The following items are common mistakes, omissions, or useful pieces of information for
40k armies. Thank you to everyone that contributed

I am trying to focus on prohibitions and generally negative attributes. The items are taken from
FAQs, codices, and the rule book. However, be sure to consult with tournament organizers to see if tournament rules will replace
GW FAQs and rules (e.g. the
NOVA Open in the U.S. ruled that vendetta wings and tails could hang off the table and the
INAT erroneously identifies the Lash of Submission as a psychic shooting attack). Be aware that some of the rules listed below can be affected by unit upgrades (e.g., battlewagons can pay for an upgrade to remove the open-topped rule). I would be grateful for help fact-checking the list.
General Rules
1. You may not go back and move units that have already moved once you have started moving another unit.
2. Squadron rules change immobilized to wrecked, stunned to shaken
3. Passengers cannot fire from an opened topped vehicle if it moves over 6".
4. Falling back units cannot rally if an enemy unit is within 6"
5. Successful invulnerable saves against perils of the warp must be rerolled.
6. A fast vehicle cannot move flat out on the same turn that a unit embarks or disembarks from it; skimmers that moved flat out and suffer an immobilized result are wrecked.
7. A unit may not assault from a vehicle that pivoted before they disembarked.
8. Vehicles cannot move side to side, they only use forward, reverse, and pivot .
9. A vehicle may not fire any weapons after a ram attack. A skimmer cannot dodge a ram attack from another skimmer
10. A vehicle with
PotMS cannot fire a weapon on the turn it uses smoke launchers.
Grey Knights:
1. Can either cast hammerhand or activate force weapons--not both unless one comes from
IC or upgrade character
2. Crowe is not an
IC; his heroic sacrifice requires psychic test (so no hammerhand/cleansing flame in the same phase) and can be hooded.
3. Perils of warps kills the justicar first, then a random marine if the justicar is dead.
4.
GK terminators are LD9; strike squads are LD8 without justicar!
5. Dreadknights with doomfists are S6.
6. Psykout grenades require the
GK unit to initiate the assault.
7.
GK Librarian psychic powers have very specific rules about when they can be activated--review them!
8. Storm Ravens cannot move flat out either before or after they embark/disembark a unit.
9. Coteaz is T3 (like all inquisitors) and does not have an invulnerable save.
10. Warding staves are 2+ invulnerable only in
CC; normal terminators/pladains are 5++/4++ only in close combat.
ORKS
1. An Ork boy is S3, I2
2. Mobs require at least 11 boys to be fearless; grots do not have "mob rule" and so are rarely fearless.
3. Waaagh must be called at the start of your shooting phase ( unless running Ghaz calls whenever)
4. Kans and Deff dreads don't get fleet from Waaagh; kans (grots) are WS2
5. Snikrot has no rending or power weapons attacks but is S6 A6 on the assault; not an
IC
6. At least half of kan squadron must be within 6" of
KFF for 4+ squadron save.
7. Lootas are LD7 (like all orks) or
LD[mob size up to 10] and deffguns are
heavyd3
8. warbikes have perpetual 4+ coversave; nob bikers are T4(5); deffkoptas do not have this coversave and are T4(5).
9. Warbosses are LD9, T5
10. Battlewagons, trukks, warbuggies, looted wagons are open-topped standard
Dark Eldar
1. The only
SC with combat drugs is the Duke.
2. Haemonculi, Wracks, Grotesques and Talos don't have fleet.
3. Night shields don't affect template or barrage weapons, but do affect ordinance.
4. Troops cannot embark/disembark from transports moving flat out, or disembark from transports that used Enhanced Aethersails that turn.
5. Venoms can only transport 5 models.
6. Units can fire out of any point on an open-topped transport, but can only fire if it moved 6" or less.
7. Flicker Field saves cannot be taken for failed dangerous terrain tests but check with
TO because this rule needs a
FAQ.
8. Only models with the Power from Pain special rule can use pain tokens, a unit may consist of several models with and without this rule.
