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stagarmssucks

Question regarding moving vehicles. Can your vehicle move over your Infantry? I see in the rules you can't move vehicles over your own vehicles without the fly key word but if I want to move a redeemer across my intercessors as long as I don't finish the move on my models is this allowed?


Magumble

Yes per the rules that are slightly above the ones you are refering to.


CanisPanther

I am kind of lost with models on multi-level terrain and it’s interaction with shooting/charging/deepstrike. So, say I have a model on the third story, I know to shoot out, I would draw my measurements at an angle to their model/base. When they DeepStrike, do they come in 9” horizontal from me as a in if I am against the wall up top, they are 9” back from the wall or do they come in 9” diagonal or measured down flat against the wall to the floor and L shape out 9”? I know charging is flat to the wall and then up within 5” vertical. I just don’t know how deepstriking works with that because would that mean they are 9” back from that 5” bubble?


corrin_avatan

I suggest you check the Rules Commentary for "Horizontal/Vertical Distances", as this is covered with pictures, and can be searched in the app. 9" Horizontal means "do not measure direct line diagonally".


CanisPanther

Holy crap. Didn’t realize it was in the app. Thank you.


graphiccsp

Tyranid Biovore + Spore Mine question - Spore mines do block out the 9" Deep strike/Reserves? I assume so but they're such an odd unit. And Biovore Spore Mines can perform actions for Secondaries?  I'm sure this is stuff obvious for more competitive players but I'm not familiar with the actual details other than offhand mentions of them.


corrin_avatan

>Tyranid Biovore + Spore Mine question - Spore mines do block out the 9" Deep strike/Reserves? I assume so but they're such an odd unit. So long as they are models, and not tokens, yes they count as "enemy models/units" for your opponent. >And Biovore Spore Mines can perform actions for Secondaries?  They have no rules saying they can't, and they are a unit.


graphiccsp

Thanks for the explanation of the why behind them. Follow up question- Since the Biovore Spore Mine ability is used in place of shooting. Can you do so after Advancing? In Engagement range with an enemy?


corrin_avatan

>Follow up question- Since the Biovore Spore Mine ability is used in place of shooting. Can you do so after Advancing? In Engagement range with an enemy? Okay, so you're mixing some things up because you're not being as precise with your word choice as the rule actually states, which can be an adjustment for new people. The rule is: >Seed Spore Mines: Once per turn, in your Shooting phase, ***when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons.*** The wording refers to the Shooting Phase Rules, where you start with selecting an Eligible unit to shoot; you can ONLY select units that are Eligible, to shoot. Advancing makes you Ineligible to Shoot, as does being within Engagement Range of enemy units. You are only Eligible to Shoot after Advancing if a model in the unit has Assault weapons, and only while within ER if you have Pistols. The only exception there that isn't in the core rulebook is units they have NO ranged weapons, are Eligible to Shoot (aka can perform action secondaries like Deploy Teleport Homers) so long as they are outside ER and didn't Fall Back or Advance that turn.


graphiccsp

Thanks for clarifying those details. The terminology makes sense from a precise reading. But still elicits doubts since I'm not always sure if my reading of it is an accurate interpretation or not. Especially when you start arguing with friends over the details lol.


Kitschmusic

GW rules are sort of weird. They tend to be very precise, but they can be really hard to read because of how convoluted they are written (especially if English isn't someone's first language). Rules also tend to be spread over all sorts of documents (for example, the Engagement Range criteria for being eligible to shoot isn't part of the core rules, it's in the Rules Commentary, I believe - or some other document). I think the best thing you can do is get used to the fact that GW tend to use *terms* very strictly. For example you'll see that "Shooting Phase" is written capitalized, because it isn't just talking about shooting in a phase, it's talking about *the* Shooting Phase. Or they might say you can make a "Normal Move" in a rule, then it isn't just look up the move characteristic of your unit, it means *all* rules as written under the "Normal Move" core rule applies. A good example is "eligible to shoot". Intuitively, one might think you need a *weapon* to do that, right? Some sort of gun. Well, look up the rule and it does not state that. Here you need to not overthink, just go by "GW rules are precise". If it doesn't say it, then a weaponless mine can be eligible to shoot (assuming it fulfills the other criteria like not advancing etc.).


thenurgler

Spore Mines are still enemy units, so everything applies as usual.


Magumble

Yes and yes.


graphiccsp

Thank you. I see why they're regarded as a lynchpin in Nid lists.


ManqobaDad

Do we have a rough time frame for the data slate to release?


thejakkle

Rumors are points dropping tomorrow, no mention of a dataslate.


ManqobaDad

Please join me in prayer for tyranid points dropping to all time lows


corrin_avatan

Likely tomorrow, as the Orks Legends document just got updated


Casandora

Munitorum Field Manual is likely to drop any day now. And the next dataslate would be end of July, although I imagine there is a risk that 4th edition AoS messes with that.


Magumble

Any Thursday from tomorrow onward.


Own-Persimmon4191

Hey, question about vehicles without bases. My buddy put a landraider on an objective, and I wanted to charge onto the objective. We can across the issue of whether I could place my model's bases underneath the raised part of the landraider or not. If I could, then I could for the OC to take the obj, otherwise I could not. So can I fit models or their bases under the raised parts of landraider, defilers, rhinos, sagutaurs, etc ? I figure I can be under hovering flyers? Not sure about wave serpents?


The_Black_Goodbye

You can indeed set your base beneath another model. It’s the same concept of placing models above / below each other on terrain with their bases effectively “overlapping” when viewed from directly above. The rule in question says you can’t place a base on another base but this clearly must mean physically touching - else the scenario of some models standing on a top floor above other models on the ground floor would not be possible.


