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Michigan GT 40K Championships Rule FAQ 7 th Edition Warhammer 40K Beta FAQ i This is the Michigan GT Warhammer 40K FAQ, based off of the Games Workshop Beta FAQs that have been released throughout the summer of 2016 on the Warhammer 40,000 Facebook page. While it largely incorporates the entirety of the GW Beta FAQs, we have made some changes. For your convenience, the variances from the GW Beta FAQs and those additional questions are listed here below. In the main FAQ document, the variances are noted in red and struck through. Michigan GT 40K Championships FAQ Answers: Grenades 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: In assault, any or all models equipped with grenades may replace their close combat attacks with a single grenade attack. In the shooting phase, only one model per unit may do so. Psychic Phase 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: Yes, unless the power requires the model to be on the table. Note that non-witchfire psychic powers may not be used from inside a transport. Terrain 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: Walls in a ruin terrain piece can be moved through by making the normal difficult terrain test (unless the model has some means of ignoring difficult terrain). Transports 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: Such rules cannot usually affect a unit that is inside a Transport (unless specifically stated in the rule or in this FAQ). However, if the unit with the rule is inside of a Transport, measure the effect of the special rule from the hull/body of the transport, unless the rule specifically requires the model or unit to be on the table. Dataslate: Officio Assassinorum Q: When a Culexus Assassin fires their animus speculum, can they gain dice through the Absorbed Warp Charge special rule from any Psykers embarked on a Transport within range? A: Yes. Q: Does the Culexus Assassin's Psychic Abomination special rule work whilst it is inside a Transport? A: Yes. Codex Space Marines Q: Do Space Marine Drop Pods count as solid walls that block line of sight? A: Ignore the doors of drop pods for all game purposes once the drop pod has deployed. Q: Are Drop Pod doors ignored for game purposes once deployed? A: Ignore the doors of drop pods for all game purposes once the drop pod has deployed.
Transcript
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Michigan GT 40K Championships Rule FAQ 7th Edition Warhammer 40K Beta FAQ

i

This is the Michigan GT Warhammer 40K FAQ, based off of the Games Workshop Beta FAQs that have

been released throughout the summer of 2016 on the Warhammer 40,000 Facebook page. While it largely

incorporates the entirety of the GW Beta FAQs, we have made some changes. For your convenience, the

variances from the GW Beta FAQs and those additional questions are listed here below. In the main FAQ

document, the variances are noted in red and struck through.

Michigan GT 40K Championships FAQ Answers: Grenades

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: In assault, any or all models equipped with grenades may replace their close combat attacks with a single grenade attack. In the shooting phase, only one model per unit may do so.

Psychic Phase

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: Yes, unless the power requires the model to be on the table. Note that non-witchfire psychic powers may not be used from inside a transport.

Terrain

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: Walls in a ruin terrain piece can be moved through by making the normal difficult terrain test (unless the model has some means of ignoring difficult terrain).

Transports

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: Such rules cannot usually affect a unit that is inside a Transport (unless specifically stated in the rule or in this FAQ). However, if the unit with the rule is inside of a Transport, measure the effect of the special rule from the hull/body of the transport, unless the rule specifically requires the model or unit to be on the table.

Dataslate: Officio Assassinorum

Q: When a Culexus Assassin fires their animus speculum, can they gain dice through the Absorbed Warp Charge special rule from any Psykers embarked on a Transport within range?

A: Yes.

Q: Does the Culexus Assassin's Psychic Abomination special rule work whilst it is inside a Transport?

A: Yes.

Codex Space Marines

Q: Do Space Marine Drop Pods count as solid walls that block line of sight?

A: Ignore the doors of drop pods for all game purposes once the drop pod has deployed.

Q: Are Drop Pod doors ignored for game purposes once deployed?

A: Ignore the doors of drop pods for all game purposes once the drop pod has deployed.

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Michigan GT 40K Championships Errata:

Codex Supplement Angels of Death, Fulmination Discipline (p. 110) Replace the last sentence of the Electrodisplacement power with the following: ‘Units affected by Electrodisplacement count as deep striking and may not charge on the turn that the

power is used. If one of the units was locked in close combat, its replacement must be placed at least 1” away from enemy models.

Codex Supplement Angels of Death, Geokinesis Discipline (p. 111) For ease of tournament play (that is to say, to protect our terrain), Shifting Worldscape will not be used

at the Michigan GT. Players may re-roll any 6’s when rolling for psychic powers from the Geokinesis Discipline

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Table of Contents

Michigan GT 40K Championships FAQ Answers: ........................................................................................... i

Grenades .................................................................................................................................................... i Psychic Phase ............................................................................................................................................. i Terrain ........................................................................................................................................................ i Transports .................................................................................................................................................. i Dataslate: Officio Assassinorum ................................................................................................................ i Codex Space Marines ................................................................................................................................. i

Michigan GT 40K Championships Errata: ...................................................................................................... ii WARHAMMER 40K: THE RULES .................................................................................................................... 1

ARMY LISTS ............................................................................................................................................... 1 ARTILLERY .................................................................................................................................................. 1 ASSAULT PHASE ........................................................................................................................................ 1 BLAST MARKERS & TEMPLATES ................................................................................................................ 2 CHARACTERS ............................................................................................................................................. 2 DESTROYER WEAPONS .............................................................................................................................. 3 DETACHMENTS AND FORMATIONS .......................................................................................................... 3 ERRATA - 40K RULEBOOK .......................................................................................................................... 4 EXPANSIONS .............................................................................................................................................. 4 FEEL NO PAIN ............................................................................................................................................ 4 FLYERS ....................................................................................................................................................... 5 GRAVITON WEAPONS ............................................................................................................................... 5 GRENADES ................................................................................................................................................. 5 INDEPENDENT CHARACTERS ..................................................................................................................... 6 INFILTRATE & SCOUT ................................................................................................................................ 6 INTERVENING MODELS ............................................................................................................................. 7 INVISIBILITY ............................................................................................................................................... 7 JINK............................................................................................................................................................ 7 MISSIONS .................................................................................................................................................. 8 MODELS .................................................................................................................................................... 9 MONSTROUS & GARGANTUAN CREATURES ........................................................................................... 10 NOVAS & BEAMS ..................................................................................................................................... 11 ORDNANCE .............................................................................................................................................. 12 OVERWATCH ........................................................................................................................................... 12 PSYCHIC PHASE ....................................................................................................................................... 13 SAVES ...................................................................................................................................................... 14 SHOOTING PHASE ................................................................................................................................... 14 SKIMMERS ............................................................................................................................................... 14 SPECIAL RULES ........................................................................................................................................ 14 STEALTH & SHROUDED ........................................................................................................................... 15 SKYFIRE AND INTERCEPTOR .................................................................................................................... 15 STOMP ..................................................................................................................................................... 15 SUPER-HEAVY VEHICLES.......................................................................................................................... 16 TANK SHOCK ........................................................................................................................................... 16 TERRAIN .................................................................................................................................................. 17

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TRANSPORTS ........................................................................................................................................... 18 UNIT TYPES .............................................................................................................................................. 19 VEHICLES ................................................................................................................................................. 19 WEAPONS................................................................................................................................................ 20 WITCHFIRE POWERS ............................................................................................................................... 21

ADEPTUS MECHANCIUS (CULT MECHANICUS AND SKITARII) ..................................................................... 21 CODEX: ASTRA MILITARUM ........................................................................................................................ 22

ERRATA - WAR ZONE DAMOCLES: MONTKA-THE RULES ........................................................................ 23

CODEX: BLOOD ANGELS .............................................................................................................................. 23

BLOOD ANGELS SCOUT ERRATA - CODEX: BLOOD ANGELS .................................................................... 25

WARHAMMER 40,000: OFFICIAL ERRATA - DREADNOUGHTS .................................................................... 25 BLOOD OATH ............................................................................................................................................... 25 CODEX: CHAOS SPACE MARINE .................................................................................................................. 26

HELBRUTE DATASLATE ............................................................................................................................ 27

CODEX: DARK ANGELS ................................................................................................................................ 27

CODEX: DARK ANGELS ERRATA ............................................................................................................... 30

CODEX: CHAOS DAEMONS .......................................................................................................................... 30

ERRATA .................................................................................................................................................... 32

CODEX: CRAFTWORLDS ............................................................................................................................... 33

ERRATA .............................................................................................................................................. 34

CODEX: DARK ELDAR (INCLUDING HAEMDNCULUS COVENS SUPPLEMENT) ............................................. 34

ERRATA .................................................................................................................................................... 35

DEATHWATCH ............................................................................................................................................. 35 DREADNOUGHT .......................................................................................................................................... 35 GENESTEALER CULTS ................................................................................................................................... 35 CODEX: GREY KNIGHTS ............................................................................................................................... 35 CODEX: HARLEOUINS .................................................................................................................................. 36 CODEX: IMPERIAL KNIGHTS ........................................................................................................................ 36 CODEX: INOUISITIDN ................................................................................................................................... 37

ERRATA .................................................................................................................................................... 38

CODEX: KHORNE DAEMONKIN ................................................................................................................... 38 CODEX: LEGION OF THE DAMNED .............................................................................................................. 39 CODEX: MILITARUM TEMPESTUS ............................................................................................................... 39 CODEX: NECRDNS ........................................................................................................................................ 39

SHIELD OF BAAL: EXTERMINATUS ........................................................................................................... 41 ERRATA .................................................................................................................................................... 42

DATASLATE: OFFICIO ASSASSINORUM........................................................................................................ 42 CODEX: ORKS............................................................................................................................................... 42

WAAAGH! GHAZGHKULL ......................................................................................................................... 44

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ERRATA .................................................................................................................................................... 44

CODEX SPACE MARINES .............................................................................................................................. 44

ERRATA .................................................................................................................................................... 50

CODEX: ADEPTA SORORITAS ....................................................................................................................... 50

ERRATA .................................................................................................................................................... 51

CODEX: TAU EMPIRE ................................................................................................................................... 51

ERRATA .................................................................................................................................................... 56

CODEX: TYRANIDS ....................................................................................................................................... 56

LEVIATHAN RISING .................................................................................................................................. 58 SHIELD OF BAAL: LEVIATHAN .................................................................................................................. 58

CODEX: SPACE WOLVES INCLUDING CHAMPIONS OF FENRIS, CURSE OF THE WULFEN AND START COLLECTING ................................................................................................................................................ 59

ERRATA .................................................................................................................................................... 61

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WARHAMMER 40K: THE RULES

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.

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.

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 if still a 7?

A: You must subtract 2 from the charge roll if any models in the unit have to move through difficult terrain.

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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 as 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 is 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 na1ned 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 40,00Q: The Rules.

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.

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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.

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 latter 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.

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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 ether 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.

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.'

EXPANSIONS

Q: Can I use Apocalypse Formations in non-Apocalypse games?

A: No.

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.

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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.

FLYERS

Q: If a flyer which is forced to move 18" forwards due to an Immobilized 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: No.

Q: Does a Flyer with extra armour, when suffering an Immobilized 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: Yes.

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.

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.

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 40,00Q: The Rules, 'Only one grenade (of any type) can be thrown by a unit per phase'.

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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.

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.

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Q: If fa 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 location?

A: Yes.

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.

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.

JINK

Q: Do Immobilized 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: After.

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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.

MISSIONS

EDITOR’S NOTE: This section is included for

completeness/reference purposes only – in any

circumstance where it conflicts with the Michigan GT

missions or rules, the Michigan GT rules prevail.

Q: Can a unit go back into Reserve the same player tum 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 turn. If I Deep Strike 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, how many Warp Charge 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 Brothers 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!

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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.

MODELS

Q: Can a model choose between saves> even if one save is numerically inferior? For example, can a Ravenwing Biker take a 4+ rerollable 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 lie placed on tile 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, 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 (ii any)?

A: The rules assume that models are mounted on the base they are supplied with, but it's entirely fine to

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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 off 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. (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 tor a model to move 6' towards or away from something and end up more man 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 spilt 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 fine 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 40,00Q: 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 or 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 its hull in all respects.

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.

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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.

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.

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.

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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 would 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.

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

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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.

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

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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

SAVES

Q: Warhammer 40,00Q: 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'.

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.

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.

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.

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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 Stasis 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.

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).

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.

STOMP

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

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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°/o 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.

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.

Q: Can Super-heavy Walkers Thunderblitz? A: No.

Q: Are Super-heavy Walkers limited, like normal Walkers, to a 45° arc of fire from the facing of the model?

A: No.

Q: Can Super-heavy Flyers Jink? 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.

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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.

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 Defense 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% obscured.

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 Defense 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.

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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.

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.

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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.

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 0f 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.

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Q: How can I shoot an infantry unit that stays behind a Vehicle? Does it have cover saves? Can 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 unit1 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 40,00Q: The Rules states that 'All of the weapons fired by a squadron of vehicles in each phase must target a single enemy unit'.

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.

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Q: lf 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 lf 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.

WITCHFIRE POWERS

Q: Does Perfect Timing affect witchfire psychic powers?

A: No.

Q: Can you take a 'Look Out, Sir' roll against successful focused 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 focused 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.

ADEPTUS MECHANCIUS (CULT MECHANICUS AND SKITARII)

Q: Does a Fortification taken as part of an Adeptus Mechanicus War Convocation get free upgrades, for example a Void Shield Generator?

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 Martyr's Firestorm Redoubt or Vengeance Weapon Battery. These Fortifications could replace their emplaced weapons for free.

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Q: The Dominus Maniple Formation lists '1 Onager Dunecrawler' as part of the Formation. Can additional Onager Dunecrawlers be purchased for this unit?

A: No. The Formation entry is not for a unit of Onager Dunecrawlers, but a single model.

Q: In the Dominus Maniple Formation, there have been printed rules that say the Formation requires Skitarii Vanguard, and other printed rules that say it requires Skitarii Rangers. Are either of these in error, or can the Formation use either 1 unit of Skitarii Vanguard or 1 unit of Skitarii Rangers?

A: You can use whichever version of the datasheet you have.

Q: I have a question about the rules of the Dominus Maniple Formation from my Start Collecting! Skitarii box. Does the Skitarii Doctrina Imperatives special rule work on the Tech-Priest Dominus, and does the Canticles of the Omnissiah special rule apply to the Skitarii Rangers?

A: No, each unit is affected by the special rules listed on their datasheet.

Q: In Codex: Skitarii, the special rule 'Luminagen' reduces a unit's cover save by 1 until the end of the phase if they suffer one or more unsaved Wounds, glancing or penetrating hits. When taking cover saves against a weapon with this rule, do you roll the saves one at a time until you fail, with the rest of the saves being taken with the 1 point reduction, or do you roll them all at once and then apply the modifier once that shooting attack has been completed?

A: You would roll all your saves at once against a particular Luminagen weapon (for example, against all the heavy phosphor blasters from a unit of Onager Dunecrawlers). If your unit suffered any unsaved Wounds, glancing or penetrating hits from that attack, it would count its cover save as being 1 point worse than normal until the end of the phase. If the Onager Dunecrawlers had any weapons that they had not already fired, these would benefit from this cover save penalty.

Q: When firing several weapons with the Luminagen special rule, do the penalties to cover saves stack (i.e. do 2 hits with Luminagen weapons give a -2 modifier to cover saves)?

A: The penalty from suffering an unsaved Wound, or a glancing or penetrating hit, caused by a weapon with the Luminagen special rule does not stack. It will never impose more than a -1 penalty on a unit's cover save.

Q: The Dominus Maniple Formation lists '1 Onager Dunecrawler' as part of the Formation. Does this mean one unit or one model? For example, can I have a full unit of 3 Onager Dunecrawlers in this formation?

A: It means one Onager Dunecrawler model.

Q: Can models embarked on a vehicle that fire at Kastelan Robots (whether through Fire Points or in Open-topped Transports) have shots reflected back at them because of the Repulsor Grid special rule? Can units that are able to Jink do so against reflected shots?

A: Any shots reflected back at them will hit the vehicle. Units cannot Jink against reflected shots.

Q: If a unit such as the Kataphron Destroyers deals an unsaved Wound using their phosphor blasters, then does the 1-point reduction in cover save from the Luminagen special rule apply to the same unit's heavy grav-cannons if fired afterwards?

A: Yes.

CODEX: ASTRA MILITARUM

Q: Should Commissar Varrick have the Stubborn special rule?

A· No.

Q: Is the Taurox Prime meant to have the Assault Vehicle special rule?

A: No.

Q: Should the Hydra have the Interceptor special rule? A: No.

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Q: When the 'Fire on my Target!' order is issued, do both units (the officer and the ordered unit) need line of sight to the target or just the ordered unit?

A: Only the ordered unit needs line of sight.

Q: Colour Sergeant Kell's Listen Up. Maggots! special rule allows nearby Astra Militarum units to use his Leadership instead of their own highest Leadership. How does this interact with abilities that force a unit to use its lowest Leadership value?

A: Kell's rule only affects units taking Leadership tests for orders issued by Creed. If, as the result of an enemy ability, a unit is forced to use its lowest Leadership value when taking a Leadership test for an order from Creed, then they can still use Kell's leadership as long as he is in the same unit as Creed.

Q: Can you add Ministorum Priests. Primaris Psykers and Enginseers to Formations?

A: No.

Q: What is the firing arc of the Chimera's lasgun arrays?

A: They are considered hull-mounted weapons, and as such have a 45° arc.