9. Beasts are LD8 and do not have grenade equivalents for assaulting into cover.
10. The Baron is LD9.
Chaos Space Marines
1. All oblits in a squad have to use the same weapon in any given turn; oblits are demons (
GK FAQ)
2. Chaos dozer blades only work if they go 6" or less
3. Chaos has no equivalent
POTMS
4. Chaos has no
ATSKNF
5. Only obliterators and terminators benefit from the no scatter within 6" of an icon rule [i.e. Raptors, Units with Wings do not benefit]
6. Chaos Terminators are not Fearless.
7. Lash does not roll to hit.
8. Plague marines are T4(5)
9. Defilers are BS3 and cannot shoot anything else if they use their battlecannon.
10.Warptime and Gift of Chaos are used at the start of the turn (or turns in the case of Warptime), before movement.
ELDAR
1. A fast vehicle cannot move flat out on the same turn that a unit embarks or disembarks from it.
2. A Farseer on a jetbike cannot cast psychic powers on the same turn that it turboboosts.
3. You cannot deploy a Farseer and his Jetlocks in Dawn of War as they count as 2
HQ choices. They have to move on at the start of Turn 1 and because Fortune must be cast at the start of the turn the Seer can't cast it on Turn 1.
4. Eldrad can only cast 3 pyschic powers if he is not locked in combat
5. A Seer with Runes of Witnessing always casts he powers with 3 dice, and double 1's is Perils (he stills gets his Ghosthelm +3 etc.)
6. Pathfinders are BS4.
7. Falcons do not have Forcefields so you get double melta, ordnance etc.
8. Warlocks are Ld8. and I4.
9. Dire Avenger bladestorm does not allow the unit to fire the next shooting phase
10. Phoenix lords only affect units of aspect warriors
IMPERIAL GUARD
1. Orders must be done first before any other shooting, and must be done from most to least senior.
2. Five weapons can shoot out of a chimera hatch
3. Leman Russ executioners can shoot up to five plasma cannon shots a turn
4. Manticores have only 4 shots. Remember to use the salvo rules for barrage scatter.
5. Marbo does not scatter when he appears, and has a demo charge.
6. Valks/Vendettas wings & tail are part of the hull and must be on the table. Lascannons are hull mounted (i.e. 45 degree arc)
7. Units can disembark anywhere within 2" of the base of a valkyrie/vendetta.
8. Commissars make any unit they're attached to LD9 and Stubborn, and are not independent
9. Collosus cannot move and fire, manticores can move up to 6'' and fire but only directly.
10. A Vend/Valk measures distance to an objective from its base (i.e., a vend parked next to an objective on the third floor is not contesting it)
TAU
1. A Pathfinder devifish cannot Outflank without them.
2. Markerlights can only increase
BS to 5. Cover save reductions can only applicable to the single selected firing unit. Declare function before shooting.
3. Drones connected to a unit of Firewarriors do count toward squad size
4. Attached Drones effectively follow the rules for defensive weapons on a Tank (despite S5), but use their own
BS of 2.
5. Broadsides cannot drop a large blast like a Hammerhead
6. Models using Target Locks have to declare seperate targets before their unit rolls to hit.
7. If a tank is destroyed, any attached drones may not disembark and are destroyed, but do not give an additional Killpoint.
8. Attached drones may disembark during the player movement phase at any point within 2" of the vehicle hull. These units do give kill points.
9. Ethereals only gives the bonus/malus for Leadership Tests to Tau units if they are within
LOS to the Ethereal
10. A commander with only gundrones still counts as an
IC. In combat the
IC + Drones are counted as a single separate unit.
SPACE WOLVES
1. Njal is fethed if
SWs go second.
2. Long Fangs have to declare split fire targets before they roll to hit; fangs have 1 base attack.
3. Thunderwolf calvary are LD8
4. Thunderwolf lords have 3 wounds
5. Jaws, living lightning, and murderous hurricane have to roll to hit.
6. Runepriests have 2 wounds and no invulnerable save standard.
7. Depending on the mission Bjorn yields extra kills points or becomes an extra objective when destroyed.
8. Wolf Scouts enter the board on the left table edge on a roll of ‘1’, and the right table edge on a roll of a ‘2’. Only on a roll of 3-6 does the
SW player get to choose.