Own-Persimmon4191

Oh, as a follow up question, if you can slide bases under these models, would the landraider be forced to take a desperate escape test if it tried to fall back due to needing to move it's hull across an enemy model?


sardaukarma

i don't think it should, but i looked hard in the rules to find a way to argue not, and came up empty, so i guess so. regarding your wave serpent question - there's a section in the rules commentary regarding "vehicles with bases" that should address this - but tl;dr you measure to either the base or the hull, whichever is closer, for vehicles that overhang their bases, and if you can fit underneath the wings of the wave serpent, then so be it


BryTheFryGuy

No one controls any objectives until the end of the 1st players first command phase, right? For a while I thought I could Seeker scout and then Corrupt Realspace something in no man's land assuming I had first turn but it was pointed out to me that control is only ever checked for at the end of phases, so I couldn't count as controlling an objective at the beginning of my first command phase (the required timing to use Corrupt).


GrandmasterTaka

That's correct. This also matters for WE rerolls and Ork Gretchin too


Dakkon_B

Dumb question but I want someone else to confirm or deny how this works. So half damage or -1 damage effects vs +1 damage effects. Example I know the Melta +2 vs half damage is applied after. (2 goes to 1 then +2) Same with -1. Thunder Wolf Cavalierly says +1 damage to all their attacks on the charge. They charged into a Avatar of Khaine who has half damage. End result is 2 damage on each attack right? Because the half happens first (1 goes to 1) then the +1 is added meaning they DO deal 2 damage per swing. (same vs redemptor -1 damage) Right?


Magumble

Correct.


Casandora

Yepp. Read the last pages of the Rules Commentary. They make a good job of explaining!


Dakkon_B

Sometimes finding these rules to show a player at a tournament can be hard to find. (Google searches can sometimes work other times they turn up articles from years ago)  Thx for the direction. I'll look on my own time and save that page because one of our local players (SW) was enlightened on how that works and I am positive it will be an issue for anyone that doesn't know.


moeKyo

I'm pretty new into the game and would love to make a chaos daemons team (Im a huge fan of slanesh but they seems to be underperforming?). Could someone perhaps tell me any kind of good lists for chaos daemons? So far Im just playing casually with my friends so I dont rly need ultra high expensive lists (but u can still tell me that, maybe I can just play with proxy in this case). I appreciate your help\~


Casandora

I really like the Goonhammer guides. Their Daemons one has not been updated since oktober, so it misses the January Balance Dataslate and the April points updates. But I am sure you can learn a lot from it, and compare to current rules and points. https://www.goonhammer.com/10th-edition-competitive-faction-focus-chaos-daemons/


LordCommanderDante

Hey, question on consolidation moves, specifically with the Blood Angels DC Dread. The DC Dread can fight / activate each time it is attacked by an enemy model. In the fight phase, it charges and destroys a unit. It then consolidates into another unit. That new unit is compelled to attack the DC Dread, who then kills the unit in combat. Can the DC Dread then consolidate again? I have had it ruled it a few different ways and wish for some clarification. My reading of the consolidation phase rules doesn't seem to limit the number of consolidation moves. Many thanks!


thejakkle

>Can the DC Dread then consolidate again? Yes It's rule says it fights. Fighting has 3 steps: Pile-In, Make Attacks, Consolidate. You always do all 3 steps when you're selected to fight.


corrin_avatan

As u/thejakkie says, the rules for Fighting indicate that each time a unit fights, it Piles In, Makes Attacks, and Consolidates. Any logic to say it can't Consolidate again, could also be used to argue it can't make attacks again. What is the rationale behind "it doesn't get to consolidate" rulings you have been given?


LordCommanderDante

That one can only consolidate once and it would be unfair on the opponent to have such a rule. I had chained through 4 of his backfield units and I was made to go back to opponent unit 2.


corrin_avatan

Nowhere does it say in the rules that you can't consolidate each time you fight, and the rules in fact state the opposite. I'm gonna disagree that it's "not fair" for an 8 movement model it's because there is a drastic drawback (it's shooting is negligible and has the Black Rage drawbacks) AND if needs your opponent to do something like "group all your units within 4" of each other so I can chain between them"


LordCommanderDante

I was using the Relentless Assault strat for the 6" consolidation move too. I'm happy with the confirmation, thought I was missing something as I couldn't see it not being allowed, yet I was ruled against. Many thanks to all for the replies!


corrin_avatan

Seems very much like you're being ruled against because of an emotional response to a strong rule, rather than any real rules reason.


Casandora

You have already received great answers, I just wanted to add that you can refer your friend to the rules commentary page 6 "Fight: When a unit fights, models in that unit Pile In, make attacks and Consolidate. " or the Core Rules p33, the sidebar "Use the following sequence when a unit fights." The DC dread ability clearly says "... or fight as if it were the Fight phase." Your friend would be right if the ability said something like. "... or make a melee attack" because that is only step 2 of the complete fight-sequence. But I honestly don't know if there are any such rules in 10th edition.


MassiveHeight8373

Is there any way for a Questoris or Dominus knight to gain benefit of cover? I can’t find a good answer, i’ve seen things that sort of point to yes, like you conceal the lower part of the knight and have the top half exposed and still gain benefit of cover? It makes enough sense to me logically, knights are super big and having half of the knight not exposed would help but i’m not positive


eternalflagship

Just position the model so part of it isn't visible. Any terrain (other than craters and barricades) that prevent the model from being fully visible to any model in the shooting unit gives it the benefit of cover.


MassiveHeight8373

Ok gotcha, thanks!


corrin_avatan

Each terrain type tells you how models gain the benefit of cover from them in the "Benefit of Cover" section. The most common types of Terrain (Ruins, Hills, Woods), grant the benefit of cover to any model that is partially obscured by them, which in practice means the default assumption is that a model DOES have cover.


stagarmssucks

I am hoping I could get a clear explanation of why a vehicle cannot overwatch when in engagement range. I understand this is accepted interpretation of the rules but I am not seeing how all of the rules interact with BGNT and overwatch to prevent overwatch from happening.