Q: In a Chimera, is it possible to use both its lasgun arrays and its Fire Point during the same Shooting phase (if there are 10 models in the Chimera, for example)?

A: Yes.

Q: Is the Fire Point of a Chimera the turret hatch or the hatch at the back?

A: The hatch at the back.

Q: Commissar Yarrick has both the Chain of Command and Senior Officer special rules. The first rule stipulates that if there's a model with the Senior Officer rule, they cannot be the Warlord. Do the two cancel each other out?

A: No. Yarrick can only be your Warlord if you have no other model with the Senior Officer rule in your primary detachment. Yarrick is a Senior Officer, and can issue orders accordingly.

Q: Can a Valkyrie or Vendetta performing a Grav Chute Insertion use a ground vehicle's augur array to prevent scatter?

A: No. The augur array only affects units arriving from Deep Strike Reserve.

Q: Can a Valkyrie or Vendetta perform a Grav Chute Insertion when it is Zooming?

A. Yes.

Q: Does an Infantry Platoon count as a single unit for the purposes of issuing orders?

A: No.

Q: Can you clear up Ordnance and Heavy vehicles? Leman Russ owners have been wondering about this for some time.

A Heavy has no effect on firing 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: When a Formation like the Steel Host includes a Tank Commander, is that the Tank Commander in a single tank, or a full squadron - i.e. the Tank Commander HQ choice from Codex: Astra Militarum?

A: It's the Tank Commander entry from the codex, that is, a Tank Commander and 1-2 other Leman Russ tanks, which form a single squadron.

ERRATA - WAR ZONE DAMOCLES: MONTKA-THE RULES

Page 45 - Psykana Division. Special Rules, Encouraging Presence

Add the following sentence at the beginning of this rule: 'Any Commissars taken as part of this Formation must each be attached to a different Wyrdvane Psyker unit.'

CODEX: BLOOD ANGELS

Q: Can Blood Angels use the Skyhammer Annihilation Force?

A: No - the Skyhammer Annihilation Force has the Space Marines Faction, not the Blood Angels Faction.

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Q: Does Lemartes take up his own Elites Force Organization Chart slot in a Blood Angels force roster?

A: Yes. Units take up a slot on a Force Organization Chart unless otherwise stated.

Q: Can Blood Angels, being Adeptus Astartes, use Space Marine Formations that don't require Centurions, Flame Talons, and so on?

A: No.

Q: The Vanguard Veteran Squads in Codex: Blood Angels and Codex: Space Marines both have the Heroic Intervention special rule, but the rule differs. Antor Delassio - the Blood Angels Deathwatch Space Marine listed in White Dwarf - again has the Heroic Intervention rule, but uses the Codex: Space Marines version. Has that rule been changed to include the re-rolling of charge dice in all books?

A: No, the rule remains as worded in Codex: Blood Angels. Antor Delassio has his own rules that have no effect on the Blood Angels codex.

Q: Is a Blood Angels Librarian Dreadnought's furioso force halberd supposed to have the Specialist Weapon rule?

A: No.

Q: With Gabriel Seth in Codex: Blood Angels, does the Strength bonus from the Furious Charge rule apply before or after the Strength x2 from his weapon?

A: When a model has multiple modifiers you first apply multipliers (his x2 Strength from his weapon) then apply any additions or subtractions (the+ 1 Strength from Furious Charge). This means Gabriel Seth strikes at Strength 9 in a tum in which he charges.

Q: When using the Skies of Fury special rule to exit a Stormraven Gunship, would a locator beacon prevent the unit from scattering?

A: No - the unit is not arriving from Deep Strike Reserve.

Q: Does the Wall of Death rule give frag cannons 1D3 or 2D3 hits when firing Overwatch?

A: 1D3.

Q: As it is worded, Mephiston's Sanguine Sword psychic power is unique to him but does not belong to a discipline, stopping him from ever taking a primaris power. Should it belong to the Sanguinary discipline, but only be useable by him?

A: Sanguine Sword is a psychic power that is not part of a discipline. Under 'Psychic Focus', Warhammer 40,00Q: The Rules states that powers that are not part of a discipline, such as Force, are not considered when determining whether the Psyker has Psychic Focus.

Q: Does Mephiston's Sanguine Sword psychic power take up one of the three powers he can generate on other psychic tables?

A: As his Army List Entry states, he always knows the Sanguine Sword psychic power, and may generate two more powers.

Q: Can any unit use the Augur Triangulation special rule from the Angel's Fury Spearhead Force to charge in turn 1?

A: No, only certain Blood Angels units (those that can Deep Strike on turn 1) would be able to do so.

Designer's Note: This was quite an interesting question, with quite an

involved answer. For those that are interested, for a unit to be able to charge on turn 1 using this rule, the following needs to happen:

- You need to pass the Angel's Fury Spearhead Force's Reserve Roll in turn 1.

- You also need the unit you want to charge with to be set up in Deep Strike Reserve, and have an ability that allows it to arrive in turn 1 (for example a unit in a Drop Pod).

- Then you have to move the Angel's Fury Spearhead Force onto the battlefield as described in Moving On From Reserve. The units that you wish to measure from must disembark, as you cannot measure from the models with teleport homers while they are embarked on vehicles.

- Then, if there is an area that is within 12" of two models with teleport homers from this Formation, you can choose for your units arriving from Deep Strike Reserve to arrive within 12" of these models.

- If you do so, those units do not scatter, and can charge in the turn they arrive. Note that the Tactical Squads

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in this Formation cannot themselves charge in the turn they arrive - they haven't arrived from Deep Strike Reserve.

Q: How exactly does the Angel's Wrath Intervention Force's Meteoric Impact special rule work? For example, if the Formation deploys in such a way that an enemy unit has 5 models within 6" of one of the Assault Squads and 4 models within 6" of the Vanguard Veteran Squad, does that unit take 9 hits or just 5?

A The unit suffers a hit for each of their models within 6" of a model from this Formation. However, a unit cannot suffer more hits from Meteoric Impact than there are models in the unit. In the example given, if the unit had 9 or more models, it would suffer 9 hits. If it had fewer than 9 models, it would suffer a number of hits equal to the number of models in the unit.

BLOOD ANGELS SCOUT ERRATA - CODEX: BLOOD ANGELS

Page 66 - Scout Squad, Profile Change the Weapon Skill ('WS') characteristic on the

Scout profile to read '4'. Change the Ballistic Skill ('BS') characteristic on the

Scout profile to read '4'.

Page 85 - Scout Bike Squad, Profile Change the Weapon Skill ('WS') characteristic on the

Scout Biker profile to read '4'. Change the Ballistic Skill ('BS') characteristic on the

Scout Biker profile to read '4'.

Profiles - Troops, Scout Change the Weapon Skill ('WS') characteristic on the

Scout profile to read '4'. Change the Ballistic Skill ('BS') characteristic on the

Scout profile to read '4 '.

Profiles - Fast Attack, Scout Biker Change the Weapon Skill ('WS') characteristic on the

Scout Biker profile to read '4'. Change the Ballistic Skill ('BS') characteristic on the

Scout Biker profile to read '4'.

WARHAMMER 40,000: OFFICIAL ERRATA - DREADNOUGHTS

CODEX: BLOOD ANGELS I CODEX: SPACE WOLVES I CODEX: GREY KNIGHTS

Increase the Attacks characteristic of all Dreadnoughts (of any type) by 2 on the appropriate datasheets and summary profiles found in Codex: Blood Angels, Codex: Space Wolves and Codex: Grey Knights. including Bjorn the Fell-Handed and Murderfang.

CASSOR THE DAMNED ERRATA - SHIELD OF BAAL: DEATHSTOAM

Page 29 - Cassor the Damned, Profile Change the Attacks characteristic on Cassar the

Damned's profile to read '5'.

BLOOD OATH

Q: Can the Formations from Blood Oath be used as part of a Blood Host Detachment?

A: No.

Q: Under the Hungry for Blood special rule, are the Berzerkers in the Fist of Khorne Formation allowed to charge in turn one, or from turn two, when they disembark?

A: The Berzerkers can charge on the same turn they disembark, regardless of which turn that is.

Q: Do the non-Khorne Daemonkin models in the Hellforged Hunting Pack Formation generate Blood Tithe points (i.e. do they gain the Blood for the Blood God! special rule while in this Formation)?

A: Assume that all models in the Hellforged Hunting Pack have the Blood for the Blood God! special rule for the purposes of earning Blood Tithe points.

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CODEX: CHAOS SPACE MARINE

Q: For Chaos Space Marine Sorcerers with a Mark of Chaos, does the new rule of automatically getting the primaris power of your god's mark fulfil the requirement that a Sorcerer with a mark must generate one psychic power from his patron's psychic table?

A: No. They must generate one power from their patron's discipline. They can generate all other powers (if they are Mastery Level 2 or higher) from another discipline, and they will also know the primaris power of their patron's discipline because of the Chaos Psychic Focus rule.

Q: Can Thousand Sons Aspiring Sorcerers generate their power from the Daemonology discipline instead of the Discipline of Tzeentch?

A: No. However, Chaos Psychic Focus means they will also have the primaris power from the Discipline of Tzeentch.

Q: Kharn's attacks always hit on a 2+ in close combat due to Gorechild. If he attacks a unit that has the Invisibility power cast upon it, does he still hit on 2+?

A: Yes.

Q: Does Abaddon (or any named HQ character) have to tum into a Daemon Prince or Chaos Spawn if he were to roll Dark Apotheosis or Spawnhood respectively on the Chaos Boon table?

A: Yes.

Q: Chaos Space Marine Super-heavy vehicles can take Daemonic Possession for 30 points. However, being a Super-heavy vehicle they already ignore Crew Stunned and Crew Shaken results, but still take the -1 BS. Is there an update missing from the Daemonic Possession rules regarding Super-heavy vehicle?

A: This vehicle upgrade is included for completeness' sake only.

Q: When using a Spell Familiar to re-roll a failed Psychic test, do you re-roll all of the dice you used to attempt to manifest the power or only the dice that failed to get a 4+?

A: You re-roll all of the dice.

Q: Does a Spell Familiar allow you to re-roll the Psychic test if you get Perils of the Warp result?

A: Only if your Psyker failed to manifest the psychic power in question If the psychic power is manifested, the test wasn't failed, so the Spell Familiar's rule doesn't apply.

Q: Is a baleflamer considered to be a flamer weapon? A: No.

Q: A Heldrake has one ranged weapon: if it opts to Vector Strike in the Movement phase, is it still able to fire its weapon in the Shooting phase?

A: Yes.

Q: Could you please clarify the Heldrake's fire arc (should it be measured from the head or from the tip of the weapon, etc.)?

A. As stated in the October 2014 Chaos Space Marine FAQs, you should treat the Heldrake’s ranged weapon as a hull-mounted weapon, measuring all ranges and line of sight from the barrel of the gun.

Q: Does the Champions of Chaos special rule work only in the Assault phase, or does it apply in the Shooting phase as well?

A: A character with the Champions of Chaos rule rolls on the Chaos Boon table when they kill an enemy character, whether this is in the Shooting phase, Fight subphase, or even with Overwatch fire. The only exception is that you don't get to roll on the Chaos Boon table for a character killed by a Sweeping Advance.

Q: Does the mutation from the Possessed's Vessels of Chaos special rule last until the end of the game turn or player turn?

A: Until the end of the player turn.

Q: How do Feel No Pain or Reanimation Protocols rolls interact with the Black Mace?

A: If any model suffers an unsaved Wound from the Black Mace (other than one caused by its Cursed special rule), then it would make a Feel No Pain or Reanimation Protocol roll before the Toughness test is taken. If the roll is passed, no Toughness test is taken and the Wound is discounted. If a model is forced to take a Toughness test at the end of the phase by the Cursed special rule, Feel No Pain and

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Reanimation Protocol rolls are made after a failed Toughness test - i.e. when the model would otherwise suffer an unsaved Wound.

Q: Be'lakor was updated in War Zone Fenris: Curse of the Wulfen; is he still an available HQ choice for a Chaos Space Marines army?

A: Yes, if you have the Be'lakor dataslate.

HELBRUTE DATASLATE

Q: Does the 3+ cover save that the Helcult Formation's Helbrute gets apply in close combat?

A: No.

Q: How do the Chaos Boons that give Toughness. Wounds and other non-applicable characteristic bonuses work when you roll them for a Helbrute? (You get the roll by casting Gift of Mutation on the Helbrute Champion - which has the Vehicle (character) unit type - from the Helfist Murderpack Formation.)

A: The roll has no effect if you roll one of these results.

Q: What is the maximum charge range of a Helbrute that has just performed a Deep Strike as part of the Mayhem Pack Formation - is it 12" or 0"?

A: Units that have arrived from Deep Strike Reserve cannot charge in the tum they do so, unless a rule explicitly states otherwise. Once the Helbrutes have arrived from Deep Strike Reserve, roll on the Crazed table for them and apply the result as normal - for the purposes of Blood Rage the Helbrutes' charge range is still considered to be 12”.

Chaos Vehicle Equipment, Magma Cutters Change the first two sentences of the rules text to read: ‘If a Maulerfiend hits with at least one Attack in the

Fight sub-phase, 1t may make an additional Attack with one of its magma cutters against one of the units it hit If it hit with all of its Attacks, it instead makes two additional Attacks with its magma cutters against one of the units It hit.'

Helbrutes Increase the Attacks characteristic of the Helbrute by 2

on the appropriate datasheets and summary profiles found in Codex: Chaos Space Marines and Codex: Khome Daemonkin.

CODEX: DARK ANGELS

Q: What happens if I cast Mind Wipe on a Walker (or Super-heavy Walker)?

A: A vehicle targeted by Mind Wipe will have its Weapon Skill and Ballistic Skill reduced to 1 until the end of its next turn, at which point it will recover (it is treated as automatically passing the Leadership test).

Q: Can I have a Company Master on a bike? A: No.

Q: Can I replace the Chaplain in the Lion's Blade Strike Force's Battle Demi-company with an Interrogator-Chaplain?

A: No.

Q: The Ravenwing Support Squadron - does the entire squadron gain Stealth and Shrouded (i.e. as the Formation forms a vehicle squadron, does the Darkshroud transfer Shrouded to the Land Speeders and do the Land Speeders gain Stealth from the Icon of Old Caliban special rule and confer it in turn to the Darkshroud – in sum, does the whole squadron effectively have an 4+ cover save in the open)?

A: Yes. The Darkshroud's Shrouded rule stacks with the Stealth rule that the Land Speeders gain from being within 6" of the Darkshroud - every model in the squadron has a 4+ cover save in the open.

Q: Can Cypher be fielded with a Dark Angels Detachment?

A: No - the Cypher Dataslate describes how you can field him. Of course, if you and your opponent want to fight a battle where Cypher leads an army of the Fallen and you decide to use a Dark Angels Detachment to represent them, that's entirely up to you!

Q: In the Ravenwing Strike Force, if I take a Flyer, does the whole Detachment have to start in Reserves, or can I start with all my Bikers on the board and leave the Flyers in Reserve?

A: If your Ravenwing Strike Force includes a Flyer, e.g. a Nephilim Jetfighter (which must be set up in Reserve), the whole Strike Force must be set up in Reserve, as described in the Strike as One rule.

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Q: Dark Angels models with the Deathwing special rule have Hatred (Chaos Space Marines). Does this also apply to Chaos Space Marines, Berzerkers and Possessed from Codex: Khorne Daemonkin?

A: Yes. For completeness, here is a list of the Khorne Daemonkin units that the Deathwing hate: Chaos Lord, Daemon Prince, Chaos Cultists, Chaos Space Marines, Berzerkers, Possessed, Chaos Terminators, Chaos Spawn, Chaos Rhino, Chaos Bikers, Raptors, Warp Talons, Heldrake, Chaos Land Raider, Forgefiend, Maulerfiend, Defiler, and Helbrute.

Q: Are Inner Circle characters without Terminator armour (Azrael, Ezekiel) able to be part of a Deathwing Strike Force, since they have the Deathwing special rule?

A: Yes (see the Codex: Dark Angels errata). However, as they do not have the Deep Strike special rule, any of these characters can only be set up in Reserve (they could, of course, be embarked on a Land Raider taken as a Dedicated Transport by another unit that they have joined in the Detachment).

Q: With the Deathwing Strike Force, how do you avoid automatically losing on turn 1, as you can't Deep Strike until turn 2?

A: Detachments like the Deathwing and Ravenwing are meant to be used in support of other Detachments and Formations. If your entire army is a Deathwing Detachment (or a Ravenwing Detachment deployed in Reserve), then you will lose the game at the end of the first turn because you have no models on the battlefield. To avoid this, field one of these Detachments alongside other units, Formations or Detachments. Alternatively, you can have a chat with your opponent before the game and see if they're happy for you to tweak the rules to avoid this situation!

Q: If I field a Grey Knights Brotherhood alongside a Deathwing Strike Force, and have a Grey Knights Independent Character join a Deathwing Terminator Squad and Belial join a squad of Grey Knights, does the Deathwing Terminator Squad roll for reserves on turn one (because of the attached Grey Knights Independent Character) and does the Grey Knight squad arrive on turn two without rolling (because of Belial being in the unit)?

A: No. As stated in Warhammer 40,00Q: The Rules, Independent Characters do not confer their special rules on units they are joined to (and vice versa) unless stated otherwise.

Q: The Dark Angels lnterromancy psychic power Mindworm states that when suffering an unsaved Wound, a number of the target's characteristics are reduced by 3. If a successful Reanimation Protocols or Feel No Pain roll is made, what happens to the characteristic modifiers?

