goes from getting destroyed by a 10-man marine squad in two turns to tarpitting them for the entire game, statistically.


You weren't playing it wrong until just now. It's a very clear rules change.
Actually, it was always like that in the main rulebook. We also played it wrong and have like many others, either misread it or glossed over the bit that explicitly states that it applies to each phase and not just shooting.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:40:13


Post by: davou


skarsol wrote:
 insaniak wrote:
 BlaxicanX wrote:
My group has been playing the grenade rules wrong this whole time then- this is great news for me because it increases the survivability of MC's and walkers by quite a bit.

Like, an armored sentinel goes from getting destroyed by a 10-man marine squad in two turns to tarpitting them for the entire game, statistically.


You weren't playing it wrong until just now. It's a very clear rules change.


Really? BRB looks like it says one grenade per unit per phase.

Does it not say one thrown grenade?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:40:39


Post by: Veteran Sergeant


 Ghaz wrote:
 Veteran Sergeant wrote:
 Ghaz wrote:
And I quoted where it says their Battle Brothers and you chose to ignore it. Case closed.
Instead of being snotty, why not submit this as an FAQ question.

it's painfully obvious that your point is based entirely on how you interpret a picture, and not based on language from the book. The picture is worth a thousand words. Ask them for a few words so you can figure out which thousand they are.

First of all, I wasn't being 'snotty' thank you.

Very often, that guy doesn't realize he was being that guy.

You were being that guy, and it was very clear.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:41:00


Post by: Vector Strike


 kronk wrote:
Q: I have a question about pivoting and moving a vehicle. When is the distance that a vehicle can move measured – before it pivots for the first time or after it pivots for the first time? Some vehicles may be able to gain an extra inch or two by pivoting, then measuring, then moving.
A: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.



Thank you, thank you, thank you! Also, Thank you! I hate that gak!


They ruled it as well for biokes, cavalry and other long base models.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:42:03


Post by: Uriels_Flame


Clearing house has to start somewhere. Be glad for the change and maybe more good things are to come!

SM will always be their bread and butter - lets just move along to 40k+1 year


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:42:51


Post by: insaniak


skarsol wrote:

Really? BRB looks like it says one grenade per unit per phase.

The rulebook says one grenade thrown per phase. You don't throw grenades in the assault phase.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:44:37


Post by: skarsol


 davou wrote:
skarsol wrote:
 insaniak wrote:
 BlaxicanX wrote:
My group has been playing the grenade rules wrong this whole time then- this is great news for me because it increases the survivability of MC's and walkers by quite a bit.

Like, an armored sentinel goes from getting destroyed by a 10-man marine squad in two turns to tarpitting them for the entire game, statistically.


You weren't playing it wrong until just now. It's a very clear rules change.


Really? BRB looks like it says one grenade per unit per phase.

Does it not say one thrown grenade?

It's vague, but that doesn't mean it's a "clear rules change".
"Some grenades can be used to make shooting attacks or attacks in the Fight sub-phase, albeit to different effect. Only one grenade (of any type) can be thrown by a unit per phase."


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:45:03


Post by: Runic


You take a Rhino. You extend the measuring tape to 6". You move the Rhino so no part of it is further than 6" from where it left.

Really simple to me atleast.

Regarding Knight weapons, it's quite clear. Thunderstrike Gauntlet says "fighting with this weapon" and not "equipped with this weapon" which is another thing entirely.

Therefore the Knight doesn't suffer constant I1 for having a Thunderstrike Gauntlet, only when it is fighting with the weapon. Quite clear.

Folks should remember it's a draft aswell.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:45:23


Post by: Wilson


 insaniak wrote:
skarsol wrote:

Really? BRB looks like it says one grenade per unit per phase.

The rulebook says one grenade thrown per phase. You don't throw grenades in the assault phase.


No. You roll them.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:45:26


Post by: skarsol


 insaniak wrote:
skarsol wrote:

Really? BRB looks like it says one grenade per unit per phase.

The rulebook says one grenade thrown per phase. You don't throw grenades in the assault phase.


What do you do in assault? Knock them over the head with it?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:46:00


Post by: Desubot


 insaniak wrote:
skarsol wrote:

Really? BRB looks like it says one grenade per unit per phase.

The rulebook says one grenade thrown per phase. You don't throw grenades in the assault phase.


What do you ask the opponent to hold the grenade nicely? (you actually kinda have to throw grenades otherwise they blow up in your hand )

but really yeah its an odd wording that should of just been changed to one grenade used per phase.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:49:03


Post by: Red Corsair


 JimOnMars wrote:
 kronk wrote:
Q: I have a question about pivoting and moving a vehicle. When is the distance that a vehicle can move measured – before it pivots for the first time or after it pivots for the first time? Some vehicles may be able to gain an extra inch or two by pivoting, then measuring, then moving.
A: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.



Thank you, thank you, thank you! Also, Thank you! I hate that gak!
Agreed. But this means if your vehicle does ANY pivoting, it cannot move it's full movement, as measured from center to center, unless it pivots twice and these cancel each other out.


Read it again, it only says that the vehicle cannot end it's move further then it's initial position, says nothing about measuring from the EXACT same point on the model. So you can still pivot, but your final position cannot take part of the hull further away then is legal based on where it began.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:49:08


Post by: Ghaz


 Veteran Sergeant wrote:
 Ghaz wrote:
 Veteran Sergeant wrote:
 Ghaz wrote:
And I quoted where it says their Battle Brothers and you chose to ignore it. Case closed.
Instead of being snotty, why not submit this as an FAQ question.

it's painfully obvious that your point is based entirely on how you interpret a picture, and not based on language from the book. The picture is worth a thousand words. Ask them for a few words so you can figure out which thousand they are.

First of all, I wasn't being 'snotty' thank you.

Very often, that guy doesn't realize he was being that guy.

You were being that guy, and it was very clear.

And if you have a problem with somebody's post, there is an 'Alert Moderator' button. Its not your place to be a moderator.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:51:55


Post by: Veteran Sergeant


skarsol wrote:
 davou wrote:
skarsol wrote:
 insaniak wrote:
 BlaxicanX wrote:
My group has been playing the grenade rules wrong this whole time then- this is great news for me because it increases the survivability of MC's and walkers by quite a bit.

Like, an armored sentinel goes from getting destroyed by a 10-man marine squad in two turns to tarpitting them for the entire game, statistically.


You weren't playing it wrong until just now. It's a very clear rules change.


Really? BRB looks like it says one grenade per unit per phase.

Does it not say one thrown grenade?

It's vague, but that doesn't mean it's a "clear rules change".
"Some grenades can be used to make shooting attacks or attacks in the Fight sub-phase, albeit to different effect. Only one grenade (of any type) can be thrown by a unit per phase."

The wording here definitely implies that grenades are "thrown" regardless of what phase they are used in. Since "throwing" isn't a game mechanic, it's left to the players to understand that it's just the distance they are being thrown (at an enemy at shooting range vs an enemy at assault range) that changes.

It's a good clarification, but I'd have to agree that the rules were always specifically saying one grenade per phase, period, and that people were misinterpreting what "thrown" meant and assuming it referred to only shooting attacks. But there's really no justification for that belief in the text.


Automatically Appended Next Post:
 Ghaz wrote:
 Veteran Sergeant wrote:
 Ghaz wrote:
 Veteran Sergeant wrote:
 Ghaz wrote:
And I quoted where it says their Battle Brothers and you chose to ignore it. Case closed.
Instead of being snotty, why not submit this as an FAQ question.

it's painfully obvious that your point is based entirely on how you interpret a picture, and not based on language from the book. The picture is worth a thousand words. Ask them for a few words so you can figure out which thousand they are.

First of all, I wasn't being 'snotty' thank you.

Very often, that guy doesn't realize he was being that guy.

You were being that guy, and it was very clear.

And if you have a problem with somebody's post, there is an 'Alert Moderator' button. Its not your place to be a moderator.

I'm not trying to get you in trouble. I'm trying to get you to self-correct your behavior so it isn't necessary to call a moderator. We're adults here. We should be able to act like them without tattling to the forum mommy and daddy.

Now stop pouting and be polite to other posters.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:54:47


Post by: Red Corsair


Super happy with the FAQ so far.

Conclave took a big hit, sure you can channel to manifest on a 2+, but now that level 2 psycher (3 if tygels) can only manifest 2 powers total. So your in the end successfully casting about the same number as if you had just let them all cast powers, except they will probably have more successes which is a buff.

Really weird decision letting single MC/GMC multi assault.

Huge nerfs to grenades as well. So much to digest.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:56:35


Post by: Vector Strike


woha, they killed the Canoptek Harvest debate about 1 or more spyders. It's only 1 model.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 19:59:25


Post by: insaniak


 Red Corsair wrote:

Read it again, it only says that the vehicle cannot end it's move further then it's initial position, says nothing about measuring from the EXACT same point on the model. So you can still pivot, but your final position cannot take part of the hull further away then is legal based on where it began.

Which was the whole point - If your rhino pivots 180 degress, either end of the rhino has moved around 4" from where it started before the rhino even starts actually moving.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:00:22


Post by: Ghaz


 Vector Strike wrote:
woha, they killed the Canoptek Harvest debate about 1 or more spyders. It's only 1 model.

Yes. I'm glad they answered the one question I was allowed to ask


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:01:12


Post by: Frozocrone


Some of these are big. At least the Void Shield/Green Tide thing was nerfed even if I play Orks.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:01:17


Post by: insaniak


 Veteran Sergeant wrote:
I'm not trying to get you in trouble. I'm trying to get you to self-correct your behavior so it isn't necessary to call a moderator. We're adults here. We should be able to act like them without tattling to the forum mommy and daddy.

So, instead of a mod being able to sort it out and everyone move on, we have half a page of off-topic nonsense because you wanted to play moderator. Seriously, both of you drop it and move on.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:02:00


Post by: JimOnMars


 Red Corsair wrote:
 JimOnMars wrote:
 kronk wrote:
Q: I have a question about pivoting and moving a vehicle. When is the distance that a vehicle can move measured – before it pivots for the first time or after it pivots for the first time? Some vehicles may be able to gain an extra inch or two by pivoting, then measuring, then moving.
A: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.