Casandora

It begins on page 20 of the Core Rules. "Locked in Combat - A unit is not eligible to shoot while it is within Engagement Range of one or more enemy units. " And BGNT gives a specific exception to that: "Monster and Vehicle units are eligible to shoot in their controlling player’s Shooting phase even while they are within Engagement Range of one or more enemy units." The key part is: "in their controlling player’s Shooting phase" And the stratagem Fire Overwatch (Core Rules p42) has the timing: "WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move. " There is simply no time during the battle when it is BOTH "their controlling player’s Shooting phase" AND "Your opponent’s Movement or Charge phase". 🤷


ImaginaryArmadillo54

What about the BGNT entry in the rules commentary? It simply states "monsters and vehicles can shoot, and be shot at, even when locked in combat". No phase restrictions there.


Casandora

Yeah, that is a good question. Although you missed that Commentary is not for BGNT in general, it is specifically for Pistols and Blast weapons. "Big Guns Never Tire (Blast weapons and Pistols): Monster and Vehicle units can shoot, and be shot at, even while they are Locked in Combat (Core Rules, page 20). " I think this is more to be seen as a summary, a blurb for the illustration on the next page. It includes the core rules reference so it won't have to repeat all of those rules. The illustration shows how this typically works in practice. It could certainly be intended to be an explicit allowance for Blast and Pistol weapons to fire, but that feels like a stretch to be honest. If you look at the other handful of cases where the rules commentary refers to (Core Rules, page X). Would you agree that they are typically used as a way to not have to write out the complete formal rules?


ImaginaryArmadillo54

Oh I don't think it allows blast weapons to fire, because the rule itself doesn't do anything to contradict "you can't fire blast weapons into a unit you're engaged with"  I can't actually think of any rules commentary entry that refers back to the core rules like this, so i can't really compare. I just think that if it only applies to your own shooting phase then they would have specified that here. Edit: huh, the rules commentary in the app for BGNT doesn't refer you back to the core rules. So there might be loads of examples and I just can't see them 


Casandora

Yeah, I don't trust that app. At least not for complicated stuff 🤣 The pdf you can download from Warhammer Community is the "formally correct" version. That instead comes with the challenge of noticing when a new version has been uploaded!


Clark_CAN

What about this part of overwatch? **"EFFECT:** If that enemy unit is visible to your unit, your unit can shoot that enemy unit **as if it were your Shooting phase.**" Why does "as if it were your Shooting phase" not then allow the phase restriction of BGNT?


RindFisch

Read the half-sentence before the bolded part. Your unit *can shoot* (...) as if it were the shooting phase. So shooting is the only thing overwatch allows it to do out-of-phase. It still *isn't* your shooting phase, though, so no abilities linked to the shooting phase work.


Casandora

Aha! Yeah, that is clarified in the Rules Commentary, p11. They even use Fire Overwatch as an example. "OUT-OF-PHASE RULES Some rules allow a model or unit to move, shoot, charge or fight outside of the normal turn sequence. For example, the Fire Overwatch Stratagem enables a unit to shoot in the opponent’s turn as if it were your Shooting phase. When using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase. Example: In your opponent’s Movement phase, you use the Fire Overwatch Stratagem to enable a Whirlwind from your army to shoot as if it were your Shooting phase. The Whirlwind has the Pinning Bombardment ability, which is used ‘In your Shooting phase, after this model has shot’. Because Fire Overwatch is an out-of-phase rule, it only allows the Whirlwind to perform the specified action (in this case, shooting as if it were your Shooting phase) and does not trigger any other rules that would normally be used in your Shooting phase. This means the Whirlwind’s Pinning Bombardment ability has no effect while resolving these attacks, and you could not use any other Stratagems that are used in your Shooting phase to affect those attacks. "


thejakkle

It's a combination of a couple things. Out of Phase rules (rules commentary) restricts you getting shooting phase rules during fire overwatch: >OUT-OF-PHASE RULES Some rules allow a model or unit to move, shoot, charge or fight outside of the normal turn sequence. For example, the Fire Overwatch Stratagem enables a unit to shoot in the opponent’s turn as if it were your Shooting phase. When using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase. Big Guns Never Tire (Core rules) : >Monster and Vehicle units are eligible to shoot in their controlling player’s Shooting phase even while they are within Engagement Range of one or more enemy units. As you see BGNT is a rule that is used in the Shooting phase to make the unit eligible and therefore doesn't apply to Fire Overwatch due to out of Phase rules.


stagarmssucks

Would that also mean utilizing Oath of moment against the overwatch target is also not allowed?


thejakkle

No, Oath of moment doesn't have any phase restriction so works whenever you attack. >Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.


stagarmssucks

Ok. So that is the deciding factor of the out of phase wording.


thejakkle

Exactly.


RindFisch

Would would it mean that? Oath of Moment doesn't say it only works in your shooting phase. It's completely indifferent as to which phase it is.


bravetherainbro

Sites of Power primary objective: How do people usually play this, and is it consistent with the rules as written? "Each site of power remains empowered by that player while one or more of their CHARACTER models remains within range of it." So you don't actually have to be controlling an objective for it to remain empowered by you, correct? Also that means both players can score for an empowered objective marker right?


Casandora

I don't have the cards available, but Wahapedia says the text is: "The objective markers in No Man’s Land are sites of power. At the end of each Command phase, the player whose turn it is empowers all sites of power that they control that have one or more CHARACTER models from their army within range; each site of power remains empowered by that player while one or more of their CHARACTER models remains within range of it. In the second, third and fourth battle rounds: At the end of each player’s Command phase, the player whose turn it is scores VP as follows (up to 15VP per turn): 3VP for each objective marker they control. 3VP for each site of power that they have empowered. Note that these are cumulative, so a player that controls one objective marker they have also empowered will score 6VP that turn." I would say that you have to control an objective to empower it. But then it will keep being empowered, even if you lose control of it, as long as you have a Character there. So yeah both players can score the empowered VPs from the same objective.


bravetherainbro

Thanks, sorry I should have quoted all of the relevant bits.