A: If a model passes its Reanimation Protocols or Feel No Pain roll, the Wound is treated as being saved, so the model suffers no penalty to its characteristics.

Q: Does the Ravenwing special rule in Codex: Dark Angels allow me to re-roll all cover saves while the model is Jinking, or only the cover saves given to the model by the J ink special rule?

A: When a model Jinks, it gains a 4+ cover save until the start of its next Movement phase. A model with the Ravenwing special rule can re-roll any cover saves it has to make against the attack that prompted it to Jink, and any further cover saves it has to make until the start of its next Movement phase.

Q: In Codex: Dark Angels, can the Ravenwing Support Squadron fire Overwatch for itself, or only other Ravenwing units?

A: Ravenshield allows you to fire Overwatch in support of a friendly unit with the Ravenwing special rule - it doesn't need to be part of this Formation, but it can be.

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Q: When a Dark Angels HQ unit is equipped with a Space Marine bike, do they gain the Ravenwing special rule so that they can be used in the Ravenwing Strike Force?

A: No. However, the following errata was published in December 2015:

Page 159 - Ravenwing Strike Force, Restrictions Replace this with the following: 'All units in this Detachment must have the Ravenwing special rule (pg 148) or be a Dark Angels Character equipped with a Space Marine bike. '

Q: Can Ravenwing Bikers Jink against normal attacks such as bolters, or do they have to use armour saves (can they use a 4+ re-rollable Jink instead of the 3+ armour save)?

A: The controlling player can use their discretion as to which of their model's saves is 'the best', so a player could choose to use their Ravenwing Bikers' 4+ re-rollable cover save from Jink instead of their 3+ armour save.

Q: If I put the entire Ravenwing Strike Force in Reserve, can I declare that some or all of the units that have Scout are going to Outflank?

A: Yes. If you decide for the Ravenwing Strike Force to be in Reserve, any units that can normally do so can choose to Outflank.

Q: Dark Angels Overwatch as modified by Grim Resolve - does it work against invisible units? Since it is still a Snap Shot - just at a higher Ballistic Skill - I would think so.

A: A model with Grim Resolve fires Overwatch at Ballistic Skill 2. This is not affected by Invisibility.

Q: Do Venerable Dreadnoughts arriving by Drop Pods benefit from the Vengeful Strike special rule?

A: No - Vengeful Strike only benefits models wearing Terminator armour arriving by Deep Strike.

Q: A question about the Dark Angels relic, the Mace of Redemption. In the 6th edition, the Bane of the Traitor special rule 'improved' the weapon's AP but the current wording says the AP is 'increased' - is this a printing error?

A: The weapon is AP 1 when used to attack a unit with the Chaos Space Marines Faction.

Q: Can a Dark Angels Company Master, Interrogator-Chaplain or Librarian carry more than one relic by, for example, swapping a bolt pistol for Foe-smiter, and then swapping another weapon for Shroud of Heroes?

A: A model may only take one Relic of Caliban.

Q: In a Deathwing Command Squad, does a Deathwing Terminator who is upgraded to the Deathwing Apothecary lose any equipment other than his power fist? Similarly, what happens when a Ravenwing Black Knight in a Ravenwing Command Squad is upgraded to the Ravenwing Apothecary?

A: A Deathwing Terminator upgraded to the Deathwing Apothecary replaces his power fist with a narthecium. He may not take any other options. A Ravenwing Black Knight may be upgraded to the Ravenwing Apothecary, taking a narthecium. He may not take any other options.

Q: May a Dark Angels Librarian in Terminator armour take a storm shield like his counterpart in Codex: Space Marines?

A: A Dark Angels Librarian may not take a storm shield.

Q: Regarding upgrade sequences - can a Deathwing Terminator have a thunder hammer and storm shield, and a cyclone missile launcher?

A: Yes - the Terminator may first replace all of its weapons with the thunder hammer and storm shield, and then, as one of a group of five models in the squad, take the cyclone missile launcher.

Q: Is Interrogator-Chaplain Seraphicus still playable in 7th edition (he was the limited edition insert character for Dark Vengeance back in 6th edition)?

A: For Interrogator-Chaplain Seraphicus, use the Interrogator-Chaplain datasheet and choose to take a plasma pistol (15 pts) in place of his bolt pistol.

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CODEX: DARK ANGELS ERRATA

Page 141 - Deathwing Redemption Force, Special Rules, Deathwing Assault

Replace the first sentence of the first paragraph with the following:

'All units in this Formation that can do so must begin the game in Deep Strike Reserve (this includes any Venerable Dreadnoughts which must be in their Drop Pods). All other units must begin the game in Reserves.

Replace the final sentence of the first paragraph with the following:

'All units In this Formation in Deep Strike Reserve automatically arrive by Deep Strike at the start of the chosen turn. All units in this Formation in Reserve automatically arrive from Reserve at the start of the chosen turn.'

Page 158- Deathwing Strike Force, Command Benefits, Summoned to War

Replace the first sentence with the following:

'All units in this Formation that can do so must begin the game In Deep Strike Reserve (this includes any Venerable Dreadnoughts which must be in their Drop Pods). All other units must begin the game in Reserves.'

CODEX: CHAOS DAEMONS

Q: How does the Daemon of Tzeentch rule work in the Psychic phase?

A: As Daemons of Tzeentch gain +3 Leadership while manifesting psychic powers, they are more resistant to many effects should they suffer Perils of the Warp.

Q: If a Chaos Daemon Psyker generates all of their powers from a single discipline from Warhammer 40,00Q: The Rules, does he benefit from Psychic Focus in addition to Chaos Psychic Focus (as the mandatory primaris power from Chaos Psychic Focus isn't generated as such)?

A: Yes.

Q: Tzeentch Warpflame - does the Feel No Pain gained by an enemy unit who passes a Toughness test stack with successive applications?

A: Yes, although this cannot be improved beyond Feel No Pain (2+).

Q: For Flickering Fire of Tzeentch (the primaris power of the Discipline of Change), do you have to declare how many Warp Charge points are being used with the power before rolling for the Psychic test?

A: Yes, you must declare whether you mean to harness 1, 2 or 3 Warp Charge points before rolling.

Q: Can Kairos Fateweaver still use his Staff of Tomorrow re-roll when he is in Reserve?

A: No.

Q: In Warhammer 40,000, Skull Cannons of Khorne have two Bloodletters. In the Assault phase, do you only have to kill those two to remove the model, like killing the rider of a Chariot?

A: You cannot target the Bloodletters - they are considered to be part of the Skull Cannon, not riders. To destroy a Skull Cannon in the Fight sub-phase, you have to attack the Skull Cannon, and hits will be resolved against its front armour as with other Chariots.

Also note the following amendment, published

October 2014:

Page 32 - Skull Cannons of Khorne Add the following under Special Rules: 'Blood letter Crew: This model makes 2 additional Strength 4 AP3 Attacks in each Assault phase resolved at Weapon Skill 5. These Attacks are made at the Initiative 4 step (though this does not grant an extra Pile In move). On a turn in which this model charged, the Strength of these Attacks is increased to 5.'

Q: When a unit in Reserve with an Instrument of Chaos makes a successful Reserve Roll, it can choose a unit in Deep Strike Reserve to arrive automatically. If the chosen unit has an Instrument of Chaos, can it choose another unit to arrive automatically, and so on?

A: No. No roll is made for the unit chosen to arrive automatically, and an Instrument of Chaos' special rule is only triggered by a successful Reserve Roll.

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Q: Can Daemons charge in the turn in which they are summoned?

A: No.

Q: Can a Daemon's invulnerable save be improved to better than 2+ (through the effect of psychic powers and other abilities which improve invulnerable saves)?

A: No.

Q: What's the movement in inches for the Skull Cannons and Blood Thrones of Khorne?

A: They are Chariots, which move following the same rules as vehicles of their type. This means that they have a Combat Speed of up to 6" and a Cruising Speed of between 6" and 12".

Q: In the digital version of Codex: Chaos Daemons, is it intended that the Staff of Change is now a Greater Reward while the Mutating Warpblade is a Lesser Reward?

A: No, the digital version is in error and will be corrected.

Q: Are the Blue Scribes affected by Daemonology (Malefic) powers that target the Psyker, since they themselves are not Psykers? Specifically, would they be removed as a casualty of Possession?

A: Although they are not Psykers, they are considered to be a Psyker when manifesting a psychic power (otherwise they wouldn't be able to benefit from blessings like Cursed Earth, for example). This means that if they manifest Sacrifice they will be wounded (unless you choose another friendly model within 6" to take the Wound) and if they manifest Possession they will be removed as casualties.

Q: Keepers of Secrets have Preferred Enemy (Eldar & Dark Eldar) - what about Harlequins and Corsairs?

A: The rule applies to all kinds of Eldar, including Harlequins and Corsairs.

Q: Can you take the Masque of Slaanesh as part of the Heralds of Chaos?

A: No. She has fallen out of favour with Slaanesh, so is not treated the same as the other Heralds.

Q: Can the Masque of Slaanesh use her powers through the Fire Points of buildings?

A: No.

Q: Should the Lash of Despair have Rending? A: No.

Q: Nurglings have defensive grenades through the Daemon of Nurgle special rule, but you can only use grenades instead of another shooting weapon. As Nurglings have no shooting weapons, does this mean that they cannot throw their grenades?

A: No. One base of Nurglings in a unit can throw a defensive grenade in their Shooting phase (though it's best not to think too hard about precisely what it is they're throwing).

Q: According to the rules, 'friendly units' are all units under your control. Does that mean that a model can target itself with an ability or equipment that targets friendly units, like the Grimoire of True Names?

A: Yes (although in this instance, the Grimoire of True Names has no effect on the bearer).

Q: When using Daemonic Corruption to control Objective Markers, if a Daemon unit from a Daemonic Incursion Detachment is sitting on an Objective Marker, can an enemy unit take it back without a special rule like Objective Secured?

A: If a unit from a Daemonic Incursion is within 3" of a corrupted Objective Marker and an enemy unit is also within 3" of that Objective Marker, the Chaos Daemon player still controls that Objective Marker (it is not contested), unless the enemy unit has a rule that allows it to control an Objective Marker regardless of the presence of enemy models (such as Objective Secured). In the latter case, the Objective Marker is claimed (and cleansed) by the unit with Objective Secured.

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Q: War Zone Fenris: Curse of the Wulfen states that 'The Bloodthirster of Unfettered Fury, Bloodthirster of Insensate Rage and Wrath of Khorne Bloodthirster datasheets replace the Bloodthirster Army List Entry found in Codex: Chaos Daemons.' Does this mean that when I cast the Daemonology (Malefic) Possession psychic power I get to choose any of the three Bloodthirsters listed to conjure?

A: Yes.

Q: The Whips of Agony from War Zone Fenris: Curse of the Wulfen state that only an Exalted Alluress can take them, but the Exalted Alluress on a Hellflayer doesn't have the option to take daemonic rewards. Can she take the Whips of Agony?

A: No. Only an Exalted Alluress riding a Seeker Chariot or Exalted Seeker Chariot can take the Whips of Agony.

Q: Does Shared Power from the Infernal Tetrad treat each Daemon Prince as if it were the Warlord, or do Warlord Traits with wordings like 'your Warlord receives X' only affect the actual Warlord? Do these effects stack?

A: When using Shared Power, the other models in the Infernal Tetrad have the same Warlord Trait that you generate for your Warlord. This affects each of the Daemon Princes as if they were your Warlord, and they each benefit individually from the rule. For example, if you generated the Savage Hedonist Warlord Trait, you would add 1 to the Attacks characteristic of each of the models, not 4 to the Attacks characteristic of your Warlord. The effects are never cumulative - a unit within 7" of two or more models with the Miasma of Pestilence Warlord Trait would only suffer 06 additional Strength 1 hits with the Poisoned special rule at the end of the phase, not 206 or more. For another example, if the models in the Infernal Tetrad have the Strategic Genius Warlord Trait, you would only add 1 to your roll to Seize the Initiative, not 4.

Q: How does Shared Power interact with Slay the Warlord?

A: Only the model originally chosen to be your Warlord awards a Victory Point for Slay the Warlord.

Q: The Infernal Tetrad's Shared Power special rule states that if one of the Daemon Princes is your Warlord then the other models in the Formation also have his Warlord Trait. Does this mean if my Warlord is aligned to Tzeentch and I roll Lorekeeper of Tzeentch that I can have a Daemon Prince of Khorne with Psyker (Mastery level 1)?

A: In this circumstance, Shared Power does not apply to Daemon Princes of Khome.

Q: Does the 'flip' from the Paradox artefact count as a re-roll for the purposes of the rule allowing any dice to only be re-rolled once?

A: No. You could use a re-roll on the dice you have 'flipped' or use the 'flip' on re-rolled dice.

Q: Does the effect of the Mark of Excess artefact stack?

A: Yes.

Q: The Lord of Skulls isn't mentioned in the update for Daemons in War Zone Fenris: Curse of the Wulfen. Was this a deliberate omission?

A: Yes.

ERRATA

Exalted Flamer of Tzeentch Change the Unit Type of the Exalted Flamer of Tzeentch

to read : 'Jump Infantry (Character)'

Daemonic Incursion Detachment, Command Benefits, Daemonic Corruption

Change the first sentence to read as follows: 'Any Objective Markers controlled by units from this

Detachment at the end of your tum count as being under your control for the rest of the game, even if you have no units within 3" of them. A unit can only corrupt a single Objective Marker in this manner at the end of each of your turns.'

Daemonic Incursion Detachment, Command Benefits Add the following Command Benefit: 'Patronage of the Dark Gods: Psykers from this

Detachment can choose to generate all of their psychic powers from the Discipline of Change, Plague or Excess (as appropriate) if they wish. However, if they do so, then the rules for Chaos

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Focus (see Warhammer 40,00Q: The Rules) no longer apply to them; they follow the normal rules for Psychic Focus instead.'

CODEX: CRAFTWORLDS

Q: Do Wave Serpents taken as Dedicated Transports get + 1 Ballistic Skill for being a part of the Aspect Host or Dire Avenger Shrine Formations?

A: Yes

Q: Can Eldar Jetbikes assault after they have done a 2D6" move in the Assault phase?

A. No. They can either move 2D6" or declare a charge.

Q: Does the Runes of the Farseer special rule allow Deny the Witch even when the Farseer is not directly targeted or in range?

A: No

Q: Can the lyanden Supplement still be used with the new Codex: Craftworlds?

A· Yes

Q: Can a unit of Aspect Warriors with an Exarch be joined by an Independent Character?

A: Yes

Q: Does a unit of Striking Scorpions that Outflank via their Infiltrate ability gain the benefits of Shadowstrike?

A: No.

Q: Can Eldar Warp Spiders still move as Jet Pack Infantry in the Assault phase if they have Warp jumped in the Movement phase?

A: Yes

Q: Is it intentional that an Eldar Autarch with a Warp Jump generator does not receive the ability to Flickerfump with a unit of Warp Spiders?

A: Yes

Q: Do Swooping Hawks that start the game on the table and Skyleap on the first/subsequent turns reenter the game via Deep Strike?

A: Yes - they are placed into Ongoing Reserves and will arrive by Deep Strike In your following tum.

Q: When used as a weapon, in what direction does the serpent shield fire?

A: As described in the serpent shield entry in the Appendix, it is treated as a hull-mounted weapon pointing forward.

Q: Does a Striking Scorpion Exarch armed with a scorpion's claw and a scorpion chain sword get to add + 1 lo their Strength from the chainsword after applying the x2 to their Strength from the scorpion's clew in addition lo gaining +1 attack for having two close combat weapons?

A: No. A Striking Scorpion Exarch with a scorpion chainsword and scorpion's claw must choose which weapon they want to use in the Fight sub-phase. The other weapon grants them + 1 Attack for having two close combat weapons but no strength bonus if the Exarch chooses to attack with the scorpion chainsword they will have + 1 Attack and strike at Strength 4 and AP6. If they choose to attack with the scorpion's claw they will have + 1 attack and strike at Strength 6 and AP2.

Q: If Jain Zar uses Disarming Strike on a Khorne Daemonkin character with Kor'lath, the Axe of Ruin, and chooses the axe as the weapon they lose, does that prevent them from summoning a Bloodthlrster of Unfettered Fury via the axe's Caged Fury special rule if the character Is killed while disarmed?

A. Yes

Q: Is Jain Zar's Silent Death meant to have the Melee type?

A: No.

Q: Should Karandras have the Stalker special rule? A: No

Q: Is the Seer Council listed in the Craftworld Warhost the same as the Seer Council Formation?

A: Yes, the Seer Council in the Craftworld Warhost is a Seer Council Formation as presented in the codex.

Q: Can the Autarch's The Path of Command special rule be used if the Autarch is in Reserve?

A: Yes

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Q: If a Warlock successfully manifests the Runes of Battle power Protect, is it only the Warlock who receives a 6+ save?

A. No Protect is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit receive a + 1 bonus 10 their Armour Save (to a maximum of 2+). ·The Warlock receives a 6+ Armour save and the unit they are joined to receives + 1 to their Armour save as well.

Q: Can you assault after using Battle Focus? A. No. A unit that Ran in the Shooting phase cannot

charge in the Assault phase.

Q: Am I right in thinking that the two Farseers joined to the Warlock Conclave in a Seer Council cannot manifest the same power in the same Psychic phase?