Thank you, thank you, thank you! Also, Thank you! I hate that gak!
Agreed. But this means if your vehicle does ANY pivoting, it cannot move it's full movement, as measured from center to center, unless it pivots twice and these cancel each other out.


Read it again, it only says that the vehicle cannot end it's move further then it's initial position, says nothing about measuring from the EXACT same point on the model. So you can still pivot, but your final position cannot take part of the hull further away then is legal based on where it began.
"... no part of the model (or its base) can finish...where it started" The "it" in the quote is the part of the model, not the model. So if you turn your 12" movement vehicle around, it probably can only move 6 mor inches or so, as some part of the model may then have moved more than 12 inches from it's (model part) starting point. Is this what you are saying?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:03:57


Post by: ShaneTB


If the rumour of a V2 rulebook print in September is true we can expect all of these to be clarified in it.

Actually, that makes perfect sense as to the timing of the FAQ session too.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:05:22


Post by: skarsol


Nod, they get a few months of page views on their FB page doing 1 FAQ per week, then make $40/person off an updated rulebook. Sounds reasonable.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:05:57


Post by: Zach


As someone who has no love for space marines and their drop pod silliness, the battlebrothers/transport ruling made me smile.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:06:04


Post by: Kap'n Krump


Wow, I can't believe the grenade ruling.

That being said, the rules do kind of imply that as written.

"Only one grenade (of any type) can be thrown by a unit per phase." Not shooting phase, any phase.

Then it goes on to say "A (as in, singular) model can use such a grenade as a melee weapon".

So..............tankbustas are sad now. Though, if I'm being perfectly honest, getting bunches of melta bomb attacks in CC was a little silly for a 13 ppm.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:07:54


Post by: Orock


HAHA, thanks for nerfing kustom force field on a battlewagon. Hit by a flamer? the vehicle gets a save, everyone else eats the no escape wounds. just plain stupid


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:08:17


Post by: StarHunter25


I love how everyone went straight to drop pods on the BBC transport bit. NO MORE D-DCYTHE WWP RAIDERS!! TAKE THAT YAKNIFE-EARED GITS!!!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:09:16


Post by: Lusiphur


What do you do in assault? Knock them over the head with it?


In CC you don't use them against infantry, so no you don't walk up and ask them to hold it.

However against vehicles (And sure, even large MCs) think of it like the Sticky Bombs in Saving Private Ryan used on the tank.

Run up to the tank, stick it to a place the MC or tankers can't reach/see/notice and run away.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:09:21


Post by: Hunam0001


 Kap'n Krump wrote:
Wow, I can't believe the grenade ruling.

That being said, the rules do kind of imply that as written.

"Only one grenade (of any type) can be thrown by a unit per phase." Not shooting phase, any phase.

Then it goes on to say "A (as in, singular) model can use such a grenade as a melee weapon".

So..............tankbustas are sad now. Though, if I'm being perfectly honest, getting bunches of melta bomb attacks in CC was a little silly for a 13 ppm.


Also, Tankhammers make sense now.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:10:04


Post by: Frozocrone


Also wow, Flyrants gained Deep Strike. Null deployment Tyranids are a go, lol


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:11:00


Post by: agnosto


skarsol wrote:
Nod, they get a few months of page views on their FB page doing 1 FAQ per week, then make $40/person off an updated rulebook. Sounds reasonable.


$40? My, aren't you being optimistic?


Not bad overall. Some eyebrow raising moves but not terrible.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:14:01


Post by: Red Corsair


 insaniak wrote:
 Red Corsair wrote:

Read it again, it only says that the vehicle cannot end it's move further then it's initial position, says nothing about measuring from the EXACT same point on the model. So you can still pivot, but your final position cannot take part of the hull further away then is legal based on where it began.

Which was the whole point - If your rhino pivots 180 degress, either end of the rhino has moved around 4" from where it started before the rhino even starts actually moving.


Your still not digesting it how I am, you don't make note of specific parts of the hull, but merely where the hull began it's move, so a 180 rotation would leave it's hull in the same starting position. So it could move 6" at combat speed. The implication is moving 90%, in which case the rotation nets you ~1" so you could then move left or right 5" combat or 11" cruising, unless you end in the same position, in which case you could move a further 1". The hole point of the answer was framed to prevent the gaining of movement from rotation.

I read it the same as you the first 3 times, but after further reading that was what I concluded since it never states what part of the hull cannot have moved further. So you can translate the hull to be a silhouette.


Automatically Appended Next Post:
Basically treat it like your deploying the same model within 6"-12" of any point of the original and stop looking at it like your making note of specific corners in relation to the starting position.

At any rate I am sure this was the intent, and folks should post on that question to get a clearer definition either way.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:19:16


Post by: insaniak


 Red Corsair wrote:

Your still not digesting it how I am, you don't make note of specific parts of the hull, ...

Yes, you do.

"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it started..."

So if the front of your rhino winds up more than 6" from where it started the movement phase, you have moved more than 6".


What you describe is quite possibly what they were going for, but it's not what it actually says.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:19:58


Post by: Sarigar


StarHunter25 wrote:
I love how everyone went straight to drop pods on the BBC transport bit. NO MORE D-DCYTHE WWP RAIDERS!! TAKE THAT USA YANG KNIFE-EARED GITS!!!


Did the 7th edition DE codex allow 11+ models to go into a Raider? Wraithguard are Bulky (5 Wraithguard took 10 slots inside the Raider).

But, it does stop Wraithguard inside a Wave Serpent and having a DE Archon get inside of the Wave Serpent (which holds up to 12 models).


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:23:23


Post by: Ghaz


 Sarigar wrote:
Did the 7th edition DE codex allow 11+ models to go into a Raider?

No. Transport capacity in 10 models.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:23:49


Post by: blaktoof


 Sarigar wrote:
StarHunter25 wrote:
I love how everyone went straight to drop pods on the BBC transport bit. NO MORE D-DCYTHE WWP RAIDERS!! TAKE THAT USA YANG KNIFE-EARED GITS!!!


Did the 7th edition DE codex allow 11+ models to go into a Raider? Wraithguard are Bulky (5 Wraithguard took 10 slots inside the Raider).

But, it does stop Wraithguard inside a Wave Serpent and having a DE Archon get inside of the Wave Serpent (which holds up to 12 models).


Nope, raiders were always 10. Some people who play wraithguard forget they are bulky. 5 wraithguard + IC with wwp in raider was never legal.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:24:01


Post by: harkequin


 insaniak wrote:
 Red Corsair wrote:

Your still not digesting it how I am, you don't make note of specific parts of the hull, ...

Yes, you do.

"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it started..."

So if the front of your rhino winds up more than 6" from where it started the movement phase, you have moved more than 6".


What you describe is quite possibly what they were going for, but it's not what it actually says.


I think ye are arguing over the ambiguous "it"

"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it ( the part) started..."
"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it ( the model) started..."


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:24:49


Post by: Kap'n Krump


 Orock wrote:
HAHA, thanks for nerfing kustom force field on a battlewagon. Hit by a flamer? the vehicle gets a save, everyone else eats the no escape wounds. just plain stupid


That has always been the case, the ork codex clearly says that embarked KFFs affect the vehicle only. As little sense as that makes, that has always been the rule.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:25:20


Post by: Sarigar


 Ghaz wrote:
 Sarigar wrote:
Did the 7th edition DE codex allow 11+ models to go into a Raider?

No. Transport capacity in 10 models.


Yeah, I know. I've run into folks who would try to play Wraithguard+Archon in a Raider. Got a few sad faces once they explained how it did not work.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:26:53


Post by: Kap'n Krump


Hunam0001 wrote:


Also, Tankhammers make sense now.


You know, what, absolutely. It's still a bit punishing to give up your ranged attack and pay 15 points, but that's a hell of a lot of extra str 8 attacks they can put out.

Ditto for power klaw on the nob, potentially. Have to think about that one.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:27:12


Post by: Crazyterran


Guess I'll have to bring Draigo back out of retirement, since fortifications are parts of a detachment, and if I have a mixed unit, (Librarius conclave and CAD centurions, or an inquisitor added in) the unit can't deploy in it as the ruling is written.

No more bunker slingshot, time for more Draigo. :(


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:29:31


Post by: Captyn_Bob


 Crazyterran wrote:
Guess I'll have to bring Draigo back out of retirement, since fortifications are parts of a detachment, and if I have a mixed unit, (Librarius conclave and CAD centurions, or an inquisitor added in) the unit can't deploy in it as the ruling is written.

No more bunker slingshot, time for more Draigo. :(


Fortifications have no faction...


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:30:04


Post by: X078


Love it, BattleBro transports (Pods), VSG, GMC shooting, Tank Shock etc.... finally... Good stuff!



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:30:24


Post by: Red Corsair


 insaniak wrote:
 Red Corsair wrote:

Your still not digesting it how I am, you don't make note of specific parts of the hull, ...

Yes, you do.

"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it started..."

So if the front of your rhino winds up more than 6" from where it started the movement phase, you have moved more than 6".


What you describe is quite possibly what they were going for, but it's not what it actually says.
I interpret it differently though, no part can end up further then the MODELS start ie any part of the models previous position, you are interpreting it as no part can end up further then that specific PART of the model in relation to its starting position. I think it is just not clear enough. Again, I think the intent is obvious but I know thats worthless. Not looking to argue further, this is a draft and this answer is opbviously not clear enough. So rather then continue this here I urge others to simply air the issue on the facebook page so we can get a clearer answer.