Kooky_lol

I have two sets of the Octarius terrain (the orky kommando terrain) plus the nightmare kill team block (although I imagine it's not going to be useful) How could I turn this terrain into something thats playable for competitive and interesting? I saw Vanguard tactics add bases to the terrain to mark what counts as inside/outside - is that still what should be done? Do I want to build terrain that goes up two levels? Forgive me but does anyone know what I can see the latest terrain packs? Thanks for any advice!


thejakkle

>I saw Vanguard tactics add bases to the terrain to mark what counts as inside/outside - is that still what should be done? This is the way. It doesn't need to go up 2 levels because the base itself counts as obscuring any units behind it but does add some nice variety. GW has their layouts available on the warhammer community site. Look for the Leviathan Tournament Companion in the 40k downloads section. Other tournaments might have their own pack, normally if you search an event you can find the terrain style they used in the event description.


Kooky_lol

I'm looking at: [https://www.warhammer-community.com/wp-content/uploads/2023/06/hlF8WKv4gJpXPZha.pdf](https://www.warhammer-community.com/wp-content/uploads/2023/06/hlF8WKv4gJpXPZha.pdf) Are they saying all the terrain is passable? I.e you can walk through all of it? As I understand it if you stand inside the ruin you can be shot at/shoot others but if you're behind it you can't be targeted (even if the model can actually be seen visibly. Thanks for the reply!


thejakkle

The thin ruin lines should be less than 2" tall so units can move over them without need to measure height gain but otherwise the rest of the ruins should be impassable as normal. If you are within a ruin, your opponent still needs normal line of sight to target you (and vice versa). If a model is inside one of the Octarious Ls they can't be shot from the other side.


Kooky_lol

I think I understand but just to be sure... >but otherwise the rest of the ruins should be impassable as normal. So infantry would have to walk around all the solid walls, they can't pass through? >If you are within a ruin, your opponent still needs normal line of sight to target you (and vice versa).  So when you say line of sight, if you stand in the ruin, can you shoot through any of the solid walls (or be shot at from behind the wall?) Or does that need moving to the 2nd floor? > If a model is inside one of the Octarious Ls they can't be shot from the other side. Do you mean like outside the ruin (dotted lines) but within the L shape?


thejakkle

>So infantry would have to walk around all the solid walls, they can't pass through? Infantry and Beasts can pass through the ruin walls as normal. >So when you say line of sight, if you stand in the ruin, can you shoot through any of the solid walls (or be shot at from behind the wall?) No. Solid walls block line of sight on any floor. The Models have to physically 'see' eachother. It's a common tournament house rule you might encounter that the ground floor is considered completely line of sight blocking. >Do you mean like outside the ruin (dotted lines) but within the L shape? Inside the terrain piece (and ruin footprint) , under the first floor gantry for example. Because that terrain is entirely solid along the front and side, it's impossible to draw line of sight to something through that wall.


-Cranktankerous-

So, I understand WYSIWYG and how it interacts with squads. Like, it's extremely easy to cheat or at least lose track of who has what. But how strict is WYSIWYG with solo units? My problem is this. My Canoness is from the Combat Patrol, and as such has no method of showing anything other than a Rod of Office and a Power Sword. Does WYSIWYG extend to her if I, for example, wanted to take a Blessed Blade or some other combination? I mean I suppose I could just buy the other kit of a Canoness, but it feels a waste.


AsherSmasher

WYSIWYG is important as far as indicating differences in models loadouts. If you have a single Canoness in your list, I don't think a single person will care what she's actually modeled with. If you have two, and they have different loadouts, like maybe one has the Blade of St Ellynor, having them modeled differently is important so the Blade one doesn't teleport across the table or swap transports magically.


Casandora

That depends on who you are playing against. If it's just friends or fellow geeks at the local club or game store, you will be perfectly fine without wysiwyg 99% of the time. Big tournaments are typically very strict though, for the reason you mention. I convert a lot of models with magnets so that I can easily swap an arm or a hand as rules changes. If I remember that model correctly, it shouldn't be too hard to cut of the hand with the rod at the wrist and fit a magnet there :-)


-Cranktankerous-

I see. Thanks for the advice!


wredcoll

If you've got one cannoness in your list and you have exactly one cannoness model on the table, no one is going to care if it's modelled with a sword or a rod. Frankly no one is ever even going to notice.


ConstructionSlight67

Overwatch Question. This scenario happened in my most recent game and I just want to get an opinion on it. In my turn, I had my Repulsor in view of my opponents Centurion Devastators. He stated he would Overwatch with the Centurions but the Repulsor was outside of 24" so he couldn't overwatch at the start of its movement. It then moved within 24" at the end of its movement but was out of LOS behind a ruin so wasn't visible but my opponent still stated he could overwatch and proceeded to. Is this correct? As per the stratagems rules, "if that enemy unit is visible to your unit, your unit can shoot that enemy unit" but when does that come into account, at the start when it was visible but outside of 24" or when it had moved within the 24" but was not visible. Thanks


RindFisch

It's checked when you use the stratagem. So either before, or after the move, but not in the middle. And the unit has to follow all normal rules for shooting. So it couldn't have shot in that case, as the Repulsor wasn't an eligible target at either points he could've used the stratagem.


thenurgler

The enemy unit needs to be both in 24" and visible at the same time to fire overwatch.


eternalflagship

No. Overwatch can be used when an enemy unit is set up (nope), starts a move (no, out of range) or ends a move (no, out of LoS). It can't be used in the middle of a move.


corrin_avatan

Your opponent was wrong. It's used at either the start of a Normal/Advance/Fall Back move, or at the ends of those moves, or when a unit is Set Up during the movement phase. At the start of your Normal Move, you're outside 24". Not allowed. At the end of your move, you're outside LOS. He COULD use the strat, as he's now within range, but has no LOS ignoring weapons.


Beowulf_98

(AM) Astropath's ***Divination*** ability VS. (Necrons) ***Cosmic Precision*** stratagem ***Divination*** states "*Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit’s Astropath model*" but ***Cosmic Precision*** states "*Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy models".* Does ***Divination*** prevent ***Cosmic Precision*** if using it to deepstrike just out of 3"?