A: Yes, you are correct. They and the War1ocks are a single unit, and a unit cannot attempt to manifest the same power twice in the same Psychic phase.

ERRATA

Page 124 - Wasp Spiders, Special Rules, Flicl<erjump

Change the first sentence to read: 'Once per tum, when a unit with this special rule is chosen as the target of a shooting Attack, it can immediately make a Warp Jump (pg 154), moving 2D6" instead of 6+2D6", so long as It Is not Falling Back or charging'

Page 149 - The Forge of Vaul, Ranged Weapons. Distortion Weapons, Distort Scythe

Change the last sentence of this rule to read: Furthermore, a weapon with this special rule is assumed to have a Strength of 4 for the purposes of the No Escape rule and of determining if a hit has the Instant Death special rule

CODEX: DARK ELDAR (INCLUDING HAEMDNCULUS COVENS SUPPLEMENT)

Q: What Is the firing arc of a Venom's weapons? A: They are both hull mounted weapons and therefore

have a 45° arc lacing forwards.

Q: In a Dark Eldar / Eldar alliance, does a webway portal allow you to use Gate of Infinity without scattering?

A No. The webway portal only works when its unit is arriving from Deep Strike Reserve. A unit targeted by Gate of Infinity uses the rules for Deep Sinking, but they are not arriving from Deep Strike Reserve when they do so.

Q: Does the Dark Eldar webway portal prevent a Transport the bearer is occupying from scattering during Deep Strike?

A· Yes

Q: Can I take a Court of the Archon as an HQ unit without an Archon?

A: Yes.

Q: As they are upgrades to Kabalite Warriors and do not have their own datasheet, do Kabalite Truebom still count as Kabalite Warriors for the purposes of the Kabalite Raiding Party Formation?

A: Yes

Q: If I have an Archon from Codex: Dark Eldar in a unit of Grotesques from the Haemonculus Covens supplement. do they benefit from each other's different Power From Pain tables?

A No. The Archon and the Grotesques use their own Power From Pain rules. However. In your example the Archon would benefit from the Grotesques Fearless rule from the second game tum, and from the fifth game tum the Archon would benefit from the Grotesques' Zealot rule, as these are Special rules which affect a unit if even a single model in the unit has that rule.

Q: There is a Diabolical Plaything called the Orbs of Despair. It is printed as having Strength 1, AP2, Instant Death and costs 25 points. In a previous edition this weapon had a higher Strength value. Are the statistics on the newer version correct?

A. Yes

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ERRATA

CODEX: DARK ELDAR Page 109 - Artefacts of Cruelty. The Archangel of Pain Change the final sentence of the second paragraph to

read: 'Wounds cannot be allocated to models with the

Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost).

HAEMDNCULUS COVENS Page 50 – Covenite Coterie Detachment Command

Benefits. Freakish Spectacle Change this rule to read: 'Freakish Spectacle Enemy units within 12" of one or

more models from any Covenite Coterie Detachments suffer a -1 penalty to their Leadership value

DEATHWATCH

Q: Can a unit with both Bikes and Infantry Run and Turbo-boost as long as they maintain coherency, or are they stopped from doing either?

A: They can both Run and Turbo-boost, but must maintain unit coherency.

Q: Can Kill Team Cassius perform a Sweeping Advance whilst they have a Terminator in the squad? Which of the models get to make Hammer of Wrath attacks (Bikes and Jump Infantry, or everyone)?

A: They cannot perform a Sweeping Advance whilst a model with Terminator armour is in the squad. Only models with the Hammer of Wrath special rule make Hammer of Wrath attacks.

Q: The members of the Deathwatch's Squad Donatus don't have bolt pistols. Is this right?

A: Yes.

Q: Are the Deathwatch characters with individual datasheets (such as Garran Branatar) supposed to have the Independent Character special rule?

A: No. Only Ortan Cassius and Jensus Natorian have the Independent Character special rule.

DREADNOUGHT

Roused to War: This rule applies to all Dreadnought datasheets (of any

type) found in Codex: Blood Angels, Codex: Space Wolves or Codex: Grey Knights. Increase the model's Attacks by 2.

GENESTEALER CULTS

Q: Can units with a Ballistic Skill of 0 (Patriarch Ghosar from Genestealer Cults, for example) successfully use witchfire psychic powers (like the Telepathy primaris power Psychic Shriek, for example)?

A: Yes, provided no actual To Hit roll is required.

Q: Is the Ghosar Quintus Broodkin Formation's Ambush the Unhallowed special rule negated by other Infiltrators or Servo-skulls?

A: No.

Q: Do units with the Genestealer Cult Faction count as potential targets of special rules like the Venomthropes' Spore Cloud or the Swarmlord's Swarm Leader?

A: No.

Q: How does the Genestealer Cult Faction ally with Tyranids?

A: The Genestealer Cult and Tyranids Factions ally with each other as Allies of Convenience.

CODEX: GREY KNIGHTS

Q: Can a Grey Knights player use The Aegis special rule to re-roll 1s made in a Deny the Witch test against psychic powers that did not target any of their units (blessings, for example)?

A: No.

Q: Does a Grey Knight unit from a Nemesis Strike Force riding in a Drop Pod from another Detachment get to use the Rites of Teleportation Command Benefit to roll for Reserves on turn one?

A: You can't start the game embarked in allied Transport vehicles.

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Q: Do Grey Knights have access to Space Marine relics?

A: No.

Q: Can a Grey Knights unit equipped with personal teleporters use its 30" teleport shunt move to leave combat?

A: No.

CODEX: HARLEOUINS

Q: Can the Solitaire use both the Harlequin's caress and the Harlequin's kiss (or Cegorach's Rose) to benefit from the Caress of Death and Kiss of Death rules in the same Fight sub-phase?

A: Yes. The Kiss of Death rule applies to a model equipped with a Harlequin's kiss (or Cegorach's Rose), even if the model is not attacking with that weapon. This means that a Solitaire can attack with their Harlequin's caress, with + 1 Attack for having two close combat weapons, and one of those attacks will have the Kiss of Death rule. Specifically, that attack will be resolved at Strength 6 AP2. If the Wound roll for that attack is a 6, the attack gains the Instant Death special rule. If the Kiss of Death attack is used against a vehicle, it will benefit from the Caress of Death special rule if the To Hit roll is a 6.

Q: What does a Harlequin Troupe armed with Harlequin's caresses do to a building or immobile vehicle? As you automatically hit does this count as a roll of 6 or is the roll totally ignored?

A: In this situation, roll all of your attacks. None of the attacks will miss, and any rolls of 6 benefit from the Caress of Death rule.

Q: With regards to the Veil of Tears primaris power, how do you resolve a Template or Blast attack if a unit not affected by Veil of Tears is targeted, but the blast marker or template 'accidentally' clips another unit affected by Veil of Tears before rolling for scatter?

A: If the template or blast marker (before scatter) is placed over any models affected by Veil of Tears, the firing unit is considered to be targeting them, and must roll as described in the Veil of Tears psychic power. If a blast scatters onto a unit affected by Veil of Tears the firing unit is not affected.

Q: Can Harlequins use any psychic powers besides witchfire powers while embarked in a Starweaver?

A: No.

Q: Does the Harlequin Masque's Rising Crescendo rule mean that units can be brought in from Reserves in the second turn, then Run and charge in the same turn?

A: No. While Rising Crescendo allows Harlequins to Run and charge in the same tum, it does not specify that this applies even on a turn when they have arrived from Reserves. This means that the usual rule of a unit not being able to charge on the tum it arrives from Reserves still applies.

CODEX: IMPERIAL KNIGHTS

Q: Can you take invulnerable saves against Graviton weapons as a vehicle (e.g. through an Imperial Knight's ion shield)?

A: Yes.

Q: Weapons on Walkers are listed as being fixed forward, and the rules for Super-heavy Walkers say that they follow the shooting rules for Walkers. Does this mean that all weapons on an Imperial Knight are limited to the 45° front arc, even including their arms which can physically move much more than 45°, and their carapace weapon which can physically rotate 360°?

A: Treat the Imperial Knight's arm-mounted ranged weapons as sponson-mounted weapons (see Warhammer 40,00Q: The Rules) for the purposes of establishing their line of sight. All Imperial Knight carapace weapons have a 360° line of sight.

Q: Is Gerantius still a valid character for Imperial Knights, despite not being added to the codex after the update last year?

A: Yes, the datasheet printed in White Dwarf 24 can still be used to represent Gerantius.

Q: Do you effectively have a second ion shield when you equip an Imperial Knight with Sanctuary?

A: No. Sanctuary replaces the model's normal ion shield.

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Q: What are the armour facing arcs on Imperial Knights?

A: When looking down from above the Knight, draw one imaginary line from the front corner of the left-hand shoulder pauldron to the rear corner of the right-hand shoulder pauldron. Now, draw a second imaginary line from the front corner of the right-hand shoulder pauldron to the rear corner of the left-hand shoulder pauldron. These crossed lines divide the Knight into its front, side and rear armour facings.

Q: How do you determine which side of an Imperial Knight is hit by a Barrage weapon {which are always resolved against a vehicle's side armour) for the purposes of determining if the Knight gets an ion shield save?

A: Use the direction of the firing model to determine the facing of the attack for the purposes of the Knight's ion shield, but resolve the attack against its side armour as normal.

Q: How does the Wall of Mirrors special rule of the Tau's Optimized Stealth Cadre Formation interact with an Imperial Knight's ion shield?

A: Use the direction of the firing model to determine the facing of the attack for the purposes of the Knight's ion shield, but resolve the attack against its rear armour as normal.

CODEX: INOUISITIDN

Q: If a unit that is embarked in a Transport arrives from Reserves within 12" of Inquisitor Coteaz and then disembarks, can I use the I've Been Expecting You special rule to shoot both the unit and its Transport, or can I only shoot the Transport?

A: You can shoot both. Shoot the Transport as soon as it arrives from Reserves and shoot the unit as soon as it disembarks (if it does so within 12” of Coteaz, and within his line of sight).

Q: Regarding Inquisitor Coteaz's I've Been Expecting You special rule - if you destroy a Transport, can you shoot at the unit that was inside as well?

A: Yes, if the unit is placed within 12" of Coteaz when they perform their emergency disembarkation.

Q: In Codex: Inquisition, the psyocculum grants the bearer and his unit Ballistic Skill 10 when shooting Psykers - does this apply before or after you count your Ballistic Skill as 1 for firing Snap Shots at, for example, a Swooping Hive Tyrant?

A: The rules for firing Snap Shots take precedence in this case; the unit's Ballistic Skill is increased to 10, but when firing Snap Shots, their Ballistic Skill still counts as being 1.

Q: Do Inquisitors suffer Perils of the Warp on any double results when attempting to manifest Daemonology (Sanctic) powers?

A: Yes.

Q: Can we get a clarification on what counts as a plasma weapon for an Ulumeathi Plasma Syphon in Codex: Inquisition, please?

A: All plasma weapons as defined in Warhamrner 40,00Q: The Rules (plasma pistols, plasma guns and plasma cannons), the secondary weapon of a combiplasma, and plasma grenades are all plasma weapons. Any other weapon whose name has the word 'plasma' in it (such as a Tau Empire plasma rifle) is also a plasma weapon for the purposes of an Ulumeathi Plasma Syphon.

Q: If you take the Inquisitorial Detachment as your Primary Detachment, are Inquisitorial Henchmen Warbands scoring units?

A: Yes - all units in Codex: Inquisition are scoring units (unless they are Falling Back), irrespective of whether the detachment they are part of is your primary detachment or not

Q: If I use psychotroke grenades against a Superheavy Walker (an Imperial Knight, for example), a roll of 2 limits the model to one attack - does it affect Stomp attacks in any way?

A: It does not affect the model's ability to Stomp.

Q: What part of the Adepta Sororitas' Exorcist tanks do you use to check line of sight for the Exorcist missile launcher?

A: From any part of the missile tubes.

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ERRATA

Condemner Boltgun and Orbital Strike Relay, and Reference, Special Rules

Replace the wording of the Psishock special rule with the following:

'If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with the Psishock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage.'

CODEX: KHORNE DAEMONKIN

Q: Could you clarify the Blood for the Blood God! Special rule as it concerns characters generating Blood Tithe Points when slain? Does this only happen in a challenge or all the time??

A: If a character with the Blood for the Blood God! special rule is slain in a challenge, you earn 1 Blood Tithe point. If a character with the Blood for the Blood God! Special rule slays an enemy character in a challenge, you earn 1 Blood Tithe point. If either of the models slain in a challenge was a unit its own right (such as a model that is an Independent Character or a Monstrous Creature) you earn 1 additional Blood Tithe point for it being slain in challenge as it also counts as a unit being completely destroyed.

If a character with the Blood for the Blood God!

special rule is slain in any other way, no Blood Tithe point is earned unless it was a unit in its own right (such as a model that is an Independent Character or a Monstrous Creature), or it was the last model to be destroyed in a unit, in which case 1 Blood Tithe point is earned for a unit being completely destroyed as normal.

Q: If a model with Kor’lath, the Axe of Ruin, is turned into a Daemon Prince through the Dark Apotheosis, would a Bloodthirster be summoned? If so, would a second Bloodthirster be summoned if the Daemon Prince dies, or can only one Bloodthirster be spawned this way?

A: A Bloodthirster would not be summoned, as the Daemon Prince retains the Axe of Ruin. If the

Daemon Prince is subsequently slain, Korlath is released from his imprisonment within the axe as normal. However, if a character equipped with the Axe of Ruin is removed as a casualty due to the Fury Unbound result on the Blood Tithe table, this will result in the summoning of Kor’lath as well as the Bloodthirster that possessed the character! Blood for the Blood God!

Q: If a Chaos Lord in a Khorne Daemonkin army is wielding Goredrinker, then changes to a Daemon Prince through Dark Apotheosis, does the Daemon Prince’s Goredrinker retain its Blood Feast level, or is it reset?

A: Goredrinker is unaffected by its master’s Dark Apotheosis, so retains its current Blood Feast level.

Q: What is the Weapon Skill of a Khorne Daemonkin Skull Cannon in combat for the purposes of making attacks against it?

A: Weapon Skill 5

Q: A little rules interaction between Codex: Tau and Codex: Khorne Daemonkin I did not know how to rule on; when Drones detach from a Tau vehicle they form a new unit but for kill point purposes the vehicle still counts as the kill and the Drones do not. Khorne Daemonkin gain a Blood Tithe point for killing a unit – if they destroy the Drones, do they generate a Blood Tithe point? (“Hydraulic fluid for the Blood God!”)

A: As the Drones form a separate unit when they detach from their parent vehicle, they will indeed concede a Blood Tithe point if they are subsequently destroyed.

Q: Can Khorne Daemonkin take Skarbrand? A: No.

Q: Can Kharn the Betrayer or Skarbrand be taken as an HQ choice in a Khorne Daemonkin Detachment?

A: No.

Q: Do Khorne Daemonkin Bloodthirsters get access to Daemonic Rewards?

A: No.

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Q: Should Daemon Princes and/or Heralds of Khorne in Codex: Khorne Daemonkin have access to Axes of Khorne?

A: No.

Q: In Kill Team games, is each model considered a unit for the purposes of the Khorne Daemonkin Blood Tithe?

A: The Blood Tithe rules are not used in Kill Team games – the potential to summon a Bloodthirster is a little harsh in such a small game!

Q: If I take more than 1 Blood Host Detachment for my Khorne Daemonkin, do I generate 1 Blood Tithe point for each, or 1 in total?

A: 1 in total.

CODEX: LEGION OF THE DAMNED

Q: Can a Legion of the Damned Detachment be used as a Primary Detachment?

A: Yes.

Q: The rules as written mean an army made up entirely of the Legion of the Damned automatically loses the game, as due to the Aid Unlooked For special rule they lack the needed units on the board in turn one. Can you play them as an army on their own without needing to ally with another Detachment to avoid automatically losing in turn one?

A: The Legion of the Damned are primarily meant to act as allies for other lmperium forces. If your army only contains Legion of the Damned Detachments, we suggest agreeing with your opponent that you can use the Aid From Beyond special rule, even outside of its normal mission context.

CODEX: MILITARUM TEMPESTUS

Q: Can I use Commissar Yarrick from Codex: Astra Militarum as my Lord Commissar in a Codex: Militarum Tempestus army? I want to add Tempestus Scions as Yarrick's personal guard force, his security team if you will.

A: Commissar Yarrick isn't part of the the Militarum Tempestus Faction, so he can't be part of a Militarum Tempestus Detachment in a Battleforged

army. Codex Astra Militarum includes all the necessary rules for using your Tempestus Scions in an army with Yarrick.

CODEX: NECRDNS

Q: Could you please clarify Necron tesla weapons? If you roll a 6 to hit, do you have to roll to hit with the additional hit or is it automatic?

A: The extra hits are automatic - you do not need to make any more To Hit rolls.

Q: Do Canoptek Wraiths and C'tan suffer the Initiative penalty when charging through terrain, despite their special rules which allow them to treat other models and terrain as if they were open ground when moving?

A: Yes.

Q: Do the Wraithflight and Immune to Natural Law rules work only in the movement phase or do they work during any kind of movement, such as Run, charge and Consolidation moves?

A: The Wraithflight and Immune to Natural Law rules take effect any time the model moves in any phase.