Automatically Appended Next Post:
I think you nailed it insaniak, again though just post it on facebook and we should at least get a clear answer. I am not going to argue any more here, you are probably correct but I think the intent is a different conclusion. Which I may also be dead wrong on, but lets give them a shot to clarify.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:35:12


Post by: EnTyme


 Frozocrone wrote:
Also wow, Flyrants gained Deep Strike. Null deployment Tyranids are a go, lol


If the Flyrant starts in DS Reserve, he would have to roll for reserves before arriving, though. Unless there is a formation I'm not aware of that allows him to do so on turn 1, this wouldn't work. Pity. I love null deployment armies.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:38:41


Post by: Bojazz


Q: Can you still take Formations or models that are no longer available, like the Void Shield Generator (an out-of-production model) or the Skyhammer Annihilation Force Formation (an out-of-print Formation)?
A: Yes.


Does this mean Green Tide is legal again?

Additionally, regarding the pivoting transports and movement distance ruling, That would mean a Ghost Ark or Battlewagon that pivots 180 degrees would count as having moved at cruising speed, preventing the occupants from disembarking O.o


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:39:26


Post by: Uriels_Flame


Can we get a count of the number of epiphanies that have occured in this thread

Good times and great for Tankhammers! Get them painted up and on the table.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:41:59


Post by: SaJeel


Witchfire madness is over! praise gork,mork and the great devorer, time to get me some weird boys and malecepotors *


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:42:02


Post by: Ghaz


Bojazz wrote:
Q: Can you still take Formations or models that are no longer available, like the Void Shield Generator (an out-of-production model) or the Skyhammer Annihilation Force Formation (an out-of-print Formation)?
A: Yes.


Does this mean Green Tide is legal again?

Apparently, even though the Skyhammer is no longer out of print (its in the Angels of Death supplement).


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:43:49


Post by: rollawaythestone


 SaJeel wrote:
Witchfire madness is over! praise gork,mork and the great devorer, time to get me some weird boys and malecepotors *


This is a nice gesture for the Maleceptor. Poor thing still doesn't deserve to see the table top, though, even though the model is cool.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 20:59:50


Post by: axisofentropy


harkequin wrote:

I think ye are arguing over the ambiguous "it"

"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it ( the part) started..."
"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it ( the model) started..."
it is a good grammar poast


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:01:27


Post by: Cleatus


Grenades. Huh. I guess Tankhammers are basically required now. Or just bring more Tankbustas and hope for the best with Orky BS2.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:02:00


Post by: insaniak


harkequin wrote:

I think ye are arguing over the ambiguous "it"

"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it ( the part) started..."
"...no part of the model (or its base) can finish the move more than the model’s move distance away from where it ( the model) started..."

Indeed. And given that the 'part of the model' is a subject of the sentence, the first interpretation is the most intuitive reading of the ruling.

Again, probably not what was intended, but it's how it reads right now. Hopefully they'll clarify it somewhat before final publication.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:02:27


Post by: Uriels_Flame


I've seen Orky BS2 do plenty of damage.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:21:59


Post by: buddha


Awesome all around but the ruling that stomps can still happen after everyone is dead is bananas crazy powerful since you can walk the blast templates pretty far.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:29:34


Post by: Kap'n Krump


 Uriels_Flame wrote:
Can we get a count of the number of epiphanies that have occured in this thread

Good times and great for Tankhammers! Get them painted up and on the table.


Good for tankhammers, bad for tankbustas. Paying more for fewer ranged attacks and fewer, worse melee attacks is definitely not a win in my book. It is an out-and-out nerf for one of two non-terrible units in our codex.

Oh, and the other non-terrible unit, kustom mega kannons also got nerfed in the form of no rerolls on get's hot due to ammo runts.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:34:23


Post by: niv-mizzet


Ouch @ the grenades. Tac marines just moved down another notch now that they can't reasonably expect to hurt armour in assault.

I was happy when I saw that infiltrating is now optional, but annoyed when I saw that you still can't put a character with a NON-infiltrating unit that just happens to have infiltrate. >:|
"Hey instead of sneaking up, we're gonna ride in this land raider." "Hey guys lemme in, I could totally come along and technomancy the vehicle!" "Nah bro, we have infiltrate. No normies allowed."

I was actually expecting the opposite ruling on mastery level vs number of powers cast. I wonder if they'll errata conclave to be able to cast more or if they really intended it to be a ritual-style thing where they're just trying to cast a couple big things with good success.

Can't begin game on a battlebro transport. (!!!!!!!!!) that's a big one. Time to watch the ebays for drop pods. Any sisters/admech/skitarii/GK/guard players probably just had some of their models become unusable. (And fleshtearers detachment is no longer good like...at all.)



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:38:25


Post by: angelofvengeance


I get the feeling that the next FAQ/Errata update for the iBooks rulebook will be a pretty hefty one...


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:39:37


Post by: exliontamer


Ugh @ the Battle Bros Transport ruling...

I was just in the middle of painting a DE/Clowns force...and now I don't even want to finish it. I'm so disappointed. Got several just-primed Raiders that are now completely useless. Not a fun day.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:42:02


Post by: harkequin


 buddha wrote:
Awesome all around but the ruling that stomps can still happen after everyone is dead is bananas crazy powerful since you can walk the blast templates pretty far.


I think that's only for initiative 1, as it's in the question. If everything dies beforehand , you never reach I1, but if you reach I1, combat doesn't end until you complete ALL of the initiative step, stomps included.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:42:07


Post by: Mymearan


exliontamer wrote:
Ugh @ the Battle Bros Transport ruling...

I was just in the middle of painting a DE/Clowns force...and now I don't even want to finish it. I'm so disappointed. Got several just-primed Raiders that are now completely useless. Not a fun day.


They might mean Dedicated transports, wait for clarification.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:42:20


Post by: angelofvengeance


exliontamer wrote:
Ugh @ the Battle Bros Transport ruling...

I was just in the middle of painting a DE/Clowns force...and now I don't even want to finish it. I'm so disappointed. Got several just-primed Raiders that are now completely useless. Not a fun day.


Why? You have some cheap heavy weapons platforms for your DE now


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:42:24


Post by: Frozocrone


At least Blood Angels can with Furious Charge...so did they get a buff because Vanilla got nerfed?

Against Walkers it's bad though.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:43:09


Post by: harkequin


exliontamer wrote:
Ugh @ the Battle Bros Transport ruling...

I was just in the middle of painting a DE/Clowns force...and now I don't even want to finish it. I'm so disappointed. Got several just-primed Raiders that are now completely useless. Not a fun day.


Although you can't deploy in them, you can still hop in T1 I believe, mainly an issue for drop-pods.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:43:27


Post by: Frozocrone


Also, Victory Stomps!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:45:27


Post by: exliontamer


 Mymearan wrote:
exliontamer wrote:
Ugh @ the Battle Bros Transport ruling...

I was just in the middle of painting a DE/Clowns force...and now I don't even want to finish it. I'm so disappointed. Got several just-primed Raiders that are now completely useless. Not a fun day.


They might mean Dedicated transports, wait for clarification.


Fair. I surely hope so. But I am assuming they were trying to stomp Drop Pod shenanigans and DE got caught in the crossfire.

Why? You have some cheap heavy weapons platforms for your DE now


Meh, you aren't wrong. That is the brightside where DE are concerned. But packing large clown troupes into clowncars was my whole dream. Now, tears of a clown...

Although you can't deploy in them, you can still hop in T1 I believe, mainly an issue for drop-pods.


Yeah but Raiders have a really nice special rule, I'll give you one guess at what it is and why deploying them T1 ruins it.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 21:54:35


Post by: oni


First, I have to say... That some of these questions needed to be asked makes my head hurt. Anyway...

Q: Is the maximum number of powers a Psyker can use in their turn equal to their Mastery Level, or the number of powers they have (due to Psychic Focus they often have one more power than their Mastery Level)?
A: Unless explicitly permitted to do so, Psykers may not attempt to manifest more psychic powers than the number of their Mastery Level within a single Psychic phase.


YES! Finally! To all who thought differently... SUCK IT!

Q: Do Flyers, Super-heavy vehicles, Swooping Flying Monstrous Creatures and Gargantuan Creatures gain cover while standing on the ‘base’ of a terrain piece, e.g. ruins or dense thickets, or do they need to be at least 25% obscured by the scenery for cover to apply?
A: The 25% rule applies in all types of terrain if the target is a Flyer, Super-heavy Vehicle, Flying Monstrous Creature or Gargantuan Creature. All other targets count as being in cover if they are in or on the terrain’s base, even if not 25% obsured.




Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


WHAT? The rulebook explicitly says I CAN go through walls. Are they reneging this, WTF?

Q: Can killing an Independent Character joined to another unit, without wiping out the leftover unit, result in First Blood?
A: Yes.




Q: Can I have an Unbound army comprising nothing but buildings?
A: No.











Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:00:01


Post by: KiloFiX


Happy that this gets rid of many gaming shenanigans.

Jinking passengers, pivot to extend move, non Space Marines in Drop Pods, IC Infiltrating others, non targeting to prevent Jink, OP Void Shield, multi Relic, more than one of a specified Unit in some Formations, etc.

Edit - put another way, they've gone with the "regular gamer" interpretation rather than the "power gamer" interpretation.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:02:27


Post by: angelofvengeance


@Oni: A low wall or barricade maybe, but not a wall of a building. Ruined or not.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:05:49


Post by: insaniak


 oni wrote:

Q: Is the maximum number of powers a Psyker can use in their turn equal to their Mastery Level, or the number of powers they have (due to Psychic Focus they often have one more power than their Mastery Level)?
A: Unless explicitly permitted to do so, Psykers may not attempt to manifest more psychic powers than the number of their Mastery Level within a single Psychic phase.


YES! Finally! To all who thought differently... SUCK IT!


For what it's worth, those who thought differently, did so because the rules imposed no such limitation. This is a rules change, not a vindication of previous arguments.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:07:20


Post by: OrlandotheTechnicoloured


Oh no I cannot field my army entirely composed of buildings any more..........

(hands up who asked that, and did they really ever try it?)


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:09:07


Post by: Frozocrone


 OrlandotheTechnicoloured wrote:
Oh no I cannot field my army entirely composed of buildings any more..........