9. If there is more than one
RP in the army, they have to be given different powers and different weapon load-outs. The most common weapon load-out being swapping the standard bolt pistol for a boltgun. This way that
RP loses an attack in
CC for not having two
CC weapons.
10.
TYRANIDS
1. Synapse range is 12"
2. Genestealers do not have grenade equivalent for assaulting into cover.
3. Shadow in the Warp has a 12" range and does not affect psykers in vehicles (lolwut!?)
4. The Lictor reserves/teleport homer 'bonuses' rely on it arriving on turn 2, and anything else that wants to use it arriving inTurn 3 or later.
5. No unit has eternal warrior (not even the swarmlord lolwut?) and very few have invulnerable saves.
6. Hive Guard do not need line of sight to shoot, and to get cover you have to be in terrain.
7. The so-called Doom of Malantai is T4 and does not have eternal warrior. Some players consider his point cost to be reasonable.
8.
9.
10.
BLOOD ANGELS
1. Sang priests are
ICs
2. Vanguard Veterans have to declare before coming in whether or not they'll intervene.
3. Mephiston is not an
IC and he has no invulnerable save.
4. The potential charge range of a Death Company dread in a Storm Raven is 28.5"
5.
6.
7.
8.
9.
10.
CHAOS DEMONS
1. You can not pre-measure the distance to place a unit within 6" of an Icon, you have to guess.
2. Fateweaver is
LD 9! All other daemons are
LD 10.
3. All daemons (except Soul Grinders) have the Eternal Warrior and Fearless rules.
4. The daemon player does not have to tell you how he splits his army for wave 1&2 until the beginning of his first turn.
5. The changling can only affect 1 unit per turn. He can also force a Psyker them to make a psychic shooting attack.
6. The Masque is a single model unit, not an
IC. Has W2 T3 and 3++. Pavane has 18" range, 1d6 movement, and can affect walkers.
7. Movement:Chrushers = infantry. Fiends, Seekers, Hounds, and Mounted Slanesh heralds = beasts. Chariot Tzeentch Heralds and Screamers = Jet Bikes
8. Plague Bearers are natural T5, so may take
FNP saves from krak rockets etc.
9. A unit suffers a deepstrike mishap if; within 1" of an enemy, on top of friendly model/impassible terrain, or off the table edge.
10. A model that deepstrikes into difficult terrain must take a dangerous terrain test. Only invulnerable saves apply (no
FNP).
Necrons
1. Destroyers and Heavy Destroyers have only a single wound, and a 3+ save.
2. You only ever get 1d armor penetration against a monolith; its very explicit in the codex.
3. Phase out is checked after
WBB rolls are made.
4. The Tomb spider is a
MC, but has only two wounds and no invul, and is not fleet.
5. Necrons do NOT get a
WBB from a sweeping advance
6. A model only gets to make a
WBB roll if; 1) There is a live model within 6", or 2) there is another model on the table of the same type, AND a tomb spyder within 12"
7.
WBB is not
FNP; weapon
AP is not a consideration, only weapons that ignore armor saves in
CC or attacks that cause instant death will prevent
WBB.
8. Necrons can teleport out of
CC with veil using deep strike, and by using the monolith (The squad must be partially within 24 inches of the monolith. aka 5 out of a squad of 10 must be within 24 of the monolith). A unit teleported through a monolith portal may re-roll failed
WBB rolls, only if the models were eligible in the first place.
9. A monolith can't move if it is stunned, and can't shoot it's Gauss flux arc if it's shaken or stunned. A monolith can't shoot it's Gauss flux arc and particle whip at the same time, nor can a monolith use it's portal and it's particle whip in the same turn.
10. Nightbringer essentially has a lascannon; C'tan have a 4++ invul, are not fleet, do not have eternal warrior and are 300 and 360 points respectively.
Black Templar
1. Yes the Emperor's Champion with "Accept any Challenge" gives the army preffered enemy, but they also MUST assault if they can. This can be avoided by shooting with rapid fire/heavy weapons.