Q: Can Nemesor Zahndrekh accumulate additional Victory Points in Maelstrom of War missions by generating Warlord Traits from the Tactical Traits using his Adaptive Tactics special rule?

A: Yes.

Q: Does a penetrating hit that was saved (by Jinking or cover) still cause quantum shielding to deactivate?

A: No.

Q: Does the Lance special rule work against quantum shielding?

A: Yes.

Q: Can a unit embark on a Night Scythe other than during deployment?

A: Yes.

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Q: The C'tan Shard of the Nightbringer's Gaze of Death special rule occurs in the Shooting phase, but isn't a shooting attack. Can it be used in close combat? Can it be used in Overwatch?

A: Gaze of Death is not a shooting Attack, so cannot be used to fire Overwatch. It can, however, be used even if the C'tan Shard of the Nightbringer is locked in combat, either against the unit he is locked in combat with or against another enemy unit within range and line of sight

Q: Can Eldar Warp Spiders use their Flickerjump special rule to avoid the C'tan Shard of the Nightbringer's Gaze of Death?

A: No.

Q: In the Canoptek Harvest Formation, can you only include a single Canoptek Spyder or a single unit (i.e. 1-3 Canoptek Spyders)?

A: You can only include a single Canoptek Spyder model.

Q: If a unit from the Canoptek Harvest Formation started the Movement phase within 12" of the Formation's Canoptek Spyder, then moved out of range later in the phase, do they immediately lose the benefits of Adaptive Subroutines?

A: The effects always last until the start of your next Movement phase, even if units proceed to move out of range or the Formation's Canoptek Spyder is subsequently destroyed.

Q: Can units from a Canoptek Harvest that are currently benefitting from Reanimation Protocols as a result of their Formation's Adaptive Subroutines also benefit from Orikan the Diviner's Master Chronomancer special rule?

A: Yes. In fact, they are affected by any and all modifiers that apply to Reanimation Protocols whilst utilizing Adaptive Subroutines to gain that special rule.

Q: If Canoptek Wraiths from a Canoptek Harvest have transdimensional beamers and the Shred special rule is chosen as their Formation's Adaptive Subroutines, if they started the movement phase within 12" of the Canoptek Spyder, do their weapons benefit from the special rule as well, or just their close combat attacks?

A: Just their close combat attacks.

Q: Can a Triarch Praetorian fire with its rod of covenant in the Shooting phase, and still use its melee profile in the subsequent Assault phase?

A: Yes.

Q: Is the Transcendent C'tan in Codex: Necrons intended to replace the one in Warhammer 40,00Q: Escalation?

A: Yes.

Q: How many Powers of the C'tan can you fire in each Shooting phase?

A: A model armed with Powers of the C'tan uses them as a ranged weapon, so only one can be used in each Shooting phase.

Q: How does the Obelisk's Gravity Pulse special rule interact with Flying Monstrous Creatures? Does it force a Dangerous Terrain test even though they are usually immune to these tests?

A: Yes.

Q: Can Necrons decrease their Reanimation Protocol rolls to less than 4+ for any reason, as with the Infinite Phalanx Apocalypse Formation?

A: No.

Q: When fielding a Decurion Detachment (giving models within it with Reanimation Protocols a +1 bonus to their Reanimation Protocols rolls), how do further modifiers to Reanimation Protocols (for having a Cryptek in the unit, for example) interact with the -1 modifier from the Instant Death special rule?

A: The end result can never be improved beyond a 4+ after all modifiers (both positive and negative) have been applied. In this situation, the required Reanimation Protocols roll would therefore be 4+ after the three relevant modifiers (two +1 modifiers and one -1 modifier) had been applied.

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Q: If a unit of Deathmarks fires at a Gargantuan Monstrous Creature on the turn they arrive from Deep Strike Reserve, does their Hunters from Hyperspace special rule (enabling them to wound on a 2+ with shooting attacks) take precedence over the rule that says that Sniper weapons (like their synaptic disintegrators) always wound a Gargantuan Creature on a 6+?

A: Yes.

Q: Can Necron characters embark upon a Ghost Ark on their own, or must they be attached to a unit of Necron Warriors to do so?

A: They are free to embark on their own if they wish.

Q: What are the firing arcs of the weapons mounted on Doom Scythes and Night Scythes?

A: Treat the death ray and twin-linked tesla destructors mounted on Doom Scythes and Night Scythes as hull-mounted weapons (giving them 45° lines of sight).

Q: What are the firing arcs of the Obelisk and Tesseract Vault's tesla spheres?

A: For the purposes of establishing firing arcs, treat each tesla sphere as a sponson-mounted weapon.

Q: Can a unit charge on the same turn it uses the Veil of Darkness?

A: No.

Q: Can a unit with an attached Independent Character with the Veil of Darkness be deployed in Deep Strike Reserve?

A: No.

Q: Can the Monolith use its eternity gate on the tum it arrives from Deep Strike Reserve?

A: No.

Q: Can Jet Pack Infantry use a Monolith's eternity gate?

A: No.

Q: If a Monolith fires its particle whip, are its gauss flux arcs forced to fire Snap Shots?

A: Yes.

Q: Can Necron models benefit from their Reanimation Protocols special rule before testing to see if is removed from play by attacks such as Space Wolves' Helfrost weapons or the Ravenwing Dark Talon's stasis bomb?

A: Yes. Necron Reanimation Protocols are taken at the same time as Feel No Pain rolls would be, to potentially avoid suffering unsaved Wounds (and any ensuing tests that suffering an unsaved Wound may cause).

Q: Can cover saves be taken against Imotekh's Lord of the Storm attacks?

A: Yes.

Q: Do Night Scythes taken as Dedicated Transports for units from a Judicator Battalion gain the Formation's Special Rules?

A: Yes.

Q: When included in the Acquisition Phalanx Warhammer 40,00Q: Apocalypse Formation, Trazyn the Infinite has to remain part of that unit. If he is subsequently slain, does he have to leave the unit to return to battle as part of his updated Surrogate Hosts special rule?

A: Yes.

Q: When using a Retribution Phalanx, how exactly do you deploy returning units of Scarabs and Warriors, and what actions can they perform on the turn they arrive in this manner?

A: Use the rules for Deep Strike; the first model placed must be within 3" of the Formation's Necron Overlord, but the rest of the unit will not scatter. Units arriving in this manner can Run or shoot, but cannot charge, as per the normal Deep Strike rules.

SHIELD OF BAAL: EXTERMINATUS

Q: The rules for both the Conclave of the Burning One and the God Shackle name a 'C'tan Shard'. What C'tan can be used?

A: Use the rules for a Transcendent C'tan.

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Q: Can a model be given a relic from the Mephrit Dynasty and an Artefact of the Aeons?

A: No. A model may only be equipped with a single relic (or equivalent) of any kind.

ERRATA

Page 86 - Night Scythe, Transport, Transport Capacity Change the entry to read: 'Fifteen models. A Night Scythe can transport Jump

Infantry.'

DATASLATE: OFFICIO ASSASSINORUM

Q: When a Culexus Assassin fires their animus speculum, can they gain dice through the Absorbed Warp Charge special rule from any Psykers embarked on a Transport within range?

A: No.

Q: A Culexus Assassin's Psychic Abomination special rule says that nearby Psykers only harness Warp Charge points on a 6, but some Psykers, like those in a Seer Council Formation, have special rules that let them harness Warp Charge points on a 3+. Which rule takes precedence?

A: In these cases, the Culexus Assassin's Psychic Abomination special rule takes precedence.

Q: Does the Culexus Assassin's Psychic Abomination special rule work whilst it is inside a Transport?

A: No.

Q: Does the Culexus Assassin's etherium negate Ballistic Skill bonuses (e.g. markerlight's pinpoint, the Hunter Contingent Detachment's Coordinated Firepower, etc.)?

A: Yes.

CODEX: ORKS

Q: Burna bombs and skorcha missiles are listed as flamer weapons. Does that mean they benefit from the No Escape rule of Template weapons (i.e. do Open-topped vehicles take 06 hits)?

A: No. They are Blast weapons rather than Template weapons, so the No Escape rule is not used.

Q: Mob Rule works on Pinning tests and Morale checks. What about other Leadership tests, like Fear tests?

A: Mob Rule only applies to Morale checks and Pinning tests.

Q: When Orks with Mob Rule would like to use Our Weapons are Useless and automatically fail the Morale test, do they then have to roll on the Mob Rule table?

A: No. If you use the Our Weapons are Useless rule, you do not need to roll on the Mob Rule table.

Q: On the Mob Rule table, a result of 4-6 states that 'A brawl breaks out as the Orks decide what to do. When the dust settles, nobody can remember what the trouble was about in the first place'. Shouldn't the subsequent hits then be Strength 3 rather than 4, as that is the base strength of Boyz?

A: No. They're really fired up!

Q: If an Ork character has a cybork body (which grants 6+ Feel No Pain), and is in a squad with a Painboy (which grants S+Feel No Pain), does that character gain any further benefit, such as 4+ Feel No Pain?

A: No.

Q: In Codex: Orks, Mad Dok Grotsnik has both a cybork body, giving the Feel No Pain (6+) special rule, and dole's tools, which give Feel No Pain (i.e. 5+) to all models in his unit. Do the bonuses stack?

A: No. His dok's tools confer Feel No Pain so he doesn't need the Feel No Pain (6+) from his cybork body. Did we mention that he's mad?

Q: Is the burna a flamer weapon or do Ork burnas use some daemonic flames that Salamanders can't handle?

A: As specified in the Appendix, burnas are flamer weapons for the purposes of rules which interact with flamer weapons as described in Warhammer 40,00Q: The Rules. Salamanders get their Flamecraft Chapter Tactics bonus against any flamer weapons as described in Warhammer 40,00Q: The Rules, so this includes burnas.

Q: If a Morkanaut is in combat, can the embarked Boyz shoot?

A: No. A Morkanaut (or Gorkanaut) has no Fire Points.

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Q: Can a grabbin' klaw stop a Super-heavy Walker from moving and hence prevent it from charging?

A: Yes.

Q: In the Italian version of Codex: Ork, Da Lucky Stikk lets you reroll rolls To Wound, rolls To Hit and saving throws for the whole unit (only the bearer suffers if things go wrong). Some people from the international community argue that it only allows the bearer to re-roll. Is the Italian version a translation error?

A: The Italian version is in error - only the bearer can use the re-rolls.

Q: How do you resolve Deffkoptas' bigbomms, as the Deffkoptas are neither Flyers nor Flying Monstrous Creatures?

A: Deffkoptas can make Bombing Runs as if they were one of these unit types. A Deffkopta making a Bombing Run must move over its target, and it cannot shoot or Turbo-boost in the turn it drops a bigbomm.

Q: Does the gitfinda work with Relentless, i.e. can you move and still get Ballistic Skill 3?

A: No.

Q: Can a model benefit from a gitfinda if it moved but is on a Relentless platform, or under the effects of Slow and Purposeful (e.g. warbikes or mega armour)?

A: No.

Q: How do the units transported in a Stompa behave when it gets locked in combat? For example, a Stompa with guys inside gets charged by a Death Company Squad, and both then end up locked in combat. It's then the Orks' turn, so, as the Stompa is both a Walker and a Transport with 4 Fire Points, can the guys inside shoot at a different target whilst the Stompa is in combat, or get out if they can and join in?

A: The unit inside can shoot if you can draw a line of sight from a Fire Point that doesn't go through the units locked in combat. The unit can instead disembark, following the normal rules - this may have to be an emergency disembarkation as

described in Warhammer 40,00Q: The Rules, depending on where the enemy models are positioned in relation to the access point. A unit that disembarks from a Stompa cannot charge in the same turn, as it is not an Assault Vehicle.

Q: Can Orks charge when I call a Waaagh! even if they have arrived from Deep Strike, disembarked from a non-Assault Vehicle, or are Outflanking?

A: No.

Q: How does the zzap gun on a Battlewagon work regarding the Gets Hot rule?

A: A To Hit roll of 1 means the weapon Gets Hot, in any case. If the roll for the zzap gun's Strength is above 10, the weapon Gets Hot on any To Hit roll of 1, 2 or 3. If it does, roll another dice - on a roll of 1, 2 or 3 the vehicle suffers a glancing hit.

Q: Does a kustom force field protect a void shield? A: No.

Q: I have a question about the kustom force field. Codex: Orks says that it affects all models within 6". Does it include enemy models too, or just friendly models?

A: It affects both friendly and enemy models.

Q: If my unit of Ork Boyz is reduced to just the Boss Nob, can he still use Mob Rule to pass his Morale check? Also, if he rolls the Breaking Heads result, would he immediately pass as Wounds cannot be allocated to characters?

A: Yes. A single Boss Nob that has to take a Mob Rule check will pass on a result of Born to Fight (if it is locked in combat) or Breaking Heads, with no ill effects.

Q: What occurs if the enemy unit is completely destroyed during the Movement phase due to a Painmob's Pile On Da Pain! actions? Is the unit then able to consolidate, shoot, Run and charge as normal?

A: The unit can consolidate, but cannot otherwise move in the Movement phase. It can act normally for the rest of the turn.

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Q: Are attached Independent Characters able to Pile On Da Pain! as well when attached to the Ork Nobz or Ork Boyz from the Painmob?

A: Only models from the units in the Painmob Formation are affected - Independent Characters attached to these units will not Pile In or attack when the Pile On Da Pain! rule is used.

WAAAGH! GHAZGHKULL

Q: The Goff Killmob and Kaptin Badrukk's Flash Gitz don't have the Da Boss iz Watchin' and Biggest an' da Best special rules on their datasheets. If used outside a Great Waaagh!-band Detachment, as just the Formations on their own, do they have these special rules?

A: Yes, as specified on page 52 of Waaagh! Ghazghkull.

Q: Is the Da Boss iz Watchin' rule meant to add 2 to the Mob Rule roll? The table has no results for rolls above 6.

A: Yes. Treat any roll of more than 6 (after modifiers) as a roll of 6.

Q: The Green Tide Formation and the Great Waaagh! Detachment are missing from the reprint of Waaagh! Ghazghkull. Can we still use them if we have the first version of Waaagh! Ghazghkull?

A: Yes.

Q: The Council of Waaagh! Formation - does the Banner of da Great Waaagh! special rule stack with the Waaagh! banner rule for +2 Weapon Skill in total?

A: No. The full effects of the banner are described in the Formation rules.

Q: Can we take Ghazghkull Thraka instead of Grukk Face-rippa or a Warboss in the Goff Killmob Formation in a Great Waaagh!-band Detachment from Waaagh! Ghazghkull?

A: No.

Q: Can the Looted Wagon be taken as an Auxiliary choice as part of the Great Waaagh!-band Detachment?

A: No.

Q: If the Council of Waaagh! Nobz unit takes warbikes, what happens to them when the infantry models run? How does this affect the power of the Waaagh! and charging in the same turn?

A: Models move individually, so in the Movement phase each model in this 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, and the Bikes may Turbo-boost, but must finish their move in unit coherency. However, this unit cannot charge on a turn in which it Ran, even if a Waaagh! is called, unless the Bikes remained stationary during the Run move, as a Turbo-boost is not a Run move.

ERRATA

Page 65 - Tankbustas, Wargear Add the following: 'Choppa (Boss Nob only)'

Page 86 - Ghazghkull Thraka, Special Rules, Prophet of Gork and Mork Change the last sentence to read: 'In addition, Ghazghkull and all other models in his unit

can Run on a turn he calls a Waaagh! despite having the Slow and Purposeful special rule.'

WAAAGH! GHAZGHKULL Page 59 - Blitz Brigade, Special Rules, Know Yer Limitz Change this rule to read: 'Know Yer Limitz: Infantry units that begin the game

embarked upon a Battlewagon from this Formation cannot charge in the first game turn if their Battlewagon made a Scout redeployment. '

CODEX SPACE MARINES

Q: If I have enough bonuses to my Blessing of the Omnissiah rule - from Servitors with servo-arms in his unit and the Techmarine's servo-harness - can my Techmarine automatically repair a vehicle when using this rule? I mean, even on a roll of 1?

A: Yes.

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Q: How do Power of the Machine Spirit and Skyfire interact?

A: Power of the Machine Spirit doesn't overrule the restrictions of Skyfire. If a unit has Skyfire, a weapon fired with Power of the Machine Spirit is fired at normal Ballistic Skill against Flyers, Flying Monstrous Creatures and Skimmers, and as a Snap Shot against other targets. Similarly, a unit without the Skyfire rule using Power of the Machine Spirit to fire at a Flyer will still only fire Snap Shots.

Q: Can you use Power of the Machine Spirit to fire Ordnance weapons on vehicles that are unable to fire due to having moved at Cruising Speed or having suffered a Crew Shaken or Crew Stunned result?

A: Yes.

Q: Can weapons that can't make Snap Shots (like Template weapons) make use of the Power of the Machine Spirit special rule?

A: Yes. A weapon fired this way uses the model's full Ballistic Skill (for Blast weapons), but follows all the normal restrictions (you can't hit a Flyer with a Template weapon, for example).

Q: Can a vehicle use Power of the Machine Spirit to fire at full Ballistic Skill against a Flyer or invisible unit?

A: No.

Q: Can a vehicle move at Cruising Speed and fire a Blast weapon by using Power of the Machine Spirit?

A: Yes.

Q: Can I Infiltrate with a Jump Infantry unit (e.g. an Assault Squad) that is joined by Shadow Captain Shrike?

A: Yes.