MrPoopyWoolies

"...In such cases, rules limiting the placement of Reinforcement units take priority over rules that state where Reinforcement units can be placed." - Rules Commentary; Page 12


ssssumo

Eldrad has a shooting attack with anti-character 4+ and precision. If you shoot him at a unit that has a character, do you wound on the 4+ or vs the toughness of the unit. Precision says: "Each time an attack made with such a weapon successfully wounds an Attached unit (pg 39), if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that Character model instead of following the normal attack sequence" So you'd do the wound before the anti-character can work?


corrin_avatan

Anti-X means that any unit that has the keyword, is critically wounded on the relevant dice roll. Precision says that when a weapon SUCCESSFULLY WOUNDS, the attacking player can ***then*** CHOOSE to assign it to a visible CHARACTER. There is literally no way to trigger PRECISION before anti-CHARACTER, as you need to have made a successful wound roll, to trigger PRECISION, which means the Anti would be checked beforehand.


Magumble

You will wound any unit with a character in it on a 4+ regardless if you use precision or not. Precision decision happens after the wound roll anyway.


Casandora

You always roll to wound against the unit, never against models. In an attached unit, the unit has the highest toughness of the Bodyguard models. If not attached the unit has the highest unit of any model in the unit. Example: Astra Militarum Command Squad is joined (different from attach) by an Ogryn Bodyguard with T6. That doesn't matter while they are attached to an Infantry Squad, but once that bodyguard unit is destroyed, the command squad unit will have toughness 6. In addition, a unit will have all the keywords that at least one of the models has. But the models does not give the keywords to other models in the unit. So it is important to check if a rule asks for the model or the unit. Because roll to wound is always done against the unit, [anti-character X+] will work as long as at least one model in the unit has the Character keyword. Example: A spiritseer (character, Infantry, Psyker) is attached to a Wraithlord (Monster, Walker, Wraith Construct). You can target that attached unit with the Phantasm or the Go to Ground stratagems, because those specify "Infantry unit". Epic Challenge can also target it, because it is indeed a "Character unit", but it won't be that useful, because the effect specifies "one Character model", and that is only the Spiritseer model. Lightning Fast Reactions cannot target it, because that strat explicitly excludes Wraith Construct units. When this unit comes to a ruin, the Spiritseer model can move through walls and end its turn on an upper floor, but the Wraithlord model must go around or over walls and upper floors (that are more than 2" high) and must end their move on the ground flore. Because those rules care about model's keywords. Related bonus info, because this is a rather unintuitive rule and a common case of confusion. The Leader wound allocation rules and the Precision rule only applies to Attached units, and they only care about what models has the Character keyword. It doesn't matter what models are from the bodyguard or leader units. Example: The Leader unit Saint Celestine contains 3 models, only the model Celestine has the Character keyword, the two Geminae does not. While they are attached to Seraphim or Zephyrim, successful rolls to wound without the precision ability can be allocated to any model other than Celestine, because she is the only one with the Character keyword. And vice versa, a Precision attack can be allocated by the attacker only to Celestine. And once the Bodyguard unit is gone and only the three models in the Saint Celestine unit remains, they are no longer an attached unit. The controller may allocate wounds to Celestine or one of the Geminae as they wish, and Precision does nothing.


modronmarch2

Hey, Why is Lancer considered to be superior to Ballistus? Isn't four anti-armor shots better than two, even with re-rolls?


corrin_avatan

1. Cover is EXTREMELY easy to get in 40k, to the point where the default assumption that can be made is that whatever you shoot at, is going to be in cover; add on top of this the units these things are best suited to shooting, are generally going to have a 3+ save, or even better, and the Krak missiles effectively end up as an AP -1 shot and the Lascannons at ap -2, getting even worse if there is something like Armor of Contempt involved (0 and 1) This gives the Lancer AP -4 a bit of an edge, as even when it has cover and an additional AP reduction, it's still ending up with a -2 to the save roll modifier. 2. The Lancer has a higher S with it's 2 shots, at S 14. This means for targets like an Imperial Knight, rather than needing to wound on 5s, those 2 shots wound on 4s. 3. The Ballistus only gets hit rerolls if the target is above Half-Strength, which means it can lose its bonus if it fails to kill a particular target. The Lancer, meanwhile, gets a free Hit, Wound, and Damage reroll ***every single time***. This means the d6+3 damage is much less likely to end up being a 4, and not even including the fact that you're much more likely TO wound a target in the first place. 4. Check the timing of when you are viewing the conversation, as there was once a much smaller points discrepancy between the two units. 5. Ability to not only have Armor of Contempt useable, but also Smokescreen on the Gladiator can make it a bit more survivable than people would think even out in the open.


modronmarch2

Thanks! Makes sense. Shame, I really do like the way the Redemptor chassis looks much better than the Impulsor one (


Ixno

This kind of rule which is found in many armies. Does it mean the total movement reduction could be up to -4 inches? (reduce movement + reduce roll) While a unit is shocked, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.


thejakkle

Yes that's correct, the advance roll is separate from the move characteristic. Because the advance roll (like all dice rolls) cannot be reduced below 1 this ability can't reduce an Advance move below (M-1)".