(hands up who asked that, and did they really ever try it?)


Never tried it, but must have been funny. These people are the real heroes.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:16:14


Post by: PourSpelur


 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???

Sorry if I missed it but has anyone suggested that this is just a typo? "Can battle brothers embark in each other's DEDICATED transport vehicles during deployment?".
Seems more fitting for the way most of the rulings have gone.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:17:59


Post by: Sinful Hero


So if a unit deep strikes behind my Deldar Ravager, during my turn I pivot 180° to fire at it and then move backwards, I've already lost 6" before the model has actually gotten anywhere. That's depressing.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:22:50


Post by: Slayer-Fan123


Remember how people LOVE to go on about the value of a Tactical Marine because they can go into melee and kill vehicles?

That pretty much kills THAT point. It sucks they can't even do that, though.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:30:57


Post by: Kap'n Krump


Slayer-Fan123 wrote:
Remember how people LOVE to go on about the value of a Tactical Marine because they can go into melee and kill vehicles?

That pretty much kills THAT point. It sucks they can't even do that, though.


Haven't you seen the DoW3 trailer? Don't be a pussy, and charge that deff dread with your chainsword!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:32:29


Post by: Robin5t


So my Solitaire can use the Caress for his regular attacks and still gets his Kiss of Death attack? Sweet, it might be worth finding 15 points for Cegorach's Rose in that case!

And no to-hit roll for Psychic Shriek is a great ruling for Freakshow lists.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:33:50


Post by: MasterOfGaunts


PourSpelur wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???

Sorry if I missed it but has anyone suggested that this is just a typo? "Can battle brothers embark in each other's DEDICATED transport vehicles during deployment?".
Seems more fitting for the way most of the rulings have gone.


Dont think so, because as far as I remember the rulebook says, that dedicated transports could only be embarked by the unit that bought the vehicle during deployment. This automatically excludes also battle brothers and dont need a clarification. But maybe I just remember it the wrong way.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:34:08


Post by: Ghaz


PourSpelur wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???

Sorry if I missed it but has anyone suggested that this is just a typo? "Can battle brothers embark in each other's DEDICATED transport vehicles during deployment?".
Seems more fitting for the way most of the rulings have gone.

Doubtful. Dedicated transports already prohibit any unit other than the one that purchased the transport from starting the game in the transport. Making the change you suggested would only apply to Independent Characters joined to that unit and IMHO would have been worded differently and would have been in the 'Independent Character' FAQ instead of 'Detachments & Formations'.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:36:01


Post by: Eldarain


 Robin5t wrote:
So my Solitaire can use the Caress for his regular attacks and still gets his Kiss of Death attack? Sweet, it might be worth finding 15 points for Cegorach's Rose in that case!

And no to-hit roll for Psychic Shriek is a great ruling for Freakshow lists.

Mixed bag for the clowns. Some help but the transports and grenade rulings hurt.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:36:07


Post by: niv-mizzet


Slayer-Fan123 wrote:
Remember how people LOVE to go on about the value of a Tactical Marine because they can go into melee and kill vehicles?

That pretty much kills THAT point. It sucks they can't even do that, though.


Yeah tacs were already 4/10 for their point cost. Grenade nerf knocks them down another peg.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:40:32


Post by: Nocturnus


Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

Well, that pretty much kills Dark Eldar/Eldar shenanigans. Dark Eldar have become even more feeble. I have to give GW credit. It's nice to see them focusing on the "game" aspect again, instead of just the models.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:50:49


Post by: VeteranNoob


 Uriels_Flame wrote:
I've seen Orky BS2 do plenty of damage.

Sorry, this Ork player doesn't know what you mean by BS2


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:56:18


Post by: casvalremdeikun


A couple things I saw that I thought were pretty big:
No more toe in cover for MCs and GCs. This means Riptide, Ghostkeels, and Stormsurges likely won't ever be able to gain the benefit of the Tau Shieldwall due to greater than 75% of the model being above the wall.

Taxi Service is a dead concept. Sorry! It inadvertently killed people ever using Blood Angels/Flesh Testers basically ever.

No more role to hit on Witchfires without profiles. Yay Psychic Shriek!

Ravenwing Strike Force with Flyers auto-lose without some way to get something else on the board.

Fast Vindicators can Cruise and Shoot the Demolishor Cannon!

Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 22:59:33


Post by: niv-mizzet


 casvalremdeikun wrote:
A couple things I saw that I thought were pretty big:
No more toe in cover for MCs and GCs. This means Riptide, Ghostkeels, and Stormsurges likely won't ever be able to gain the benefit of the Tau Shieldwall due to greater than 75% of the model being above the wall.

Taxi Service is a dead concept. Sorry! It inadvertently killed people ever using Blood Angels/Flesh Testers basically ever.

No more role to hit on Witchfires without profiles. Yay Psychic Shriek!

Ravenwing Strike Force with Flyers auto-lose without some way to get something else on the board.

Fast Vindicators can Cruise and Shoot the Demolishor Cannon!

Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


Err, I only saw FMC's and GC's mentioned on the toe and cover question, not monstrous creatures in general. How are tides and keels affected?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:00:19


Post by: Johnnytorrance


So does the deep striking in a transport count as deep striking mean that Legion of the Damned can ride in Drop Pods?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:04:06


Post by: rollawaythestone


 Johnnytorrance wrote:
So does the deep striking in a transport count as deep striking mean that Legion of the Damned can ride in Drop Pods?


I suppose so, but how would you buy them a Drop Pod? They can't hitch a ride anymore with their Battle Brothers.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:04:59


Post by: casvalremdeikun


 niv-mizzet wrote:
 casvalremdeikun wrote:
A couple things I saw that I thought were pretty big:
No more toe in cover for MCs and GCs. This means Riptide, Ghostkeels, and Stormsurges likely won't ever be able to gain the benefit of the Tau Shieldwall due to greater than 75% of the model being above the wall.

Taxi Service is a dead concept. Sorry! It inadvertently killed people ever using Blood Angels/Flesh Testers basically ever.

No more role to hit on Witchfires without profiles. Yay Psychic Shriek!

Ravenwing Strike Force with Flyers auto-lose without some way to get something else on the board.

Fast Vindicators can Cruise and Shoot the Demolishor Cannon!

Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


Err, I only saw FMC's and GC's mentioned on the toe and cover question, not monstrous creatures in general. How are tides and keels affected?
Good point. Too good to be true, I guess.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:09:16


Post by: Sarigar


 rollawaythestone wrote:
 Johnnytorrance wrote:
So does the deep striking in a transport count as deep striking mean that Legion of the Damned can ride in Drop Pods?


I suppose so, but how would you buy them a Drop Pod? They can't hitch a ride anymore with their Battle Brothers.


They are in the Space Marine codex and can be a part of a Space Marine CAD. You can buy a Drop Pod as a FA choice.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:13:00


Post by: Don Savik


I mean, as one of the armies that doesn't get 8 codexes worth of transports to choose from I like the new ruling.

Necrons, orks, tau and nids have no battle brothers of different factions. Why should they get downsides just for not being a part of the imperium master race?

And you can still embark you just cant start embarked.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:18:08


Post by: Johnnytorrance


Also, does the one grenade per phase effect Melta Bombs?

Melta bombs seem different to me than grenades.

This would jack up a lot of 30k units that depend the on Melta bomb spam


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:19:37


Post by: r_squared


That's tankbustas fethed then.

Thanks a bunch, one of the only reliable units in the orks codex basically nerfed.
Next wraithknight I see, I'm stamping on the fething thing.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:20:43


Post by: TedNugent


Yeah, tankbustas did just get Tyrannosaurus Rekt.

I wonder if GW even realized.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:21:16


Post by: Ghaz


 Johnnytorrance wrote:
Also, does the one grenade per phase effect Melta Bombs?

Melta bombs seem different to me than grenades.

This would jack up a lot of 30k units that depend the on Melta bomb spam

Considering melta bombs are in the 'Grenades of the 41st Millennium' section of the rulebook the answer is obviously yes, they are affected.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:21:24


Post by: skarsol


 Johnnytorrance wrote:
Also, does the one grenade per phase effect Melta Bombs?

Melta bombs seem different to me than grenades.

This would jack up a lot of 30k units that depend the on Melta bomb spam


Melta bombs are in the 40k grenades section.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:22:25


Post by: davou


 oni wrote:


Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


WHAT? The rulebook explicitly says I CAN go through walls. Are they reneging this, WTF?






I found d it in the 6th Ed book, but not in the new one, do you have a screen grab for it?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:33:31


Post by: Jackal


Makes my 30k lists easier I guess.
No point buying a whole unit melta bombs for a single attack when I can get the same from paying 5 for a Sgt with them.


Just glad I don't run my wych elves anymore.
Screwed is an understatement with how heavily I relied on haywire grenades back then lol.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:34:33


Post by: TedNugent


Yeah that's definitely the kind of dramatic cost reassessment that shouldn't be in an online FAQ.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:35:41


Post by: Azreal13


 Jackal wrote:
Makes my 30k lists easier I guess.
No point buying a whole unit melta bombs for a single attack when I can get the same from paying 5 for a Sgt with them.


Just glad I don't run my wych elves anymore.
Screwed is an understatement with how heavily I relied on haywire grenades back then lol.


There's still an argument for redundancy. While I've yet to bloody them, my EC will likely remove most Sgts fairly easily, and anyone can roll a couple of crappy dice!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:38:26


Post by: Jackal


Saves me 45 points a unit so I'm happy lol.

Tbh, I've never really had to rely on melta bombs anyway, I just take them to be on the safe side.
Ironic really considering I play salamanders loaded to the hilt with hammers.

Has no effect on my mechanicum army though.



I do think some units need a price adjustment now though like tank bustas.
All these units that pay a premium for special and regular grenades took a big hit from this.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:42:23


Post by: TedNugent


Both tactical marines and tankbustas need a cost reassessment, yeah. So does anything that comes with multiple Haywire grenades.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:53:30


Post by: Abadabadoobaddon


 Frozocrone wrote:
 OrlandotheTechnicoloured wrote:
Oh no I cannot field my army entirely composed of buildings any more..........