Q: When a Tactical Squad that is broken into 2 combat squads is embarked in a Rhino, can 2 models from each squad shoot out of the Fire Points?

A: No, only two models in total.

Q: Since the wording of the Graviton rule completely bypasses glancing and penetrating hits, which are when vehicle saves are taken. can a vehicle use any saves against Graviton weapons?

A: A vehicle hit by a weapon with the Graviton rule can take any invulnerable or cover saves that it has.

Q: Do Graviton weapons ignore cover when shooting at vehicles?

A: No. If a vehicle is obscured and suffers a glancing hit, penetrating hit, or is otherwise hit by an enemy shooting attack that inflicts damage upon it (such as being hit by a weapon with the Graviton special rule), it may take a cover save against it.

Q: How do Graviton weapons work against 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 controlling player can choose).

Q: Can Black Templars use Crusader Squads instead of Tactical Squads in Formations?

A: No.

Q: Is it possible for an Apothecary to carry items from the Special Weapons and/or Melee Weapons lists (e.g. by a Veteran purchasing upgrades, and being subsequently upgraded to an Apothecary)?

A: Yes.

Q: In the Librarius Conclave, if you nominate a Librarian to benefit from Empyric Channelling, can the other Librarians in the Formation within 12" of the nominated Librarian attempt to manifest psychic powers in the same Psychic phase?

A: No.

Q: Certain models may replace one weapon with one Chapter Relic. Can a model then replace a second weapon (or that relic) with another Chapter Relic, and so on?

A: A single model may only be armed with one Chapter Relic.

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Q: When a Space Marines Tactical Squad and a Space Marines Terminator Squad make a unit Fall Back, can the fleeing unit be overrun?

A: The Tactical Squad can attempt to make a Sweeping Advance. The Terminator Squad can only Consolidate.

Q: In Codex: Space Marines, on the bottom right of page 112 the footnote referenced by the Strike Force Command states that 'Chief Librarian Tigurius may be taken in place of a Librarian'. The Strike Force Command doesn't include a Librarian in its list - does this mean that you can take one?

A: No. Tigurius is there for the Librarius Conclave on page 113.

Q: If I fire a Thunderfire Cannon directly, do I still need to use the Barrage rule for scatter and template placement or can it fire each shot normally, rolling for each scatter independently?

A: If you are firing a Multiple Barrage weapon directly, the first shot scatters as for a Blast weapon, but the other shots are placed according to the rules for Multiple Barrages.

Q: Do Ultramarines vehicles get the benefit of Combat Doctrines?

A: Only Ultramarines Dreadnoughts benefit from Combat Doctrines.

Q: Do Blood Angels, Space Wolves, Grey Knights and Dark Angels all count as having Chapter Tactics for the purposes of joining allied Space Marine units? That is, does my Ultramarines unit lose the benefits of Chapter Tactics if they are joined by Mephiston?

A: If a unit from any of these Factions joins a unit with the Space Marines Faction, or vice versa, neither unit benefits from Chapter Tactics.

Q: Do Servitors for Techmarines and Chaplain Grimaldus form their own squad that the character is free to join and leave, or are they attached permanently to the character? In either case, are they allowed to join other units with the character?

A: If a Techmarine or Chaplain Grimaldus is accompanied by any Servitors or Cenobyte Servitors. they count as a unit which the character cannot leave, and they cannot join other units (though Independent Characters can join them). If

the Servitors are killed, the character can join other units as normal.

Q: Can an auspex be used in Overwatch? A: Yes.

Q: Do Space Marine Drop Pods count as solid walls that block line of sight?

A: It depends on how the model is constructed - use the actual model to determine line of sight.

Q: Are Drop Pod doors ignored for game purposes once deployed?

A: No they are still part of the model.

Q: Can the occupants of a Drop Pod move after it lands and opens the hatches (i.e. have the occupants disembarked from a Transport and therefore can move or have they just arrived from Deep Strike and therefore cannot)?

A: When the Drop Pod lands the units inside must disembark. The movement and the subsequent restrictions on the units are described under 'Placing Disembarked Models' and 'Disembarkation Restrictions' in Warhammer 40,00Q: The Rules.

Q: Does a unit embarked in a Deep Striking Drop Pod count as Deep Striking?

A: Yes.

Q: Can Centurions ride in Drop Pods? A: Yes.

Q: Deep Striking Drop Pods and the Inertial Guidance System special rule - can a player aim to Deep Strike directly over enemy models and then use the Inertial Guidance System to move the actual landing to the nearest open space, or does the Drop Pod need to be placed on the table in open space first, followed by a scatter roll, with the Inertial Guidance System then being used if the scattered position is over impassable terrain?

A: When Deep Striking, you must first place one model from the unit (in this case the Drop Pod) on the battlefield where you want it to arrive. This means you can't choose to Deep Strike it onto an enemy unit, as you can't put the model down on top of your opponent's models! Inertial Guidance may only be

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used if the Drop Pod scatters from its original position.

Q: What happens if a Drop Pod scatters partly off the board and partly on top of another model? Can the Inertial Guidance System be used to reduce the scatter and see if it is still a Deep Strike Mishap, or is it just an immediate Deep Strike Mishap?

A: If any part of the Drop Pod scatters off the board it suffers a Deep Strike Mishap.

Q: Why can't I have a unit of three Dreadnoughts all in Drop Pods as one choice on the Force Organization Chart?

A: The rules are written in this way because allowing a single unit to embark on a number of different vehicles, some of which will arrive at different times and in different places, creates a number of complex issues that get in the way of fighting a battle.

Q: In a Gladius Strike Force, is a unit allowed to take a Drop Pod as a Dedicated Transport but then deploy on the board while the Drop Pod Deep Strikes?

A: Technically, taking a Drop Pod as a Dedicated Transport and then deploying the unit and the Drop Pod separately is something you can do.

Q: If a Space Marine Independent Character joins a Vanguard Veteran Squad, do they still get to benefit from the Heroic Intervention special rule?

A: No.

Q: Can the Captain requirement in a Demi-company, for example the Battle Demi-company in a Gladius Strike Force, be upgraded to a Chapter Master? None of the alternate named characters are currently Chapter Masters.

A: Yes, but the intention is that these Formations are led by a Captain. A Demi-company is a specific component of a Chapter, with designated officers. The Chapter Master might choose to lead an element of his Chapter, for example a Hunting Force, but he would not supplant the Captain of a Demi-company.

Q: Do Space Marine Librarians have access to both Malefic and Sanctic Daemonology powers? It's only listed as 'Daemonology' on their profile.

A: They have access to both.

Q: If High Marshal Helbrecht's unit charges following a casualty, do the bonuses to the number of Helbrecht's Attacks from the Sword of the High Marshals and Rage stack?

A: Yes. Helbrecht receives D3+ 1 bonus Attacks on the charge.

Q: Models in Vanguard Veteran Squads are given the option of replacing their bolt pistol 'and/or' chainsword with a grav-pistol or plasma pistol. Similarly, the weapon options available to Veterans in a Command Squad appear to allow you to arm them with two Pistols. As such, in both cases they should be able to make use of the Gunslinger rule for having two Pistols - is that correct?

A: Yes.

Q: I have a question about the Stormraven Gunship's Transport Capacity, specifically its ability to transport a Dreadnought – what Walkers fit in that spot? Just the standard Dreadnought or can I put a Contemptor in there?

A: A Space Marine Stormraven Gunship can Transport any kind of Space Marine Dreadnought (e.g. a Dreadnought, a Venerable Dreadnought, an Ironclad Dreadnought or a Contemptor Dreadnought).

Q: Are the Primarch's Wrath and Dorn's Arrow affected by the Imperial Fists Chapter Tactic Bolter Drill?

A: Yes.

Q: Do hurricane bolters get 6 shots at 12" and below? A: Yes.

Q: When a Heldrake armed with a baleflamer attacks Salamanders, do the Salamanders gel the 4+ Feel No Pain roll from Flamecraft against it (the baleflamer is not listed as a flamer weapon in Warhammer 40,00Q: The Rules)?

A: The baleflamer spits great gouts of Daemon fire that, amongst other things, ignite your soul. Salamanders do not get to use their Feel No Pain special rule from Flamecraft against this weapon.

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Q: For a Sternguard Veteran Squad armed with combi-meltas in a Detachment in which Vulkan He'stan is the Warlord, are all shots affected by the Master-crafted special rule, or just the melta shots?

A: The weapon has the Master-crafted special rule, so the rule applies whichever profile you are firing with.

Q: If you have an Iron Hands Independent Character in a unit of White Scars, would the Iron Hands character keep the Feel No Pain special rule from The Flesh is Weak and the White Scars keep their Hit & Run special rule from Fight on the Move?

A: No - if a unit contains models drawn from two different Chapters, it counts as being from neither Chapter, and thus benefits from neither Chapter Tactic.

Q: Is the Black Templars Chapter Tactics Righteous Zeal supposed to say 'game turn' for losing models in the Shooting phase to gain the Rage special rule? Currently it simply says 'If a Black Templars unit suffers one or more casualties in the Shooting phase or as a result of Overwatch […] until the end of the turn' which according to Warhammer 40,00Q: The Rules means the player's turn. How can you lose a model in your own Shooting phase?

A: The wording is correct. Your unit will only benefit from the Rage special rule as granted by Righteous Zeal if one or more of their unit was killed by Overwatch as they charged, or, more unlikely, if one or more of their unit was killed in their Shooting phase, for example if a model with a plasma gun suffers a Gets Hot Wound.

Q: What is the firing arc of the Space Marine Land Speeder and Land Speeder Storm secondary weapons operated by the gunner (heavy bolter, heavy flamer, multi-melta or assault cannon)?

A: The firing rail on the Land Speeder and Land Speeder Storm make the firing arc difficult to define. Look at the model and consider whether the weapon could swivel along the rail to allow the shot you want to make. If you are reasonable about this, your opponent is unlikely to complain.

Q: Are passengers allowed to disembark from a Zooming Stormraven?

A: Yes, using the Skies of Fury rule.

Q: Can a unit that disembarks from a Stormraven using the Skies of Fury rule charge on the turn they disembark, if it isn't the turn they came from Reserves?

A: No. The Skies of Fury rule states that 'Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so'.

Q: Vehicles in an Iron Hands Detachment get the It Will Not Die special rule. Does this include any Tanks in an Iron Hands Detachment or only the Dreadnoughts with Chapter Tactics?

A: All Iron Hands vehicles gain It Will Not Die, including vehicles that do not have the Chapter Tactics special rules.

Q: What rule allows one to say that a Formation composed entirely of vehicles belongs to a specific Chapter? Can we claim that a Raptor Wing Formation from War Zone Damocles: Kauyon is an Iron Hands Formation, and if so, based on what rule? Can an Iron Hands Warlord with the Storm of Fire Warlord Trait nominate a vehicle from the Raptor Wing Formation? How about vehicles from the Warlord's Detachment, e.g. a Whirlwind?

A: If a Space Marines Detachment or Formation consists solely of vehicles that do not have the Chapter Tactics special rule, you can choose for them to be drawn from the Iron Hands (do this when choosing your army). An Iron Hands Warlord with the Storm of Fire Warlord Trait could nominate a vehicle from such a Formation or Detachment drawn from the Iron Hands in this way. The Warlord in this example could instead nominate vehicles from their own Detachment, if that Detachment was an Iron Hands Detachment (i.e. all units in the Detachment with the Chapter Tactics special rule are drawn from the Iron Hands). Note that you cannot do this with vehicles from other Chapters - the Iron Hands (and their Successor Chapters) have a unique relationship with the machines that accompany them to war.

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Q: The Skyhammer Annihilation Force. Can Independent Characters join this Formation? If so, do they gain the special abilities bestowed upon the Formation?

A: Independent Characters can join this Formation in the usual way, but they will not gain the special abilities bestowed upon the Formation. This means that if the Independent Character joins an Assault Squad from this formation, for example, that squad won't be able to use the First the Fire, then the Blade special rule to charge in the turn they arrive.

Q: Can any Chapter use the Skyhammer Annihilation Force?

A: Any Chapter chosen from Codex: Space Marines can use it. Chapters from other codexes, e.g. Codex: Blood Angels, Codex: Dark Angels, Codex: Space Wolves, etc. cannot.

Q: I have the Skyhammer Annihilation Force - can I use it as part of the Talon Strike Force from War Zone Damocles: Kauyon?

A: No.

Q: The Mobile Firebase special rule for the Stormlance Battle Demi-company states that a unit can embark on their Dedicated Transport as part of their bonus movement. Can they also disembark?

A: No.

Q: The Firespear Strikeforce Formation from the Start Collecting! Space Marines box lists '1 Venerable Dreadnought' - is that one unit of Dreadnoughts or one Dreadnought model?

A: One Venerable Dreadnought model.

Q: Can the Space Marine Formations in War Zone Damocles: Kauyon be used to make a Gladius Strike Force?

A: No. Codex: Space Marines states which Formations can be included in a Gladius Strike Force.

Q: Does the Know When To Fade rule for the Talon Strike Force from War Zone Damocles: Kauyon allow a Fearless unit to disengage?

A: Yes.

Q: In War Zone Damocles: Kauyon, the Hammer of the Khan Warlord Trait can give the Warlord D3 Hammer of Wrath attacks. while the Hunting Force Formation gives its models 2 Hammer of Wrath hits if there at least five models in their unit. Both say instead of one, so which should be applied, or do they work together somehow?

A: If your Warlord is part of a unit of five or more models from a Hunting Force Formation and has the Hammer of the Khan Warlord Trait, you must choose whether to inflict 2 or D3 Hammer of Wrath hits (before rolling!).

Q: Can you upgrade the Captain in a Hunting Force Formation from War Zone Damocles: Kauyon to a Chapter Master?

A: Yes.

Q: In the Hunting Force Formation from War Zone Damocles: Kauyon I nominate an enemy HQ unit after deployment. If their HQ unit is attached to a unit or embarked on a vehicle, do I get the Formation benefits from The Hunters' Prey against the unit and/or Transport, or does it only apply once the HQ unit is alone?

A: You get the bonus if the HQ unit is attached to a unit when attacking that unit. The bonus does not apply to any Transport while the HQ unit is embarked inside.

Q: Can the Speartip Strike Formation from War Zone Damocles: Kauyon be used in a Gladius Strike Force to make up the one required Auxiliary choice?

A: No.

Q: The Pinion Battle Demi-company rules state that each Scout Sergeant and Scout Veteran Sergeant can 'spot' for another unit from the Formation within 9". Does the 'spotter' have to see the unit that the firing unit is targeting?

A: No.

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Q: In the most recent Codex: Space Marines the Bolter Drill Chapter Tactics special rule was updated to function with special ammunition. Does this also apply to Sentinels of Terra Detachments, or do they still use the more restricted Close Ranged Bolter Drill rule from Sentinels of Terra?

A: Sentinels of Terra Detachments use the rules from Sentinels of Terra.

Q: Does Captain Lysander keep his Warlord Trait from Codex: Space Marines (Iron Resolve), or is it replaced by the Warlord Trait listed in Sentinels of Terra (Champion of Humanity), or does he get both?

A: In a Space Marines Detachment, he has Iron Resolve. In a Sentinels of Terra Detachment, he has Champion of Humanity. He does not have two Warlord Traits.

Q: Where do the special Warhammer World Space Marine tanks fit in the Gladius Strike Force Detachment in Codex: Space Marines?

A: They cannot be taken as part of a Gladius Strike Force.

ERRATA

CODEX: SPACE MARINES Page 174 - Battle Demi-company, Formation Change the footnote to read: 'Captain Sicarius (pg 116). Chaplain Cassius (pg 118),

Kor'sarro Khan (pg 121), Vulkan He'stan (pg 122). Shadow Captain Shrike (pg 123), Captain Lysander (pg 124) or Chaplain Grimaldus (pg 128) may be taken in place of the Captain or Chaplain.

CLAN RAUKAAN Page 49 - Clan Raukaan at War, Scions of the Forge Add the following sentence to the end of the

paragraph: 'Scions of the Forge does not apply to Formations.'

CODEX: ADEPTA SORORITAS

Q: It Saint Celestine dies and passes her Miraculous Intervention special rule Leadership check to return to the board next turn, but the game ends, does she award Victory Points?

A: Yes - a model that is not on the board at the end of the game counts as destroyed for the purposes of Victory Points.

Q: Do rules that modify a model's statistic apply when that model is 'dead'? For example, items or rules that alter Leadership when rolling to see if Saint Celestine passes her Miraculous Intervention check to come back to the battlefield.

A: No.

Q: How many models can shoot out of the firing hatch on the roof of the lmmolator?

A: One model can fire from the lmmolator's top hatch.

Q: In Codex: Adepta Sororitas, there are three Apocalypse Battle Formations. The codex was written a while ago and things have changed quite a bit in the game. Can I use those formations in regular, non-Apocalypse games?

A: No.

Q: Can a Canoness take more than one relic? A: A Canoness can only take a single relic.

Q: It is not stated what kind of weapon the Exorcist missile launcher is. Is it a turret mounted weapon or a hull mounted weapon?

A: It's a turret mounted weapon.

Q: The eviscerator is listed in the wargear section as being available for the 'Canoness and Ministorum Priest only', while under the Melee Weapons list popup on the Canoness' and Priest's pages it says 'Ministorum Priest only'. Which is correct?

A: The text in the Melee Weapons popup is incorrect; an eviscerator can be taken by a Canoness or a Ministorum Priest.