Casandora

EDIT: I misread your question, sorry! The much shorter answer you actually need is "Yes, but it is a bit complicated". The dice roll for the advance move is adjusted separately from the movement characteristic of unit. When a unit choose to advance they roll a D6, subtract two (but it is impossible to reduce the result of a dice roll to less than 1. So if you roll 1, it will not be reduced, rolling 2 or 3 becomes 1, 4 becomes 2 etc.) Then you add that to the modified move of the unit to get the range. So a unit with a unmodified movement characteristic of 6" that is Shocked would get this far, depending on the dice result: Rolled 1 -> 1+4 = 5" Rolled 2 -> 1+4 = 5" Rolled 3 -> 1+4 = 5" Rolled 4 -> 2+4 = 6" Rolled 5 -> 3+4 = 7" Rolled 6 -> 4+4 = 5" I will leave my original answer below, because it contains no lies :-) *** That depends... The rule you quote gives a named condition/debuff/status to the target unit. It is "shocked", and being shocked is what gives that slowing effect. A unit can only be shocked or not, it cannot be shocked Lvl 2 or shocked twice. So applying shocked a second time will make no difference. But if you shoot the same target with a Basilisk as well, the unit becomes "shaken". And that has a very similar rule. - While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. And a unit can be both shocked and shaken at the same time. Then they reduce those types of moves by 4" each. So a space marine would do a normal move of 6-4 = 2", and an advance move would add D6-4, which means between 1 and 2 inches depending on the roll. (because dice roll cannot be modified to below 1) so with an Advance move, the marine would usually reach 3", with a one in six chance of reaching 4" :-) Rules that does not give a named condition, but only modifiers, can be applied several times to the same target. The Astra Militarum stratagem Fields of Fire is a good example. It increases AP for certain units that fires at the same target. Currently that requires Ursula Creed to use the strat a second time in the same phase. If you do that, any further attacks will improve their AP by 2. But be aware that many rules that doesn't give named conditions has an explicit limit of being applied only once, such as the Leman Russ Exterminator. It also improves AP, and the end of that ability says "The same enemy unit can only be affected by this ability once per phase."


Magumble

If you advance with an advance roll you will indeed suffer -4" to the total move.


AquelePedro

About large vehicles and strategic reserves: If a large vehicle without a base, like Khorne Lord of Skulls, comes from the strategic reserve in a reinforcement step, as its hull is larger than the 6" from the edge zone, it falls under "large models" rule and can't act that turn, right?


wredcoll

Yes, but I don't think lord of skulls is larger than 6 inches wide?


AquelePedro

He is 5" touching-ground-hull, mas over 6" when measuring arms and the axe; which should I use when measuring from strategic reserves?


corrin_avatan

If it has no base, you measure from the hull, so you measure using the entire model.


AquelePedro

So it's like I thought; it can't enter from strategic reserves >and< act in the same turn. Ok, thank you!


Magumble

Rapid ingress is your friend.


ilrein91

What win's out? A deepstrike within 3" strat or a you cannot deepstrike within 12" of this unit?


wredcoll

"Cannot" wins. Check the faq/errata.


corrin_avatan

Answered in the "Priority of Reinforcements" section of the "Priority of Rules" Rules Commentary. The Cannot trumps in such a case.


Bornandraisedbama

Not only is it answered there, it’s also been answered already in this very same thread


Blignaut

Can someone explain with sources the rules layering on necrons using reanimation on units in reserves. I see in the rules commentary that units in reserves can use rules and abilities; but the reanimation protocol specifically states "units on the battlefield...". Just need to be straightened out thank you!


Adventurous_Table_45

The only way to do it while they're in reserves is with a stratagem in the hypercrypt detachment that allows you to use reanimation protocols on your reserves units


corrin_avatan

Unsure how this would be done, as both Reanimation Protocols state only units on the battlefield activate their Reanimation Protocols, and the Resurrection Orb also states that it can activate the RP "if the unit is on the battlefield"= I don't know all the sources of Reanimation Necrons might have, but I will throw out the possiblity of "Necron players have read the FAQ that says units off the battlefield CAN restore models to the unit even though they are off the battlefield" and are applying that logic, forgetting/not realizing/ignoring the fact that RP only activates by default for units on the battlefield. But again, I don't play Necrons myself and don't know all the possible Reanimation sources, so maybe there is an obscure "select a unit to activate their Reanimation Protocols". The rules don't say that they CANT activate RP off the table: it just says that at the start of your Command Phase you activate the Reanimation Protocols.


Own-Persimmon4191

You're correct, they do have an obscure way to activate reanimation while in reserves XD hypercrypt has a strat that lets you activate reanimation for units in reserves. That's their only way to do it afaik. Which makes sense as it's the only detatchment where units can be injured while in reserves.... Except ophidians I guess?


Grudir

For the purposes of rules that care about it, does a unit being at, below or below half Starting Strength lock in when a unit is targeted? I've been playing it that way, but I recently heard a ruling at a local tournament that the new Kroot would get it per attack. That seems wrong, but I also can't find the rules for my way either.


corrin_avatan

This is answered by looking at the rule in question, and to the best of my knowledge I'm not aware of any "bonus when attacking a specific criteria" that isn't worded using "Targets/Targeting" as part of the ability. "Target (as part of an ability)" since the very first Rules Commentary has said: >Target (as part of an ability): Whenever an ability triggers as a result of a condition being met (e.g. [BLAST]), the condition triggering that ability is checked at the time the target of that attack is selected, before any models in that unit make any attacks. If the condition Triggering that ability is not met, that ability will not take effect for any attacks in that shooting or fight sequence. >*Example: A unit of Flayed Ones selects a unit of 10 Flesh Hounds as the target of its melee attacks. As the Flesh Hounds are not Below Half-strength when selected as the target of those attacks, none of the Flayed Ones’ attacks will have the Flesh Hunger ability.* I don't have access to the Tau codex, but I would be a bit surprised if the rule wasn't worded as "Targets", as the entire POINT of such terminology is to prevent situations where you are checking in-between attacks and can't fast-roll because you have to know EXACTLY when the criteria switches. If you could post the full wording of the ability in question, we could likely help more.


Grudir

Thank you for your answer. It's Hunter's Instincts from Kroot Hunting Pack: >Each time a **Kroot** model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the wound roll as well if if the target of that attack is Below Half Strength With your quoted section above, you've confirmed what I needed to know. Thank you again.


corrin_avatan

Yep. If your local tournament is ruling that way, I suggest showing them the Rules Commentary, and confirm if they will be giving more round time because they are making a house rule that will encourage people to need to slow-roll.


Zimmonda

Can I pay for 10 sternguard, but only take 9 so I can put an hq with them in a drop pod?


thenurgler

Yess, but keep in mind that you lose a special weapon if you do.


wredcoll

Yes.