(hands up who asked that, and did they really ever try it?)


Never tried it, but must have been funny. These people are the real heroes.

Who asked that question anyhow? Party poopers.

Ok, so I guess I'm scratching "purchase, assemble and paint army consisting solely of Vengeance Weapon Batteries" off my bucket list. Deathwind Drop Pods it is then!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/04 23:58:18


Post by: Munga


The grenade thing... that definitely worked in 6th. I think people just kept doing the same thing. I can field my helbrutes again!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:02:09


Post by: Valentine009


 Don Savik wrote:


Necrons, orks, tau and nids have no battle brothers of different factions. Why should they get downsides just for not being a part of the imperium?.


Nids technically do have battle brothers now... they have the genestealer cult! (No transport yet though, until they bring back the limousine)


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:03:45


Post by: triplegrim


Dreadnoughts just got a whole lot better. Also, melta bombs will become more common, as a single attack with grenades will become more important.


Does the grenade rule of 1 attack per unit also apply if you have 1 IC with meltabomb and space marines with Krak grenades in the samme assault against say a dreadnought?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:04:20


Post by: Frozocrone


 Jackal wrote:
Makes my 30k lists easier I guess.
No point buying a whole unit melta bombs for a single attack when I can get the same from paying 5 for a Sgt with them.


Just glad I don't run my wych elves anymore.
Screwed is an understatement with how heavily I relied on haywire grenades back then lol.


Haha lol, not even Haywire Grenades can save Wyches now.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:29:04


Post by: ERJAK


 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:32:51


Post by: Azreal13


I'm sure there's plenty of us won't be buying DftS, therefore won't be playing by those rules.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:34:12


Post by: Sinful Hero


ERJAK wrote:
 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.

Flying Monstrous Creatures didn't, and template weapons don't roll to hit.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:34:55


Post by: Requizen


 Azreal13 wrote:
I'm sure there's plenty of us won't be buying DftS, therefore won't be playing by those rules.


Depending on who you play with that may or may not be a reasonable option. They are the most recent rules for those models, and anyone playing RAW will require you to.

Unless the book specifically says that both players can agree not to use it, new rules are new rules.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:36:46


Post by: buddha


If there is no correction to the grenade ruling then walkers and mech armies got a good boost. I'm thinking armored company in particular.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:38:03


Post by: Uriels_Flame


I like to play games with my own made up rules too.

This is the 8th ? time we've seen 40k evolve and will take getting used to again. Much nashing of the teeth but we'll adapt as TFG will find more loopholes.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:38:11


Post by: ERJAK


 Sinful Hero wrote:
ERJAK wrote:
 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.

Flying Monstrous Creatures didn't, and template weapons don't roll to hit.


flying monstrous creatures with templates and blasts got pretty awesome I agree, however, other flyers rolling to hit is irrelevant, you can't target flyers with blasts or templates without skyfire still and DFTS takes skyfire away from most flyers.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:38:24


Post by: Frozocrone


 buddha wrote:
If there is no correction to the grenade ruling then walkers and mech armies got a good boost. I'm thinking armored company in particular.


Sounds fun. Vehicles that aren't Flyers or Super Heavies also get toe in cover saves now


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:39:14


Post by: MajorWesJanson


 TedNugent wrote:
Both tactical marines and tankbustas need a cost reassessment, yeah. So does anything that comes with multiple Haywire grenades.


Tac Marines lose a bit on the Krak grenades, but ATSKNF is so strong that the price should stay about the same.
Tank Bustas got hit in CC with this change bad, but it doesn't really affect their price all that much- Base Ork boy is 6, adding a rokket launcher is 5, that takes us to 11. They have Tank Hunter which is worth a point or so per model. End result is 1 point per model for a melta bomb, which is fair with the new rules.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:48:07


Post by: KiloFiX


 Frozocrone wrote:
 Jackal wrote:
Makes my 30k lists easier I guess.
No point buying a whole unit melta bombs for a single attack when I can get the same from paying 5 for a Sgt with them.


Just glad I don't run my wych elves anymore.
Screwed is an understatement with how heavily I relied on haywire grenades back then lol.


Haha lol, not even Haywire Grenades can save Wyches now.


It makes so much sense now. They probably didn't think the Haywire loss was a nerf to Wyches in the first place because they had assumed only 1 CC Grenade Attack.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:49:10


Post by: Sarigar


 Frozocrone wrote:
 buddha wrote:
If there is no correction to the grenade ruling then walkers and mech armies got a good boost. I'm thinking armored company in particular.


Sounds fun. Vehicles that aren't Flyers or Super Heavies also get toe in cover saves now


No. Vehicle rules are still unchanged in regards to cover. Those rules were never in question.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:51:29


Post by: MadCowCrazy


Some interesting stuff, some odd stuff, some really dumb and contradicting stuff (one FAQ page says you can, the next says you can't for the exact same thing.


Thing that annoys me is can single models multicharge? Yes?!
How do you do that then? Rulebook says you can't as you move the base into contact with the nearest model.

So my Saint Celestine can declare a charge against 10 different units? She moves into base contact with one unit and the rest has to pile into her?

This ruling is very dumb and you need to rewrite the rules for multi assaults to do this. Do you have to get into base contact with all units you are charging? What if you roll a 6" distance which gets you into contact with one unit but not the other(s)?


Grenade thing is a HUGE nerf, especially to armies that have to buy grenades per model. Whole unit of 20 take melta bombs for 5pts per model, but only 1 can ever use one per phase.

Buying grenades for units will be worthless, you'd only buy for the character and no one else.


Another strange ruling is that you can't intercept drop pods but you can shoot (intercept) the units disembarking from them.


DE are almost useless now, if you jink with your skimmers you can only snap fire with the transported models. Paper armour and you will only be able to hit on 6s?

No more Eldar using DE Raiders during deployment or from reserves, heck this goes for everyone.
Feel sad for people who bought Drop Pods for their Sisters.


Another interesting thing is that allot of Xeno template weapons aren't flamers. Example would be all Nid templates, so Salamanders would get no FNP save against Nid template weapons.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:56:32


Post by: Imateria


I think the Hemlock Wraithfighter might have just become the best anti-flyer in the game, Strength D blasts can now be fired at other flyers with Skyfire (so long as your not using Death from the Skies, a supplement I expect to never see getting used).


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 00:59:13


Post by: kryczek


Yeah this is going to need some work but it's encouraging to see them engage us at least. A few good clear up's so far and as you say the grenades thing kind of makes sense. It does just help to know how they themselves view/play the game.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 01:37:43


Post by: Uriels_Flame


Why do people keep saying a supplement which states it replaces actual rules as optional?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 01:38:55


Post by: MrFlutterPie


I think the grenade thing could be good as it ups vehicle and dred survivability quite a bit.

Specific units like like Tankbustas could be potentially addressed in codex to only buff certain units.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 01:54:43


Post by: Cruentus


 Uriels_Flame wrote:
Why do people keep saying a supplement which states it replaces actual rules as optional?


Uh, if people don't actually buy the book, then how exactly does it become rules? I don't know anyone in my group buying it, so we'll keep playing as we are now. We miss out on any flyer updates, but thems the breaks.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:00:05


Post by: quickfuze


 Cruentus wrote:
 Uriels_Flame wrote:
Why do people keep saying a supplement which states it replaces actual rules as optional?


Uh, if people don't actually buy the book, then how exactly does it become rules? I don't know anyone in my group buying it, so we'll keep playing as we are now. We miss out on any flyer updates, but thems the breaks.


Good luck with that...I guess you don't play in tournaments.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:07:34


Post by: Slayer le boucher


About the Nades, yes the rule was allready going in that way apparently, but the use of the word "thrown" confused everyone in thinkin that it was only for the shooting phase, when it kinda makes sens, you throw a grenade at something.

And everyone i know always played like you guys though, each model can make oe attack with a grenade, that will be a big chane around here.

But this kind of things can happen with lots of rules.

We recently discovered that a unit that rallied themselfs can nearly do anything like normal( except moving) not just models with ATSKNF, but everyone.

Someone pointed it out to use and we've gone through the rulebook, all of us though that a unit that rallied, could only move 3" and do nothing else, no shooting, no assaulting etc, and that only Marines could do it because of ATSKNF.

But apparently ATSKNF jus allows marines to move normaly on top of the rest.

Once again, a rule that wasn't really advertized as been changed from previous editions, whas just taken for granted an we never looked at it twice.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:08:28


Post by: Azreal13


 quickfuze wrote:
 Cruentus wrote:
 Uriels_Flame wrote:
Why do people keep saying a supplement which states it replaces actual rules as optional?


Uh, if people don't actually buy the book, then how exactly does it become rules? I don't know anyone in my group buying it, so we'll keep playing as we are now. We miss out on any flyer updates, but thems the breaks.


Good luck with that...I guess you don't play in tournaments.



Yeah, cause this book was everywhere...

http://www.dakkadakka.com/dakkaforum/posts/list/503221.page

Don't play in tourneys, don't expect DftS to be widely used in them regardless.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:08:42


Post by: Leth


Stomps are specifically referencing getting out of combat at I1, nothing really special there.

Grenades as others have mentioned was already listed in the book(a LOT of things in some books make sense now lol).

Overall pretty pumped with the clarifications, some I dont agree with but rather have something than nothing. Especially with the IC's and factions and bubbles. Makes certain auras crazy good(see dark shrouds) and others knocked down a peg(see culexus). I am actually pretty happy about the grenade changes, makes vehicles a bit more survivable.

Well done GW, keep it up!!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:08:50


Post by: pretre


 MadCowCrazy wrote:
So my Saint Celestine can declare a charge against 10 different units? She moves into base contact with one unit and the rest has to pile into her?

This ruling is very dumb and you need to rewrite the rules for multi assaults to do this. Do you have to get into base contact with all units you are charging? What if you roll a 6" distance which gets you into contact with one unit but not the other(s)?