Q: What part of the Adepta Sororitas' Exorcist tanks do you use to check line of sight for the Exorcist missile launcher?

A: From any part of the missile tubes.

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ERRATA

Reliquary Ministorum, Ranged Weapons, Condemnor Boltgun and Reference, Special Rules

Replace the wording of the Psishock special rule with the following:

'If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psyke.rs/Sorcerers or Psychic Pilot special rule) is hit by a weapon with the Psishock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage.'

CODEX: TAU EMPIRE

Q: If a Stormsurge deploys its anchors while on a piece of Tidewall what happens if the Tidewall moves? Does the Stormsurge get left behind, does it have to retract its anchors or does it get to move and still fire twice?

A: The Tidewall terrain is also anchored, and cannot move until the Stormsurge does.

Q: Aun'Va's Paradox of Duality allows him to potentially discount Wounds 'exactly as if a cover save had been passed'. Does this count as a successful cover save for the purposes of the Tidewall Shield line's Tidewall Field special rule?

A: No.

Q: If a unit behind a Tidewall Shieldline being targeted by a shooting attack Goes to Ground, do they make a successful cover save on a 4+ or a 2+ for the purposes of the Tidewall Field special rule?

A: The unit successfully makes a cover save on a 2+ if it has Gone to Ground. This will trigger the Tidewall Field special rule.

Q: Can attacking units Jink or make a cover save to avoid suffering a Wound or a glancing hit as a result of the Tidewall Shieldline's TidewaII Field special rule?

A: No.

Q: Does the Tidewall Shieldline Tidewall Field reflect the wound/glancing hit, or just the hit?

A: Neither. It inflicts a Randomly Allocated Wound or glancing hit as appropriate, with the same AP as the weapon used in the attack.

Q: Can Tau Tidewall Fortifications pivot? A: Yes, but if they do so, no pan of the Fortification can

end the move more than 6" away from where it started the Movement phase.

Q: If a Flying Monstrous Creature or Flyer shoots at a unit that gets a cover save from the energy barrier of a Tidewall Shieldline, and the target unit makes a successful cover save and rolls a 6 for the purposes of the Tidewall Field special rule, does that Flying Monstrous Creature or Flyer suffer a glancing hit?

A: Yes.

Q: Can the Tidewall Shieldline still move if a friendly unit is partially on it?

A: No. All the members of the unit must be on the Shieldline.

Q: Does the Rearm and Refuel special rule for the Piranha Firestream Formation from War Zone Damocles: Mont'ka allow the unit to go into Ongoing Reserves every tum (as long as it is near the table edge as specified in the rules)?

A: Yes.

Q: The Piranha Firestream Wing Formations' Rearm and Refuel special rule - if a unit of 4 TX4 Piranhas loses 3, and the remaining Piranha leaves the table per the Rearm and Refuel special rule, how many Piranhas come back In the following game tum?

A: The unit returns at full strength - 4 Piranhas.

Q: The Piranha Firestream Wing Formation - can a unit of TX4 Piranhas, one model of which has been Immobilized, still utilize Rearm and Refuel as long as all of the surviving models from the unit are within 6” of the table edge?

A: Yes.

Q: The Air Superiority Cadre from War Zone Damocles: Mont'ka - are the Razorshark Strike Fighters able to show up in their first turn if the enemy has any of the unit types listed in the Skywatch special rule on the battlefield?

A: No Skywatch means you automatically pass your Reserve Rolls for units from this Formation, and Reserve Rolls are only made from your second rum onwards (unless stated otherwise).

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Q: Do Drones become a scoring unit if joined by a Commander? Does anything else carry over if a Commander joins a Drone-Net unit?

A: While the unit includes the Commander, it is a scoring unit. Special rules that the Commander and the Drones have will be conferred or otherwise as for any other units. For example, a Commander that joins a unit of Drones from a Drone-Net will benefit from their Split Fire rule while joined to the unit.

Q: When applying Farsight Enclaves rules to a Formation from a Hunter Contingent, does the entire Detachment need to be from the Farsight Enclaves or can just a single Formation from it be from the Farsight Enclaves?

A: You can choose for any Tau Empire Formation or Detachment to be from the Farsight Enclaves - this could include a single Formation that forms part of a Hunter Contingent.

Q: The Locked Coordinates special rule for the Rapid Insertion Force Formation states that Stealth Battlesuits must begin the game deployed on the battlefield. Does this mean that they cannot Infiltrate?

A: No - they may Infiltrate, but may not be deployed in Reserves or Outflank.

Q: The Networked Stealth Field special rule of the Ghostkeel Wing Formation gives units that already have the Stealth special rule the Shrouded special rule. If the unit has the Stealth (Ruins) special rule, does it gain Shrouded (Ruins) or just Shrouded?

A: The unit gains Stealth while it is in the open. While it is in ruins, it gets both Stealth and Shrouded.

Q: Can Commander Farsight be taken as your Commander choice in the new Hunter Contingent. Hunter Cadre, Retaliation Cadre, or Dawn Blade Contingent as long as you have declared the Formation to be a 'Farsight Enclaves' formation and abide by all necessary rules and restrictions?

A: No. As with Commander Shadowsun in the Hunter Contingent, in the Dawn Blade Contingent Commander Farsight is part of the Contingent Headquarters. You can of course field Commander Farsight as part of the Eight instead.

Q: How do you calculate the points required to field The Eight Formation from War Zone Damocles: Mont'ka?

A: Simply add up the units and upgrades taken from Codex: Tau Empire, War Zone: Mont'ka and Farsight Enclaves - 1494 points.

Q: In the 2013's The Farsight Enclaves, any member of The Eight could be taken as an HQ choice that does not use a Force Organization Slot as long as Commander Farsight was your commander. Is this still true, or are the members of The Eight only available in the Formation now?

A: The intent of that rule was to allow Farsight to be accompanied by the Eight, regardless of the limits of the Force Organization Chart. The Eight Formation does this, so The Eight as presented in that Formation can only be fielded as part of that Formation.

Q: Signature Systems in Codex: Tau Empire and Farsight Enclaves are restricted to one of each item per army. Are the Signature Systems that come equipped on named characters counted towards this limit?

A: Yes. Only one of each Signature System can be used per army, so if you include a character with a Signature System (one of The Eight, for example) then you cannot also give that Signature System to another unit in your army.

Q: Markerlights in Codex: Tau Empire - it seems to be the case that you can only fire at the target you used the markerlights on, but if you have a unit with Split Fire, people sometimes argue that you can split your attacks and spread the benefits of the markerlights. Is this correct?

A: No. Each markerlight counter is spent to provide a specific bonus or effect against a single unit. A model in the firing unit using the Split Fire special rule to fire at another target would not benefit from any markerlight counters expended against the unit's primary target.

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Q: Can XV8 Crisis Battlesuits equip two of the same weapon and not have them be Twin-linked, for example by equipping two fusion blasters to have two shots rather than a single Twin-linked shot?

A: Yes. Simply take the same option from the wargear list twice, paying double the single weapon option points.

Q: If I expend a markerlight to increase a Battlesuit’s Ballistic Skill against a target unit, does that apply to all of its weapons or just one?

A: All of them.

Q: II Tau units use markerlights to increase their Ballistic Skill against a unit with Invisibility cast on it do they gain an increase to their Ballistic Skill when firing Snap Shots?

A: Yes. A Tau unit that targets an invisible unit and expends one markerlight counter on that unit will fire Snap Shots at II at BS2 If the unit expended another markel1ight counter on that unit, they would fire Snap Shots at BS3.

Q: The Infiltration Cadre's Neutralization Lattice rule states that you can fire a single seeker missile if one of the units of the Formation inflicts three or more markerlight hits on a unit in a Shooting phase. Does this missile have the Ignores Cover special rule as if it were fired by expending a markerlight counter?

A: No.

Q: If a unit has markerlight counters on them, do they have to declare Jink before the Tau player decides to use a markerlight counter to give their Wounds, glancing hits and penetrating hits Ignores Cover, or can they wait unit the Tau player has decided what to use the markerlight counters for?

A: The target must declare whether or not is Jinking before the use of markerlight counters is declared.

Q: How do markerlights interact when they are fired against a unit under a void shield?

A: Markerlights are not affected by void shields.

Q: If a Tau vehicle that is forced to make Snap Shots fires a seeker missile using a markerlight counter, what Ballistic Skill does the shot use?

A: Ballistic Skill 5. If the target IS a Zooming Flyer, resolve the shot as a Snap Shot as normal, unless It

is fired by a vehicle with a velocity tracker in which case the missile can use the vehicle's Skyfire rule if you wish.

Q: If a KV128 Stormsurge that is part of a Hunter Contingent fires, in what order must I declare its targets - on its own or at the same time as other units firing at the same enemy? If it's at the same time must I say, for example, 'The Stormsurge fires its destroyer missiles at target A, its pulse blastcannon at target Band its Twin-linked smart missile system at target C, and the Fire Warriors will also fire at target A'?

A: If you wish for a Stormsurge to be part of a Coordinated Firepower attack, you must declare which of its weapons you will fire at which targets at the same time as you declare which other units are taking part in the attack. When it comes to resolving the Stormsurge's attacks, you may attack with all of its weapons, but only those you declared were being fired against the target of the Coordinated Firepower attack can be used against that unit. All other weapons must be directed against the targets you declared earlier.

Q: While using the Coordinated Firepower Command Benefit for two units of the Hunter Cadre, can both units Run and then shoot using the Ambushes and Feints special rule?

A: No. The units cannot fire simultaneously, as required by the Coordinated Firepower Command Benefit, because the Ambushes and Feints special rule requires you to complete the actions of each unit before moving on to the next one.

Q: Does the Optimized Stealth Cadre get the benefits of The Wall of Mirrors only in the Shooting phase, or also when firing Overwatch or with Interceptor weapons?

A: Only in the Shooting phase.

Q: What is the firing arc of the TX78 Sky Ray Gunship's seeker missiles?

A: 360°.

Q: How does an Ethereal's Storm of Fire interact with a unit firing pulse blasters?

A: Pulse blasters have a maximum range of 15", so an Ethereal's Storm of Fire will grant an additional shot

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at any range up to 8" (half its maximum range, rounding up) at the appropriate profile's Strength and AP.

Q: Can a Commander upgraded with an XV86 Coldstar Battlesuit take Signature Systems?

A: No.

Q: What happens when a Tank Shock is used against an anchored KV128 Stormsurge? Does the Unstoppable rule come into effect?

A: No. If the Stormsurge is anchored, it is destroyed.

Q: When the KV128 Stormsurge is anchored, does it need to use one complete shooting attack, then the next, or can it fire its total number of shots however it wants?

A: Resolve one shooting attack, including all weapons that you wish to fire. Once that is resolved, do the same thing again. Do not, for example, roll 4 shots for the pulse blastcannon at once.

Q: Does the KV128 Stormsurge have a blacksun filter? A: No.

Q: Because of the Gargantuan Creature rules, and the four One Use Only destroyer missiles on the KV128 Storm surge, does the Stormsurge have to shoot all of its destroyer missiles at one nominated unit or can it fire them one at a time until that unit is dead, and then switch targets for the remaining missiles?

A: You have to nominate all targets for all weapons before firing. If you have chosen to fire more than one destroyer missile at the same target, they are fired at once, so you roll for them together and have no opportunity to switch targets if it turns out that just one missile would have done the job!

Q: If an enemy unit charges my fire Warrior squad A, and I choose not to use Supporting fire with squads B and C, if another enemy unit charges squad A, can I still use Supporting Fire with squads B and C, as they did not use their Overwatch and the enemy unit is not engaged in combat?

A: Yes - if an enemy unit charges a Tau Empire unit locked in combat, friendly Tau Empire units within 6" of that unit can use Supporting Fire if they are not locked in close combat and haven't fired Overwatch this tum.

Q: How does Supporting Fire work if the unit has a flamer which is out of range?

A: As long as a unit is eligible to fire Supporting Fire and is equipped with one or more flamers, they can use them as if they were also being charged.

Q: Do models who use the Supporting Fire special rule to fire Overwatch require true line of sight to the charging unit, or is it just the unit that is being charged that requires the line of sight?

A: A unit using the Supporting Fire special rule fires Overwatch as if they were the unit being charged. This means it follows the normal rules for Overwatch given in Warhammer 40,00Q: The Rules, which includes requiring line of sight from the firing unit.

Q: If you charge a Tau unit which cannot Overwatch (because of banshee masks, dirge casters, Go to Ground, etc.), can other units still use Supporting Fire?

A: Yes.

Q: Can you please clear up the confusion with Monstrous Creatures and Heavy vehicles firing Ordnance weapons? Specifically, I'd like to know if the multi-tracker of an XV104 Riptide Battlesuit allows me to fire another weapon, or if that is overwritten by the Ordnance rule.

A: Heavy has no effect on firing 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. A Monstrous Creature firing an Ordnance weapon cannot fire any other weapons in that phase (even with a multi-tracker).

Q: I have a question about the XV95 Ghostkeel Battlesuit's holophoton countermeasures. You can use this gear once per game, which is pretty clear if there is only one Ghostkeel in the unit, but if there are three of them do they have to use it all at the same time or can they use it separately to have the whole unit protected three times in the game?

A: Each model can use their countermeasures once, and when they do so it protects the whole unit. In a unit of three you could use the countermeasures at three different times.

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Q: The high-yield missile pods of the XV88 Broadside Battlesuits are not Twin-linked in the German version of Codex: Tau Empire. Should they be Twin-linked?

A: This question was addressed in a German-version errata published in December 2015, which can be downloaded from our website.

Q: Does the Warlord Trait Exemplar of the Selfless Cause (which means that once per game friendly Tau units which have Gone to Ground are no longer considered Gone to Ground) affect units that were Pinned in the last game turn?

A: Yes. Pinned units Go To Ground, so if your Warlord uses Exemplar of the Selfless Cause, friendly Tau units that were Pinned recover.

Q: Can Tau models that are able to shoot multiple weapons in the Shooting phase also fire multiple weapons in Overwatch and multiple weapons with the Interceptor rule?

A: When firing Overwatch or weapons with the Interceptor special rule, a model can fire all of the weapons it could usually fire in the Shooting phase. In the case of Interceptor, only weapons with the Interceptor rule can be fired.

Q: Does the multi-tracker work when tiring Overwatch or with weapons with the Interceptor rule? What about the Signature Systems?

A: Yes. In the case of Interceptor, only weapons with the Interceptor rule can be fired. The Signature Systems (the Command and Control Node and Multi-spectrum Sensor Suite) specify that they cannot be used in Overwatch, but they could be used when firing weapons with the Interceptor rule.

Q: An Ethereal with a homing beacon is embarked on a TY7 Devilfish. Does the homing beacon work?

A No. The Ethereal must be on the battlefield, not embarked on a Transport, for a unit to benefit from their homing beacon.

Q: The rules for Tau homing beacons don't say that the model with it has to be on the table for one turn before it takes effect. Does this mean the benefits can be used in the same tum it arrives from Reserves?

A: Yes. If the model bearing the homing beacon moves onto the battlefield from Reserves before the unit you intend to benefit from it. Note that the model must disembark from any Transport it might be on if you want to use the homing beacon.

Q: Does the Infiltration Cadre's Intervention Request Beacons special rule only affect the XV25 Stealth Battlesuits in Reserve, or all units?

A: It affects all units you have in Reserve.

Q: Can an XV104 Riptide Battlesuit move in the Movement phase, then fire the ion accelerator with both the Nova Charged and Overcharged profiles?

A: A Monstrous Creature firing an Ordnance weapon cannot fire any other weapons in that phase (even with a multi-tracker), but the Relentless rule allows them to fire an Ordnance weapon after moving. You could move the Riptide and then either fire the Nova-charged ion accelerator, or fire two other weapons (three with a multi-tracker), including the Overcharged ion accelerator.

Q: If I take a multi-tracker on an XV104 Riptide Battlesuit, does that enable it to fire at two different targets?

A: No. Like all Battlesuits, the Riptide comes equipped with a multi-tracker. This allows it to fire an additional weapon in each Shooting phase, but it must still fire its weapons at a single target unit.

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 location?

A: Yes.

Q: Codex: Tau Empire states that a TX7 Hammerhead Gunship can choose to exchange their MV1 Gun Drones for either a twin-linked burst cannon or a twin-linked smart missile system for an identical point cost (free). Are the point costs correct?

A: Yes.

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Q: The Tau drone controller - was it intentional that Missile Drones and Shielded Missile Drones were not included?

A: Yes.

Q: The MV17 Interceptor Drones on an AX39 Sun Shark Bomber have Interceptor and Skyfire. This combination used to mean they were effective against ground targets or Flyers as they wished, but now they are only really effective against Flyers. Is this correct?

A: Yes.

ERRATA

AX39 Sun Shark Bomber, Wargear, AX39 Sun Shark Bomber

Add the following line: 'Pulse bomb (pg 119)'

Hunter Contingent Command Benefits, Coordinated Firepower

Change this rule lo read: Whenever a unit from a Hunter Contingent selects a

target in the shooting phase, any number of other units from the same Detachment who can still shoot can add their firepower to the attack. These units must shoot the same target, resolving their shots at the same time as those of the first unit. When 3 or more units combine their firepower in this way, the firing models add 1 to their Ballistic Skill. In addition, any markerlight coutners expended by the first unit confer their benefits on all units shooting at the same target as pan of the Coordinated Firepower attack. For example, if you expend one markerlight counter on the Pinpoint ability, all units taking pan in the Coordinated Firepower attack would add 1 to their Ballistic Skill for shots directed at the target of that attack.'