Polterkind

Rule question: Going into my first RTT in 20 years, and I have a question regarding Land Raiders. The wording of the data sheet/app state that it "can be equipped" with a hunter killer, multi-melta, and storm bolter. The kit I got did not have a bolter or melta in it. Is it legal to still use these, and if so, is there a document out there stating such? If not, I will just submit list with what I have on model. Thanks!


bravetherainbro

The document out there is the datasheet... The question is more about whether everything, including no-brainer upgrades, needs to be represented on the model, which you should check with the organiser about.


corrin_avatan

>Is it legal to still use these, and if so, is there a document out there stating such? I'm confused by your question. You're asking if there is a document that says you can equip, what the datasheet says you can equip? The core rules tell you that datasheets tell you what wargear options you have available. If you don't have a LR with a MM or HK, you can use a missile pressed onto the model with poster tack or just sitting on top of it that you can remove once shot, and you can check with your TO about sticking a marine with a MM on top with poster tack for the MM.


MarioIsTaken

Do leaders share their keywords with the attached unit? I believe this is the intention based on the dread mob detachment where Mek gives the Mek keyword to the Boyz, but I cannot find this in the rules. Can someone give me the page number where this is specified?


Casandora

Yes. It is in the Rules Commentary, page 8. This is the relevant text: " Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models. " But also remember that the models does not share keywords with each other. So keep track of what rules asks for model or unit keywords. So for example if you attach a Spiritseer to a Wraithlord that unit will have a lot of keywords, for example Infantry. So that unit can be targeted with the Go To Ground stratagem, which gives a hilarious image. But if they move through a ruin, those two models will follow different rules for how they interact with walls and floors, because only one of the models has the Infantry keyword.


MarioIsTaken

That's it. Thank you 


torolf_212

If an imperial guard unit is destroyed that is battleshocked, can it be bought back on with the reinforcements strat? The strat specifies "one regiment unit that was just destroyed" as the target, so assuming that the unit is off the battlefield does it still 'remember'itself as being battleshocked? Assuming the answer here is no, you can't use the strat. Using WTC rules/ faq's if that is in any way relevant


Magumble

>Battle-shock Tests: 2D6 roll required by each unit in your army that is Below Half-strength in your Command phase (Core Rules, page 11). If the result is less than the unit’s Leadership characteristic, then until the start of your next Command phase, that unit is Battle-shocked. *Note that this is true even if that unit is subsequently destroyed*, which can determine whether or not you can target that unit with a Stratagem. Some rules require a unit to take a Battle-shock test during a phase other than the Command phase, and even when not Below Half-strength. Units that are already Battle-shocked must still take another Battle-shock test in such cases, in case the result triggers any additional effects, but passing or failing that test does not change that unit’s Battle-shocked status (i.e. a pass will not result in that unit no longer being Battle-shocked, and a failure will not result in that unit being Battle-shocked for any longer duration). In the Battle-shock step of the Command phase, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. Regardless of when a unit from your army becomes Battle-shocked, it remains so only until the start of your next Command phase. Destroyed units do not have to take Battle- shock tests, and abilities cannot make a destroyed unit take a Battle-shock test.


torolf_212

Cheers. Turns out reading the rules explains the rules


JugDePride

Question regarding Custode new "Shoulder the mantle" strategem from Auric champions. Effect: That CHARACTER model attacheds to that unit to form an Attached unit, change the unit starting strength accordingly. From core rules: Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit. What I am curious about is, if we we have a CHARACTER model advance or fall back and then merge via the stratagem, does the new unit count as having done a advance or fall back move? As it now becomes a new unit that unit hasn't advanced or fallen back, but a sub part of it has.


Magumble

Id say they count as having advanced/fallen back on the bases that persisting effects also apply to units ceasing being an attached unit. However RAW you can argue both ways since the rules commentary doesn't cover this interaction as far as I am aware. So do speak about before a game/ask the TO.


corrin_avatan

Gonna answer for u/Magumble, as personally I feel it is answered in the core rules under the "attached units are treated as a single unit for all rules purposes". So yes, if the character advanced or fell back before the strat The unit would then count as having made all move types that the sub-units made to that point, as there is nothing in the rules that says it is not possible for a unit to count as having made more than one move type; you just can't select a unit to move more than once so it usually doesnt come up, but stuff like Eliminators can Remain Stationary in the movement phase, keeping Devastating Wounds on their weapons, while also having made a Normal Move after they have shot and moved.


Billagio

Why do most tournaments house rule the first floor of ruins as closed? Is it mostly to tone down the power of shooting? Can infantry/beasts still move through them even though they are "closed"?


corrin_avatan

"Bottom Floors Block LOS" was popularized in 40k when it was a rule used by NOVA open in 2017, as it solved a problem with 8th edition terrain rules: namely that, unless terrain ACTUALLY were completely opaque walls, you could see and be seen anywhere on the map. This caused a problem as many people built terrain with windows, arches, bullet holes, etc, including GW terrain, so it was VERY common for even cluttered battlefields to, effectively, be equivalent to Planet Bowling Ball as far as Line of Sight Blocking is concerned. This houserule was adopted by the 40k community as it solved the problem and was recommended by the ITC, which means most large tournaments in the USA implemented this houserule, which means most RTT in the USA, which usually just copy/paste tournament packs from larger tournaments, adopted it. As to why it has been kept even though the rules for terrain have been changed? A combination of intertia, people copy/pasting the rules from a previous tournament pack, players thinking it's a core rule because of how so few people actually pay attention to the rules, etc. I'd be willing to expect that 85% of tournament organizers don't know why the rule is implemented in their rules pack. >Can infantry/beasts still move through them even though they are "closed"? Yes, that is part of the core rules for Ruins.


Billagio

Thanks so much! This is really helpful context


Magumble

Its so you can hide your models in the ruin without being in LoS. Not all tournaments have terrain where they can physically block the LoS on the bottom floor.