No, just no.

That's not how it works. You can declare a disordered charge against 10 units, they all get to overwatch you and then you only contact one with Celestine (maybe 2) and only lock those two. The rest laugh at you. The 2 or more units thing is for oval bases and big bases to contact two or more units that are close together, not declare charges against everything.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:32:29


Post by: gungo


 insaniak wrote:
 oni wrote:

Q: Is the maximum number of powers a Psyker can use in their turn equal to their Mastery Level, or the number of powers they have (due to Psychic Focus they often have one more power than their Mastery Level)?
A: Unless explicitly permitted to do so, Psykers may not attempt to manifest more psychic powers than the number of their Mastery Level within a single Psychic phase.


YES! Finally! To all who thought differently... SUCK IT!


For what it's worth, those who thought differently, did so because the rules imposed no such limitation. This is a rules change, not a vindication of previous arguments.

They made a seperate page for the two errata.
This was not one of them.
This was a faq.
As in they wrote the rule and intended the rule to be this way.
That is not a change. At worse it was not clear.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:40:09


Post by: insaniak


gungo wrote:

They made a seperate page for the two errata.
This was not one of them.
This was a faq.
As in they wrote the rule and intended the rule to be this way.
That is not a change. At worse it was not clear.

If an FAQ entry changes the way a rule works, then it's a rules change, regardless of whether or not GW choose to label it as 'errata'.

GW have a long, long history of changing rules in FAQs.



 Slayer le boucher wrote:
Someone pointed it out to use and we've gone through the rulebook, all of us though that a unit that rallied, could only move 3" and do nothing else, no shooting, no assaulting etc, and that only Marines could do it because of ATSKNF.

But apparently ATSKNF jus allows marines to move normaly on top of the rest.

Once again, a rule that wasn't really advertized as been changed from previous editions, whas just taken for granted an we never looked at it twice.

Sounds like you may have been playing it wrong in previous editions as well...

Rallying has never forced units to do nothing else that turn.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:45:03


Post by: casvalremdeikun


ERJAK wrote:
 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.
Yeah, I couldn't care less about Death From The Skies. It is an optional supplement just like Cities of Death. The fact the supplement is gak when my opponent or I bring something Forgeworld makes it even less of an issue.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:47:36


Post by: Raesvelg


 Slayer le boucher wrote:

Someone pointed it out to use and we've gone through the rulebook, all of us though that a unit that rallied, could only move 3" and do nothing else, no shooting, no assaulting etc, and that only Marines could do it because of ATSKNF.

But apparently ATSKNF jus allows marines to move normaly on top of the rest.

Once again, a rule that wasn't really advertized as been changed from previous editions, whas just taken for granted an we never looked at it twice.


Uh, what?

"Once a unit has Regrouped, it cannot otherwise move (so cannot Run in the Shooting
phase or charge in the Assault phase). However, it can shoot (including Overwatch), but
counts as having moved and can only fire Snap Shots."

That seems... fairly clear on what a Regrouped unit can, and can not do. Specifically no movement, no Assault, and Snap Shots only.

ATSKNF lets Marines act normally, but if you don't have it, you're pretty gimped.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 02:48:24


Post by: gungo


 MrFlutterPie wrote:
I think the grenade thing could be good as it ups vehicle and dred survivability quite a bit.

Specific units like like Tankbustas could be potentially addressed in codex to only buff certain units.

Dreads issue is they are slow and get shot to death. I really haven't had a lot of issues with them dying in combat.


Automatically Appended Next Post:
 insaniak wrote:
gungo wrote:

They made a seperate page for the two errata.
This was not one of them.
This was a faq.
As in they wrote the rule and intended the rule to be this way.
That is not a change. At worse it was not clear.

If an FAQ entry changes the way a rule works, then it's a rules change, regardless of whether or not GW choose to label it as 'errata'.

GW have a long, long history of changing rules in FAQs.



 Slayer le boucher wrote:
Someone pointed it out to use and we've gone through the rulebook, all of us though that a unit that rallied, could only move 3" and do nothing else, no shooting, no assaulting etc, and that only Marines could do it because of ATSKNF.

But apparently ATSKNF jus allows marines to move normaly on top of the rest.

Once again, a rule that wasn't really advertized as been changed from previous editions, whas just taken for granted an we never looked at it twice.

Sounds like you may have been playing it wrong in previous editions as well...

Rallying has never forced units to do nothing else that turn.

If the way the rule works clearly had people arguing otherwise then it was a faq.
Because the rule was written to be read in the way they intended it and wasn't a rule change.
I don't understand how people keep arguing thier opinion is somehow more relevant then an obvious labeled faq and insist there must be a rule change because God forbid they were wrong.
I'm sorry but people were arguing this rule in ymdc threads which means it was never a rule change. You just read it wrong. It's ok GW wrote a faq to make it clearer.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:14:52


Post by: oni


insaniak wrote:
 oni wrote:

Q: Is the maximum number of powers a Psyker can use in their turn equal to their Mastery Level, or the number of powers they have (due to Psychic Focus they often have one more power than their Mastery Level)?
A: Unless explicitly permitted to do so, Psykers may not attempt to manifest more psychic powers than the number of their Mastery Level within a single Psychic phase.


YES! Finally! To all who thought differently... SUCK IT!


For what it's worth, those who thought differently, did so because the rules imposed no such limitation. This is a rules change, not a vindication of previous arguments.


Yea, actually it did and it's a FAQ, not errata or an amendment, but you keep doing you sport. You'll get it right someday.

davou wrote:
 oni wrote:


Q: A ruin (e.g. a Shrine of the Aquila) is treated as difficult terrain, but does this mean that models can move through the walls?
A: No.


WHAT? The rulebook explicitly says I CAN go through walls. Are they reneging this, WTF?


I found d it in the 6th Ed book, but not in the new one, do you have a screen grab for it?


The 6th rulebook gave a nice narrative explanation, but the explanation is all that's missing from 7th.
7th book, Page 21, Moving Through Terrain. "...models can move through, up or over any terrain they encounter, unless the terrain is noted as being impassable."
The Shrine is a Ruin, ruins are only difficult terrain, not impassable (page 108).

This answer is a massive error and seems to stem from the writers personal opinion, not necessarily clarifying RAW/RAI. There is zero basis to say that a unit cannot move through the wall. If you agree with the FAQ, that you cannot move through the wall, please make a case with a rule citation.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:17:24


Post by: Uriels_Flame


 casvalremdeikun wrote:
ERJAK wrote:
 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.
Yeah, I couldn't care less about Death From The Skies. It is an optional supplement just like Cities of Death. The fact the supplement is gak when my opponent or I bring something Forgeworld makes it even less of an issue.


There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:24:35


Post by: insaniak


 oni wrote:

This answer is a massive error and seems to stem from the writers personal opinion, not necessarily clarifying RAW/RAI. There is zero basis to say that a unit cannot move through the wall. If you agree with the FAQ, that you cannot move through the wall, please make a case with a rule citation.

Well, it's an FAQ, not an errata or an amendment... so clearly it's how the rule was always supposed to be...


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:28:24


Post by: oni


 insaniak wrote:
 oni wrote:

This answer is a massive error and seems to stem from the writers personal opinion, not necessarily clarifying RAW/RAI. There is zero basis to say that a unit cannot move through the wall. If you agree with the FAQ, that you cannot move through the wall, please make a case with a rule citation.

Well, it's an FAQ, not an errata or an amendment... so clearly it's how the rule was always supposed to be...


LOL... Well played.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:29:04


Post by: DarknessEternal


 Uriels_Flame wrote:

There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.

This very FAQ said it was optional.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:29:53


Post by: Spellbound


Experiment 626 wrote:
 VeteranNoob wrote:
Wonder what the codexes(?) will look like.

Codex Chaos Space Marines: just stop playing guys, we're sorry, but you suck too much at this point to be fixed!



You kidding? Sonic blasts now hit all levels. KILL THEM ALL!!!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:32:11


Post by: Crimson Devil


 Uriels_Flame wrote:
 casvalremdeikun wrote:
ERJAK wrote:
 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.
Yeah, I couldn't care less about Death From The Skies. It is an optional supplement just like Cities of Death. The fact the supplement is gak when my opponent or I bring something Forgeworld makes it even less of an issue.


There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.



Its quite simple. GW encourages us to "Forge the Narrative" TM in 7th edition. The narrative we are choosing to forge is; GW releases crap product, we keep our money.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:44:49


Post by: Uriels_Flame


 DarknessEternal wrote:
 Uriels_Flame wrote:

There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.

This very FAQ said it was optional.


This first draft said it was optional? Someone with FB ask this question please?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:46:38


Post by: pretre


 Uriels_Flame wrote:
 DarknessEternal wrote:
 Uriels_Flame wrote:

There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.

This very FAQ said it was optional.


This first draft said it was optional? Someone with FB ask this question please?



Hey everyone,
Our rules guys have the first of the Warhammer 40,000 FAQ drafts for you guys to feed back on.
We got so many questions for this game, that we’re going to be asking for feedback on the answers one book at a time. We’re starting with the big one: the Warhammer 40,000 rulebook.

Do the answers all make sense? Are they clear?
(We’re looking for whether you understand them rather than if you like the answer.)

Here’s what you need to do

- Read through this draft FAQ

- If you think any answers need clarification, post up a comment on the relevant image

- Make sure your question is concisely written, and in plain English

We’ll leave these up for a week, then we’ll pass on your comments to the rules guys for the final FAQs.
We’ll be posting more FAQ drafts for feedback over the new few weeks for our Warhammer 40,000 Codex titles.

Finally, we wanted to say thanks again to all of you who sent in our questions, to help make this game well all love even better.

If you are at all unsure, this is the Warhammer 40,000 title this FAQ is for.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:56:16


Post by: axisofentropy


 Sarigar wrote:
 Frozocrone wrote:
 buddha wrote:
If there is no correction to the grenade ruling then walkers and mech armies got a good boost. I'm thinking armored company in particular.