Dawn Blade Contingent, Command Benefits, Killing Blow

Change the last sentence of this rule to read: "You can re-roll failed To Wound and Armour

Penetration rolls for units from this Detachment against that unit for the rest of your tum.'

Skysweep Missile Defense, Special Rules, Command Override

Change this rule to read: 'Sky Ray Gunships within 12" of the Formation's

Devilfish in the Shooting phase can fire any number of their remaining seeker missiles at their full Ballistic Skill, even if they have moved at Combat Speed or Cruis1ng Speed.'

Forces of the Enclaves, Signature Systems Change this rule to read: 'Any character in a Farsight Enclaves Detachment or

Formation that may select Signature Systems may use the Signature Systems of the Farsight Enclaves (opposite) at the points costs shown, in addition to the Signature Systems from Codex· Tau Empire. An XV104 Riptide Battlesuit in a Farsight Enclaves Detachment may select an Earth Caste Pilot Array at the points cost shown.

Tidewall Shieldline, Special Rules. Mobile Defense Position

Tidewall Droneport, Special Rules, Mobile Defense Position

Tidewall Gunrig. Special Rules, Mobile Defense Position

Change the second sentence to read: 'It cannot move if there are any enemy models on it or

if any friendly models on it are locked in combat, and It may only carry friendly models If all members of their unit are on the Fortification.

The Eight, Special Rules. Independent Character Replace the Independent Character special rule with

the following: 'Take to the Field as One: When you deploy the Eight,

you can deploy them as a single unit, even though Independent Characters cannot normally join a Monstrous Creature. If you do this, all models in the unit lose the Independent Character special rule. Furthermore, no Independent Characters can join this unit.'

CODEX: TYRANIDS

Q: Can a unit of Spore Mines run or charge in the turn they were placed by the Biovore’s Spore Burst rule?

A: Yes.

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Q: If more than one Biovore fires, when is it that they can spawn the mines? Only when the first shot misses or can they be spawned when all shots miss?

A: When a unit of Biorvores fires, resolve all the shots at once using the normal rules for a Multiple Barrage. If the first shot misses entirely, place the Spore Mines beneath the template as described in the Spore Burst rule, then roll scatter dice for the remaining shots from the unit as normal for a Multiple Barrage. These subsequent shots will not spawn Spore Mines.

Q: Can Mawlocs arrive from Deep Strike Reserve via Terror From The Deep onto units in Combat?

A: Yes.

Q: Can Look Out, Sir rolls be made against Wounds inflicted by a Mawloc’s Terror From The Deep? Can this ability be used in invisible units?

A: Look Out, Sir rolls can be taken, and this ability can be used against invisible units.

Q: What happens when a Spore Mine scatters on top of an enemy unit when arriving from Deep Strike? Do they explode or suffer a Deep Strike Mishap?

A: They suffer a Deep Strike Mishap as normal.

Q: Does the Poisoned special rule granted by the toxin sacs biomorph apply to a Gargoyle’s Blinding Venom?

A: No.

Q: How does the acid blood biomorph work with models that are attacking with an Unwieldy weapon? Is the Initiative test taken against the model’s normal Initiative or against Initiative 1?

A: It is taken against the model’s normal initiative (so a Terminator with a thunder hammer would take the test against Initiative 4).

Q: If a Tervigon is taken as a Troops option (per the Scuttling Swarm rule) and spawns Termagants, do these new models have Objective Secured? Do they have Objective Secured if they were spawned by a Tervigon which is an HQ choice?

A: Yes to both questions, as long as the Tervigon is taken as part of a Detachment that confers the Objective Secured benefit (for example, the Combined Arms Detachments).

Q: The Trygon’s Subterranean Assault rule allows one Infantry unit to emerge from its tunnel from Reserve each turn. With the rule only coming into play after the Trygon has arrived from Reserve, and no way of holding back Reserves you intend to bring out of the tunnel, how is this rule ever going to be used?

A: As described under ‘Reserves’ in Warhammer 40,000: The Rules, in a mission with the Reserves rule (which includes all Eternal War and Maelstrom of War missions) players can choose not to deploy some of their units, keeping them as Reserves to arrive later. If these units arrive from Reserves after the Trygon has arrived, one infantry unit per turn can enter the battlefield from the tunnel rather than the Tyranid player’s table edge.

Q: Do Broodlords gain Psychic Focus and have access to the Powers of the Hive Mind primaris power?

A: Yes.

Q: If I have a Hive Tyrant inside a unit of Tyrant Guard, can he leave it during the game like Independent Characters can normally do?

A: Yes.

Q: When a unit contains a Psyker, does it count as a Psyker unit for all rules purposes? For example, does Shadow in the Warp cause all models in the Psyker’s unit to suffer the -3 Leadership penalty?

A: No. Only the models that are Psykers (that have the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules) are affected. A Tactical Squad that had been joined by a Librarian affected by the Shadow in the Warp would use its own Leadership rather than the Librarian’s modified Leadership of 7.

Q: I want to field a Genestealer Cult force alongside my Tyranid army. Many of the models in the Genestealer Cult force have Infiltrate. How does this work with the Allies of Convenience rules?

A: Allies of Convenience are ignored for the purposes of setting up Infiltrators. So you caould, for example, set up within 12” of an Allies of Convenience model when infiltrating.

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Designer’s Note: This applies to all Allies of Convenience in Warhammer 40,000, not just Genestealer Cults and Tyranids.

LEVIATHAN RISING

Q: When using a Living Artillery Node’s Organic Bombardment rule to reroll the scatter on a Barrage from the Biovore Brood, does the re-roll apply to just the direction dice, or both that and the distance? What about the subsequent Barrage hits after the first from a unit with more than one Biovore?

A: The re-roll applies to both the scatter and the distance dice, following the normal rules for re-rolling Blast weapons. The subsequent barrage shots are determined using just a scatter dice – you can re-roll this for each subsequent shot.

Q: The Manufactorum Genestealers Formation cannot add extra Genesetealers, but can you add Broodlords?

A: No.

SHIELD OF BAAL: LEVIATHAN

Q: Do all five guns of a Tyrannocyte shoot at one target or are they supposed to be played as having fixed firing arcs?

A: You should check line of sight from the barrel of each weapon – each gun will fire at the nearest unit it has line of sight to (so the Tyrannocyte can fire all five guns, and likely target more than one unit in a Shooting phase). If in doubt as to what each gun can fire at, treat them as if they were hull mounted weapons on a vehicle.

Q: Tyrannocytes don’t use up slots on the Force Organization Chart – does this mean that you can purchase unlimited Tyrannocytes (within points of course!) and deploy them ‘empty’?

A: Yes.

Q: A Tyrannocyte can carry a single unit – does that include units with attached Independent Characters?

A: Yes.

Q: Can I directly drop a Mucolid Spore Cluster onto a unit and have it explode, following the rules for a Spore Mine Cluster?

A: No – you cannot choose to Deep Strike onto an enemy unit as you can’t put the model down on top of your opponent’s models! Mucolid Spore Clusters follow the normal rules for Deep Striking, including suffering Deep Strike Mishaps.

Q: How many psychic powers does a Maleceptor get? A: It gets three: Psychic Overload, one power generated

from the Powers of the Hive Mind, and the primaris power from the Powers of the Hive Mind due to Psychic Focus.

Q: How many psychic powers does a Zoanthrope Brood get?

A: If the unit doesn’t include a Neurothrope, it knows three: Warp Blast, one additional power generated from the Powers of the Hive Mind, and the primaris power from the Powers of the Hive Mind due to Psychic Focus. If it includes a Neurothrope, it knows a fourth power – Spirit Leach – so long as the Neurothrope is alive.

Q: Can a Sporocyst arrive via Outflank? A: No. It can’t move, so it can’t move on from the edge

of the table as described in Moving On From Reserve.

Q: In regard to Tyranid Formations like Endless Swarms, Skyblight Swarms and Sporfields, can units that are placed in Ongoing Reserve through the respawn mechanics choose to arrive via Deep Strike if they have the Deep Strike rule and, by extension, Flyers/Flying Monstrous Creatures that leave combat airspace?

A: No. They arrive from Reserve as described in Moving On From Reserve.

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CODEX: SPACE WOLVES INCLUDING CHAMPIONS OF FENRIS, CURSE OF THE

WULFEN AND START COLLECTING

Q: For all models that can ride Thunderwolves (including Thunderwolf Cavalry and Wolf Lords on Thunderwolves), is the Strength bonus from the Thunderwolf applied before or after multiplying the user's Strength by 2 for the purposes of weapons like power fists and thunder hammers?

A: The model's Strength profile is improved by 1 for riding a Thunderwolf. This is not a modified profile, but is instead the model's new profile (as demonstrated by the Thunderwolf Cavalry profile). As wielding a power fist or thunder hammer doubles the Strength characteristic on the model's profile before any other modifiers are applied, this will mean the model's Strength of 5 is doubled to 10.

Q: How do you resolve the effects of Helfrost weapons against Necrons for the purposes of their Reanimation Protocol special rule, as they technically happen simultaneously?

A: The Sequencing section from Warhammer 40,00Q: The Rules cover cases where two or more rules are to be resolved at the same time and the wording is not explicit as to which rule is resolved first - the player whose tum it is chooses the order.

Q: When the Rune Priest is upgraded to wear Terminator armour, he trades in his bolt pistol, but he doesn't automatically get a storm bolter. The entry then says that he 'may take one of the following'. What happens if he chooses not to take a storm bolter?

A: Then he will simply have no ranged weapon. This is to cater for the Librarian Terminator model, which can be assembled either with an outstretched hand or a storm bolter; the same options therefore apply to Librarians in Codex: Space Marines.

Q: In the Champions of Fenris supplement, the Armor of Asvald Stormwrack relic is not listed as Terminator armour in the rules and does not cause weapons to change to Terminator weapons, even though it has the same rules as Terminator armour. Does this mean a character wearing the Armour of Asvald Stormwrack can ride a Thunderwolf?

A: It is effectively Terminator armour, so no, a model wearing the Armour of Asvald Stormwrack cannot ride a Thunderwolf.

Q: How do you resolve a special rule or an item of wargear that makes you automatically pass a test against another special rule or item of wargear that makes you automatically fail? For example, the Pelt of Balewolf causes certain models to automatically fail their Fear tests, yet models with the Daemonic Instability special rule automatically pass these tests.

A: The two rules effectively cancel each other out. In the case of the Pelt of Balewolf, a model with the Daemonic Instability special rule would therefore have to take a standard Fear test.

Q: When using the Wolf Guard Thunderstrike Formation from the Champions of Fenris supplement, if the Drop Pod is the only Drop Pod in your army, how does that work with regards to the Drop Pod Assault special rule?

A: Ignore the Drop Pod Assault special rule for the Drop Pod from the Wolf Guard Thunderstrike Formation.

Q: Do Iron Priests have the HQ or Elite Battlefield Role, and which profile should I use - the version in Codex: Space Wolves or the version in War Zone Fenris: Curse of the Wulfen?

A: There are two different Iron Priest options at present, and you should feel free to use either or both in your army. One is an Elites choice, which uses all of the rules described in Codex: Space Wolves, whilst the version in White Dwarf and War Zone Fenris: Curse of the Wulfen is obviously a more senior version, with an improved profile and weapon options, hence the reason he is an HQ choice and has a higher points cost.

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Q: When rolling for the Curse of the Wulfen special rule, do you roll just one dice for all Wulfen units in your army, or one dice per unit?

A: Roll one dice to determine the effect of the Curse of the Wulfen for all units of Wulfen in your army.

Q: For the Ancients of the Fang Formation in War Zone Fenris: Curse of the Wulfen, can the Dreadnoughts still purchase transports?

A: No.

Q: If an Independent Character joins a unit of Wulfen, are they affected by the Curse of the Wulfen?

A: The Independent Character is affected by the Curse of the Wulfen special rule as normal; only the Wulfen themselves are unaffected.

Q: The Wulfen's Death Frenzy special rule begins with the wording 'If a model in this unit is slain ...' - does that mean that an Independent Character that has joined the unit also benefits from this rule?

A: No.

Q: If Wulfen are removed from play in the Assault phase, by special attacks such as Stomp or some other effect, do they still get to strike back as part of their Death Frenzy special rule?

A: Yes. The slain Wulfen model strikes back at the end of the Initiative step in which it was slain. For example, in the case of a Hammer of Wrath attack, which is resolved at Initiative step 10, the Wulfen strikes back at the end of Initiative step 1O; in the case of a Stomp attack, which is resolved at Initiative step 1, the Wulfen strikes back at the end of Initiative step 1.

Q: Which relic lists can Space Wolves characters choose from when they are part of a Wolf Claw Strike Force Detachment from War Zone Fenris: Curse of the Wulfen?

A: They must use the Relics of the Fang from Codex: Space Wolves. However, if you wish, a Wolf Guard Battle Leader from the Champions of Fenris Formation from War Zone Fenris: Curse of the Wulfen can instead choose a single Relic of the Great Wolf from Champions of Fenris.

Q: Can a Wulfen wielding a thunder hammer make a Death Frenzy attack at the end of an Initiative step that would result in him attacking before other models with a higher Initiative than his modified Initiative of 1 (for using a weapon with the Unwieldy special rule)?

A: Yes.

Q: Can each member of the Heralds of the Great Wolf Formation ignore their first failed saving throw each turn or is it just first model in the Formation to fail their save each turn? What about any Cyberwolves accompanying the Formation's Iron Priest?

A: Provided that the Formation's Iron Priest is still alive, the Formation's Wolf Priest, Rune Priest and Iron Priest can each ignore their first failed saving throw each turn. This does not apply to any accompanying Cyberwolves.

Q: If an Independent Character joins a unit of Wulfen, do the Wulfen models still get to use the Bounding Lope rule?

A: Yes, but the Independent Character does not benefit, and all models in the unit must maintain unit coherency.

Q: When fielding a Spear of Russ Formation, can a Vindicator use the Power of the Machine Spirit to fire its demolisher cannon twice in the same Shooting phase?

A: No. Power of the Machine Spirit allows a vehicle to fire an additional weapon - one not fired already- not to fire a weapon for the second time.

Q: I have my Wolf Claw Strike Force, and I also pick a Combined Arms Detachment. If an Independent Character from the Combined Arms Detachment joins one of the units from the Wolf Claw Strike Force, does he get the Counter-charge special rule as well, or does the whole unit lose the Counter-charge special rule because the Independent Character in question is not part of the Wolf Claw Strike Force?

A: The attached character does not benefit, but nor does he prevent the unit he is attached to from doing so, provided that all models in the unit

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(including the Independent Character) maintain unit coherency.

Q: If Logan Grimnar is riding Stormrider and it gets destroyed, does he die with it or can he fight on as an Independent Character on foot?

A: If Stormrider is destroyed, Logan Grimnar is slain as well.

Q: As far as rules are concerned, what kind of armour do Wulfen wear?

A: Wulfen wear armour over their black carapace that has been customized according to their unique physiology, but it offers them no in-game effect beyond a standard 4+ armour save.

Q: If a unit of Wulfen is embarked in a vehicle or building, does their Curse of the Wulfen special rule affect units within range as normal?

A: No. Do not count units of Wulfen that are embarked at the start of the turn for the purposes of the Curse of the Wulfen special rule.

Q: Suppose a Wolf Claw Strike Force has the first turn and lands multiple Drop Pods amongst the enemy lines. If an enemy unit then charges a Space Wolves unit that has just disembarked from their Drop Pod, can another unit from the same Wolf Claw Strike Force use their Counter-charge ability during the enemy Assault phase to charge, even though they had disembarked from a Drop Pod in their first turn?

A: Yes.

Q: Should the helfrost pistol and tempest hammer be added to the Space Wolves wargear lists, or are they unique to the Iron Priest from War Zone Fenris: Curse of the Wulfen?

A: These items are unique to the version of the Iron Priest with the HQ Battlefield Role from White Dwarf and War Zone Fenris: Curse of the Wulfen.

Q: For the Deathpack Formation that comes in the Start Collecting! Space Wolves box, you have a Wolf Lord, 10 Grey Hunters, and 3 Thunderwolf Cavalry. Can you expand this Formation by adding another squad of Grey Hunters and more Thunderwolf Cavalry?

A: The Formation limits you to 1 Wolf Lord, 1 unit of Grey Hunters, and 1 unit of Thunderwolf Cavalry; you cannot add any further units to this Formation. A unit of Grey Hunters can have a maximum of 10 models, so you cannot add any more of them, while a unit of Thunderwolf Cavalry can have a maximum of six models, so you may add three more Thunderwolf Cavalry models to the Formation as part of that unit.

Q: If an Independent Character joins a unit from a Space Wolves Deathpack Formation, can they still benefit from the For Glory, For Russ! special rule (for example, Run and then still be able to charge in the same turn)?

A: The attached character does not benefit, but nor does he prevent the unit he is attached to from doing so, provided that all models in the unit (including the Independent Character) maintain unit coherency at all times.

ERRATA

WAR ZONE FENRIS: CURSE OF THE WULFEN Page 37 - The lronwolves, Restrictions Add the following sentence to the end of the

paragraph: 'However, ignore units of Wolf Scouts and Lone Wolves

for the purposes of these Restrictions.'


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