2. All Black Templar units are FEARLESS in assault.
3. Stormshields are now a 3++, but also cost the appropriate 15 pts.
4. Any vehicle (not Speeders) can be given Power of the Machine Spirit. It is also the Power of the Machine Spirit from the current Space Marine Codex.
5. The Emperor's Champion must get into Base to Base with an enemy
ICs if his movement allows. Any friendly models in the way move out of the way.
6. Marshals and so (sanctity, reculsiarch, etc) in the
HQ squads are not retinues and may not leave the squad, but are always considered
IC's.
7. Crusader squads consist of normal marines (Initiates) and scouts (neophytes) and can take a Land Raider Crusader as a Dedicated Transport.
LRC can take blessed hull to ignore the Lance rule.
8. Cyclone Missile Launchers are heavy 2 missile launchers. Typhoon Missile Launchers are also 2 missile launchers (but fires as one weapon).
9. Smoke now gives a 4+ cover save not all pens are glances
10.
BT units may roll using the Marshal/Castellans leadership should they choose to only if he is alive. Also they must pay for Frag/Krak grenades. Only
HQ squads have sergeants
Dark Angels:
1. Attack bikes are scoring units when taken as add-ons to bikers; the same applies to land speeders as part of a Ravenwing Attack Squad.
2. Deep striking terminators do not scatter when within 6'' of bikes (all come standard with beacon). Model must be placed first and then measurements taken.
3. Up to half of the reserved terminator squads may be brought in by deepstrike in turn 1. This does not have to be declared until turn 1.
4. Ravenwing bikes have a scout move. This means that if given first turn, the bikers can move 24'' (12'' scout + 12'' movement) and still fire. (Ye be warned Landraiders).
5. Ravenwing bikers CANNOT turbo boost as their scout move.
6. All terminators and bikers are fearless.
7. Belial makes terminators a troop choice when he enters the army.
8. When taking an apothecary, cyclone and standard bearer with Belial's terminator squad. There are six different model types in the squad. (Creates a wound distribution advantage)
9. Standard provides extra attack to entire squad (Makes for 25 S8 I1 attacks on the charge from this unit)
10. Belial is WS5 with 3W
Space Marines.
1. Chapter tactics over writes combat tactics.
2. Only a captain can take a command squad
3. drop pods cant fire when they arrive
4. drop pod occupants take dangerous terrain if they enter terrain disembarking
5. Special sternguard ammo does not work with pistols only boltguns
6. Vortex of doom hits the librarian on a failure to cast, not perils
7. servo arms strike at strength 8, no modification; relic blades strike at strength 6, no modification
8. gate of infinity is used at the start of the movement phase, so cannot gate a non troop unit in dawn of war
9. units cannot comabt squad while in reserve (2 transports, etc)
10. locator beacons cannot be premeasured to
Sisters of Battle
1. The only long range anti mech firepower in the codex is the Exorcist, disabling the exorcists is key to winning, do this any way you can.
2. Sisters of Battle have a hard time VS mass 2+ saves, they don't have the high volume of shots, or access to a lot of plasma to kill elites. Flamers suffer when there's only 4-5 targets
3. Sisters of Battle excel at short range shooting (within 12 inches). Use this to your advantage and stay back and kite.
4. Immolators can only move 6 and fire their heavy flamers, same with multi melta.
5. If your opponent is running Celestine, chances are they'll run it at your objective and try and contest your obj by bringing her back. Also, she's a very very mean tarpit, do not assault her unless you have to. She is not eternal warrior and is T3
6. Seraphim hand flamers are only
str 3
ap 6, they have a 6+ rerollable invul, and they can reroll their wounds with flamers and bolt pistols.
7. Death Cult/Jacobus does not have fleet, do not assault this squad, shoot it to death. Jacobus cult is most likely the nastiest assault unit in the game
atm.
8. Dominion squads can outflank, and infiltrate, prepare for this. Also if a character joins the dominion squad, they do lose their scouts rule. Dominions can carry 5 flamers or 5 melta with
TL. Take these out as quick as they come on the board.
9. Faith can only be used on the Sister player's turn.
10. Jacobus lets a Sister player reroll the amount of faith points per turn, he DOES NOT allow the player to reroll their faith checks.