Sounds fun. Vehicles that aren't Flyers or Super Heavies also get toe in cover saves now


No. Vehicle rules are still unchanged in regards to cover. Those rules were never in question.
This is an open question. Here's the line from the Terrain FAQ (bolded the funny parts):
Q: Do Flyers, Super-heavy vehicles, Swooping Flying Monstrous Creatures and Gargantuan Creatures gain cover while standing on the ‘base’ of a terrain piece, e.g. ruins or dense thickets, or do they need to be at least 25% obscured by the scenery for cover to apply?
A: The 25% rule applies in all types of terrain if the target is a Flyer, Super-heavy Vehicle, Flying Monstrous Creature or Gargantuan Creature. All other targets count as being in cover if they are in or on the terrain’s base, even if not 25% obsured.[sic]
"All others" would seem to include vehicles smaller than super-heavy. Yes that does seem to contradict the original rulebook.



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:57:27


Post by: casvalremdeikun


 Uriels_Flame wrote:
 casvalremdeikun wrote:
ERJAK wrote:
 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.
Yeah, I couldn't care less about Death From The Skies. It is an optional supplement just like Cities of Death. The fact the supplement is gak when my opponent or I bring something Forgeworld makes it even less of an issue.


There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.
Well, considering that the rule that says that all flyers datasheets are replaced are in the supplement, it will remain optional. Until they release a ruling that says that I MUST use Death From the Skies if I play using a flyer, it will always remain optional.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:59:43


Post by: chaosmarauder


Tankbustas took a hit BUT...... deffdreads and killa kanz just got way better!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 03:59:52


Post by: Requizen


 casvalremdeikun wrote:
 Uriels_Flame wrote:
 casvalremdeikun wrote:
ERJAK wrote:
 casvalremdeikun wrote:


Flyers/FMCs with template and blast weapons can hit other Flyers/FMCs. Baleflamer buff! Also, Plasma Cannon Stormravens just became a thing. Also, the Helfrost weapons on the Space Wolf flyers became potent.


NOPE. Remeber that most flyers lost skyfire with death in the skies. Non of those weapons will be able to hit any flyer ever anyway still.
Yeah, I couldn't care less about Death From The Skies. It is an optional supplement just like Cities of Death. The fact the supplement is gak when my opponent or I bring something Forgeworld makes it even less of an issue.


There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.
Well, considering that the rule that says that all flyers datasheets are replaced are in the supplement, it will remain optional. Until they release a ruling that says that I MUST use Death From the Skies if I play using a flyer, it will always remain optional.


All the rules that replace any previous rules are in new books. It's like saying you can use the previous version of Tyranids because you don't choose to buy the new book and therefore the rules don't apply to you.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 04:25:11


Post by: blaktoof


 Imateria wrote:
I think the Hemlock Wraithfighter might have just become the best anti-flyer in the game, Strength D blasts can now be fired at other flyers with Skyfire (so long as your not using Death from the Skies, a supplement I expect to never see getting used).


DFTS is not a supplement

Black legion
Crimson Slaughter
the Tyranid/BA campaign books
Kauyon campaign book
and
Angels of death are supplements however.

oh and Haemonoculus covens and Waaagh Ghaz

Not sure why people keep acting like DFTS is optional, its as optional as angels of death is optional. Probably less so since its not listed as a supplement.


Automatically Appended Next Post:
 DarknessEternal wrote:
 Uriels_Flame wrote:

There's tha word again- optional - ...where is this coming from? Everything I have seen says this replaces current flier rules.

This very FAQ said it was optional.


Can you quote that? I don't see any such statement in any part of this faq, unless there is a new draft already.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 05:06:38


Post by: Trasvi


 pretre wrote:
 MadCowCrazy wrote:
So my Saint Celestine can declare a charge against 10 different units? She moves into base contact with one unit and the rest has to pile into her?

This ruling is very dumb and you need to rewrite the rules for multi assaults to do this. Do you have to get into base contact with all units you are charging? What if you roll a 6" distance which gets you into contact with one unit but not the other(s)?

No, just no.

That's not how it works. You can declare a disordered charge against 10 units, they all get to overwatch you and then you only contact one with Celestine (maybe 2) and only lock those two. The rest laugh at you. The 2 or more units thing is for oval bases and big bases to contact two or more units that are close together, not declare charges against everything.


It's still directly contradictory with the existing assault phase rules.
You cannot charge a second target unless the model cannot make it in to BTB with an unengaged enemy model in the primary target. The initial charger must move the closest distance to the primary target - if he can't reach the charge fails.
Therefore its impossible to be able to contact a secondary target with the initial charger.




Automatically Appended Next Post:
I noticed this change...

Q: Does Jinking prevents a Flying Monstrous Creature from Vector Striking?
A: Yes.


??? Where does this come from? Why is it even a question?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 05:12:58


Post by: Matt.Kingsley


The correlation is that Vector Striking stops a FMC from using 1 gun in the shooting phase.

Someone probably asked it because they thought it didn't forge the correct narrative .


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 05:46:52


Post by: Gamerely


My poor Dark Eldar... I see no way for them to survive at this point. The whole lore is about lightning quick strikes and they can't shoot better than a jinking ork. It hurts so bad. This pretty much makes turn 1 a disaster unless I go first or deep strike all my raiders. Otherwise the opponent can just shoot at each individually and force a jink.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 06:42:24


Post by: Runic


Folks can be in denial about the flyer supplement being optional for a while, but it states it replaces the rules for flyers.

Its rules will most likely be included in the updated rulebook, you'll see then if not before.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 06:46:09


Post by: triplegrim


If a character is in a unit, can he use a grenade in assault in addition to a soldier from the unit?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 06:52:27


Post by: casvalremdeikun


 triplegrim wrote:
If a character is in a unit, can he use a grenade in assault in addition to a soldier from the unit?
No, because the Character becomes part of the unit.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 06:59:43


Post by: Orock


 TedNugent wrote:
 BrookM wrote:
Another yay!



This means my Knights can once more charge into squads of Fire Warriors without having to worry about being nuked by the little witches!


Actually, that's huge for regular walkers. You would no longer have to worry about getting blowed up by Krak grenades from regular Tacticool dudes.


aaaand ork tankbustas just became that much worse. thanks gw.


Automatically Appended Next Post:
 Wilson wrote:
 Mymearan wrote:
 Mr Morden wrote:
Q: Can units that are Battle Brothers embark in each other’s Transport vehicles during deployment?
A: No.

No more Drop pod fun then???


That's HUGE



Ah SH....


I couldnt help but notice you play admech. I am also hopeing for our own dedicated transports in the future.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 07:19:08


Post by: Ankhalagon


An army of buildings???
What the heck?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 07:21:18


Post by: Runic


Trasvi wrote:

You cannot charge a second target unless the model cannot make it in to BTB with an unengaged enemy model in the primary target. The initial charger must move the closest distance to the primary target - if he can't reach the charge fails.
Therefore its impossible to be able to contact a secondary target with the initial charger.


Why is it impossible to move an Imperial Knight, for example, in base contact with the primary target so that the base also touches another unit?

It's not impossible at all.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 07:39:27


Post by: Torus


 Imateria wrote:
I think the Hemlock Wraithfighter might have just become the best anti-flyer in the game, Strength D blasts can now be fired at other flyers with Skyfire (so long as your not using Death from the Skies, a supplement I expect to never see getting used).


Oh God I just saw that, you combine that with Psychic Screech not having to roll to hit, they suddenly got terrifying


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 07:53:17


Post by: Peregrine


 Imateria wrote:
I think the Hemlock Wraithfighter might have just become the best anti-flyer in the game, Strength D blasts can now be fired at other flyers with Skyfire (so long as your not using Death from the Skies, a supplement I expect to never see getting used).


And this is why GW's FAQs should be ignored when they are obviously stupid and contradict RAW.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 08:07:54


Post by: Trasvi


 Runic wrote:
Trasvi wrote:

You cannot charge a second target unless the model cannot make it in to BTB with an unengaged enemy model in the primary target. The initial charger must move the closest distance to the primary target - if he can't reach the charge fails.
Therefore its impossible to be able to contact a secondary target with the initial charger.


Why is it impossible to move an Imperial Knight, for example, in base contact with the primary target so that the base also touches another unit?

It's not impossible at all.


The rules (in the rulebook, notwithstanding the FAQ) specifically prohibit it.
Rulebook wrote:...find the initial charger for the primary assault (the model in the charging unit closest to the primary target) and attempt to move it into base contact with the primary target, just as you would against a single target. If his charge fails, the charging unit doesn’t move at all.
...a charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contact with an unengaged model in the primary target.


He MUST move in to btb with the closest enemy model in the primary target.
If he can move in to BTB with the closest model in the primary target, he's prohibited from moving in to BTB with a model in the secondary target.
If he can't move in to BTB with the closest enemy model, the charge fails.

Its possible to orient long bases so that you can contact multiple units... but it's prohibited.




Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 08:08:42


Post by: Mr Morden


 Cruentus wrote:
 Uriels_Flame wrote:
Why do people keep saying a supplement which states it replaces actual rules as optional?


Uh, if people don't actually buy the book, then how exactly does it become rules? I don't know anyone in my group buying it, so we'll keep playing as we are now. We miss out on any flyer updates, but thems the breaks.


The same as if you all use the 5th or 6th edition rules or older Codexes - if its agreed with friends or as a club rule................


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 08:33:54


Post by: Runic


Trasvi wrote:
a charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contact with an unengaged model in the primary target.


That would mean however, that it's allowed to move into base contact with a secondary target, if the primary target is engaged and has no unengaged models;

"unless it cannot move into base contact with an unengaged model in the primary target."

So say unit A is engaged, and unit B is not. They're really close to eachother. You roll enough charge distance to reach either. Your Imperial Knight is now allowed to multicharge, if A is his primary target, since he cannot possibly move into base contact with an unengaged model in the primary target, since that unit is engaged completely.

The prequisite of being unable to move into base contact with an unengaged model in the primary target is therefore met, and the basecontact with a secondary target hence allowed according to that rule.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 08:47:45


Post by: TedNugent


 MrFlutterPie wrote:
I think the grenade thing could be good as it ups vehicle and dred survivability quite a bit.

Specific units like like Tankbustas could be potentially addressed in codex to only buff certain units.


Great news. Knights and other superheavies certainly needed the buff. Tankbustas and Tactical squads needed the nerf. Gods be praised.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 08:49:29


Post by: casvalremdeikun


 TedNugent wrote:
 MrFlutterPie wrote:
I think the grenade thing could be good as it ups vehicle and dred survivability quite a bit.

Specific units like like Tankbustas could be potentially addressed in codex to only buff certain units.


Great news. Knights and other superheavies certainly needed the buff. Tankbustas and Tactical squads needed the nerf. Gods be praised.
Right, because everyone KNOWS that the game was broken, and the blame rested on the criminally overpriced Tactical Squad and Tankbustas...


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 08:53:29


Post by: Runic




Great news. Knights and other superheavies certainly needed the buff. Tankbustas and Tactical squads needed the nerf. Gods be praised.


Super odd, haven't seen Imperial Knights dominating the competitive scene after the first few months of their release years ago. Must be some new meta in dimension X.

It's not like they were mainly demolished with grenades anyway, so not a big difference. Personally on this one I'll say the good of vehicle survival outweighs the bad by a big margin.

Depends on what one wants to focus on, the negative or the positive ofcourse.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 09:16:47


Post by: Cleatus


 TedNugent wrote:
 MrFlutterPie wrote:
I think the grenade thing could be good as it ups vehicle and dred survivability quite a bit.

Specific units like like Tankbustas could be potentially addressed in codex to only buff certain units.


<sarcasm>Great news. Knights and other superheavies certainly needed the buff. Tankbustas and Tactical squads needed the nerf. Gods be praised.</sarcasm>


There, fixed that for you.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 09:35:47


Post by: Trasvi


 Runic wrote:
Trasvi wrote:
a charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contact with an unengaged model in the primary target.


That would mean however, that it's allowed to move into base contact with a secondary target, if the primary target is engaged and has no unengaged models;

"unless it cannot move into base contact with an unengaged model in the primary target."

So say unit A is engaged, and unit B is not. They're really close to eachother. You roll enough charge distance to reach either. Your Imperial Knight is now allowed to multicharge, if A is his primary target, since he cannot possibly move into base contact with an unengaged model in the primary target, since that unit is engaged completely.

The prequisite of being unable to move into base contact with an unengaged model in the primary target is therefore met, and the basecontact with a secondary target hence allowed according to that rule.



That's an interesting interpretation, but
a) the FAQ applies to the situation with none of the very restrictive caveats above
b) You still need to move via the shortest path to the closest enemy model in the primary target. (which, given that pivoting a large base is counting as movement, means charging with the minimal amount of pivoting)

Given the very edge-case nature of the above, I highly doubt its the situation that GW was referring to.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 09:50:29


Post by: Crispy78


 Jackal wrote:


Just glad I don't run my wych elves anymore.
Screwed is an understatement with how heavily I relied on haywire grenades back then lol.


Only the Hekatrix can take Haywire Grenades now anyway.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 09:52:35


Post by: triplegrim


I guess this hits my Astra Militarum, whom I actually fielded in 6 groups of 20 with krak grenades (and meltas). On the other hand, it keeps my Leman Russes a little more safe. Not that they dont get blown off the table as it is, but I guess grenades were never ment to give 10+ attacks against WS2 rear armor in the first place.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 09:55:14


Post by: Mymearan


Trasvi wrote:
 Runic wrote:
Trasvi wrote:
a charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contact with an unengaged model in the primary target.


That would mean however, that it's allowed to move into base contact with a secondary target, if the primary target is engaged and has no unengaged models;

"unless it cannot move into base contact with an unengaged model in the primary target."

So say unit A is engaged, and unit B is not. They're really close to eachother. You roll enough charge distance to reach either. Your Imperial Knight is now allowed to multicharge, if A is his primary target, since he cannot possibly move into base contact with an unengaged model in the primary target, since that unit is engaged completely.

The prequisite of being unable to move into base contact with an unengaged model in the primary target is therefore met, and the basecontact with a secondary target hence allowed according to that rule.



That's an interesting interpretation, but
a) the FAQ applies to the situation with none of the very restrictive caveats above
b) You still need to move via the shortest path to the closest enemy model in the primary target. (which, given that pivoting a large base is counting as movement, means charging with the minimal amount of pivoting)

Given the very edge-case nature of the above, I highly doubt its the situation that GW was referring to.


Hope someone asks them to clarify in the comments.


Automatically Appended Next Post:
 triplegrim wrote:
I guess this hits my Astra Militarum, whom I actually fielded in 6 groups of 20 with krak grenades (and meltas). On the other hand, it keeps my Leman Russes a little more safe. Not that they dont get blown off the table as it is, but I guess grenades were never ment to give 10+ attacks against WS2 rear armor in the first place.


Vehicles are WS1 aren't they? And auto-hit if Immobilized.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:09:10


Post by: streetsamurai


Finally the malefactor becomes semi-usefull. Been dying to buy one, but it was way too gak.

Haven't seen it, but is there a ruling for the summoning of a flying monstrous creature ?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:10:37


Post by: CthuluIsSpy


Where do you ask to clarify or modify the FAQ?
Somethings I would like to know -

1) Is the grenade ruling wrong? The reason the answer gives is that you can only throw one grenade, but you do not throw grenades in the assault phase

2) Are vehicles and MCs affected by the 25% obscured rule, like their larger cousins? If not, does that mean a vehicle or an MC can gain a cover save from just being in partial cover?

3) Not a rules query per se, but will we also be see some changes to rules and points costs? The wraithknight appears to be quite underpriced, and the vehicles are much more fragile now, as the HPs system effectively makes them MCs with no saves.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:11:22


Post by: CragHack


Vehicles are WS1 aren't they? And auto-hit if Immobilized.


As we played it, it was auto hit even if the vehicle didn't move. And 3+ if the vehicle moved.

I just couldn't resist, the comment made my day




Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:11:30


Post by: DalinCriid


"Q: Can a Fortification Scout?
A: No."


Seriously!?!?!?


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:22:26


Post by: H.B.M.C.


 DalinCriid wrote:
"Q: Can a Fortification Scout?
A: No."


Seriously!?!?!?


Imagine if they'd said "Yes".



Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:23:38


Post by: CthuluIsSpy


 CragHack wrote:
Vehicles are WS1 aren't they? And auto-hit if Immobilized.


As we played it, it was auto hit even if the vehicle didn't move. And 3+ if the vehicle moved.

I just couldn't resist, the comment made my day




Camo netting isn't a character nor a unit type. Hardly the same thing


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:35:54


Post by: gungo


 Runic wrote:
Folks can be in denial about the flyer supplement being optional for a while, but it states it replaces the rules for flyers.

Its rules will most likely be included in the updated rulebook, you'll see then if not before.

Even fw reply to people regarding the dfts supplement and thier flyers was if you and your opponent DECiDE to use the dfts rules basically they didn't update thier flyers in the last book but they'll pass the questions to designers.

That sounds optional to me when you can decide to use the new rules.


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:41:00


Post by: Cleatus


 CthuluIsSpy wrote:
Where do you ask to clarify or modify the FAQ?
Somethings I would like to know -

1) Is the grenade ruling wrong? The reason the answer gives is that you can only throw one grenade, but you do not throw grenades in the assault phase

2) Are vehicles and MCs affected by the 25% obscured rule, like their larger cousins? If not, does that mean a vehicle or an MC can gain a cover save from just being in partial cover?

3) Not a rules query per se, but will we also be season some changes to rules and points costs? The wraithknight appears to be quite underpriced, and the vehicles are much more fragile now, as the HPs system effectively makes them MCs with no saves.


You apparently have to ask on Facebook... meh.

On grenades:
I think a sizable portion of the player base read the rules the same way: you don't throw grenades in the assault phase. We thought that this was a shooting attack (which it is in the Shooting phase). The following paragraph that talks about clamping grenades to buildings, vehicles, MC's, etc seemed to reinforce this idea that grenades were different in the assault phase, but in fact that was incorrect. The section was only meant to clarify that you can use grenades on buildings etc. The bold sentence after that about "A model can use such a grenade..." further muddled the issue, because we all read that as model = any model with a grenade that can be used in the assault phase, rather than 'a model can use a grenade, but no more than one per unit per phase'. If the rule didn't say "throw", and instead was worded as, 'Only one grenade (of any type) can be used by a unit per phase', that would have removed any possible ambiguity. The FAQ clarifies this point. We were reading it wrong, but it was poorly written. It should have been FAQ'd within a few months of 7th ed coming out. Instead, many people have been playing it this way for YEARS. YEARS!


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:43:21


Post by: gungo


I think the grenade change is good for the meta a bit. Things like dreads get ambit better. I know this screws over a handful of units. But those units tended to be the stronger units in thier codex.

Still waiting to hear the new codex rulings too.
Good stuff all around


Warhammer 40,000 FAQ Draft p58 Chaos daemons @ 2016/05/05 10:51:27


Post by: Sinful Hero


 Gamerely wrote:
My poor Dark Eldar... I see no way for them to survive at this point. The whole lore is about lightning quick strikes and they can't shoot better than a jinking ork. It hurts so bad. This pretty much makes turn 1 a disaster unless I go first or deep strike all my raiders. Otherwise the opponent can just shoot at each individually and force a jink.

Hey, look on the bright side: Dark Eldar like it rough, and it doesnt get rougher than after this FAQ!

Well, I suppose invalidating Quantum Shielding is a slight buff against a specific army. Of course, we can also spam Darklight weapons, or Haywire/Melta with Scourges so the Grenade change doesn't affect us as much.