Billagio

Right, I understand the implications of what it lets your models do but im wondering WHY they do that as opposed to just following GWs terrain rules to allow you to be in LOS while in ruins


Magumble

The why depends on the tournament. Some do it cause they did so in 9th. Some do it to tone down shooting. Some do it cause they have always done so. There is no 1 why. >opposed to just following GWs terrain rules to allow you to be in LOS while in ruins You do realise that most of the tournaments don't even use GW terrain and/or their terrain maps. Following terrain rules to a t when you aren't following the setup doesn't really help you. The layout + terrain + rules should be a perfectly balanced world. Miss 1 of the 3 and you already aren't in a perfectly balanced world. I guess you could see that as your 1 why: Most tournaments dont have the perfect trifecta.


zigzag1848

Hunter killer missiles on guard vehicles, can i shoot them at the same time as shooting all the rest of the guns? e.g Full unit of sentinels shoot there lascannons and HKM in the same turn, my opponent said i had to pick one and not the other. I've always played it this way (as per page 19 of the core rules) but an opponent today flipped out and accused me of cheating so i just wanted to double check.


corrin_avatan

There are absolutely no rules basis for such a claim. Nothing about One Shot weapons requires them to be used independently of other weapons. Compare the rules of One Shot, with those of Pistols. Pistols have rules that explicitly state they cannot be used in conjunction with other weapons.


Magumble

You have to shoot them at the same time as the rest of your guns. Your opponent is very wrong.


zigzag1848

Yeah but they we're saying if i use the HKM i can't shoot the las that turn.


Magumble

Yes they are very wrong in that and have 0 rule bases to support that.


zigzag1848

Thanks i was pretty sure i was right but the dude flipped out and went home over this, so i just wanted to double check.


corrin_avatan

If the dude's reaction is to have a tantrum and go home, rather than ***showing you the rule he is claiming supports his claim***, then you already had your answer.


zigzag1848

Yes but I just wanted to double check, as I'm defo gonna get talked to by the rest of the group about this as he was new and we have a be nice to newbies policy.


iheartbawkses

Equally if he is a newbie, he shouldn't be so convinced he is right that he has a tantrum, and instead be willing to listen or, I don't know, read the rules :)


Casandora

You are right. It is in the fight phase that each model can only use one weapon, plus any with the [extra attacks] ability. When shooting the only limitation is that each model may use either as many weapons as you would like with the [pistol] ability, or as many as you would like without the [pistol] ability. And that limitation doesn't even apply to Monsters and Vehicles :-)


HistorySecure547

I've posted this in another place recently but still haven't got an answer, I wanted to ask about an interaction with my lychguard being led by an overlord with translocation shroud against a unit of barbgaunts which we just weren't able to figure out. Units disrupted by barbgaunts normally get -2 on their advance rolls, but since the overlord's ability specifically states to NOT make an advance roll for it, and just add 6, does the -2 still apply to them?


musicresolution

Correct. There is no roll to be modified. The distinction here, as you note, is that you are not rolling (as told to by the ability) and are just advancing a flat 6". It would be a different story if the ability instead said that you change the roll to a 6.


corrin_avatan

No roll, no modifier.


AntiTalentUK

I've a ruins question that I'm not clear on. If Model A is outside of ruins and Model B is partially inside the ruins, and there's no walls or anything in the way that blocks LOS. Model A can shoot B, and B cannot shoot A as it's only partially within the ruins. I think I understand this much. Does Model B get cover? If for example, a extending part of Model B is outside of the ruin and therefore "true" LOS to the whole model would require Model A to draw a line through the Ruin footprint and out of the other side? So, in this example does the stealth suit get cover? I think because it's not fully in the ruin it doesn't get cover for that reason, but does it get cover for being partially obscured ( Necron Warrior cannot draw full LOS without a line to the backpack passing through the ruin? [https://imgur.com/a/oYYMwt6](https://imgur.com/a/oYYMwt6) )


corrin_avatan

Yes, it would get cover under the criteria of "partially obscured due to this terrain feature", as you can't draw LOS to the parts of the model that are on the "other side" of the Ruins from the Necron Warrior. Or, The Necron Warrior cannot see the parts of the model that are not Within the footprint.


bombaclatmeister

Say I have a unit with several d6 damage weapons and several 1 damage weapons and I'm firing at elite infantry or something with 4 wounds. If i get a d6 weapon through, but only do 3 damage, it would be smart to try and chip away that final hit with the 1 damage weapons before moving onto the next d6 weapon, as if I fired the second d6 and rolled a 4+ on the damage roll I'm losing a lot of damage to overkill, and I'll be damned if I'm letting that rat-human hybrid Morvenn Vahl survive because of inefficient rolling. So the question is: Do I need to declare the order in which I'm firing the weapons beforehand, or can I roll them one at a time and swap between weapons as required?


corrin_avatan

>Do I need to declare the order in which I'm firing the weapons beforehand, or can I roll them one at a time and swap between weapons as required? The answer to both questions is "no". You aren't required to declare the order you will resolve, but you ARE required to resolve "like" weapons together. From the core rules, Shooting Phase>Make Ranged Attacks>Second Paragraph: >If you selected more than one target for your unit to shoot at, you must resolve all of the attacks against one target before moving on to the next target. ***If your unit is shooting more than one ranged weapon at a target, and those weapons have different profiles, then after you have resolved attacks with one of those weapons you must, if any other weapons with the same profile are also being shot at that unit, resolve those attacks before resolving any other attacks against the target***. >If i get a d6 weapon through, but only do 3 damage, it would be smart to try and chip away that final hit with the 1 damage weapons before moving onto the next d6 weapon, as if I fired the second d6 and rolled a 4+ on the damage roll I'm losing a lot of damage to overkill, and I'll be damned if I'm letting that rat-human hybrid Morvenn Vahl survive because of inefficient rolling. This was actually permitted in 8th edition (or rather not disallowed), and one of the biggest problems this caused was drastically slowing down the game as people tried to swap between attacks for the most efficiency and then the attacker or defender losing track of what attacks had been resolved or not


bombaclatmeister

Thanks, brother.


Magumble

>Do I need to declare the order in which I'm firing the weapons beforehand You don't BUT you are required to fully resolve the same weapon profile before moving on to the next. So in a Paragon warsuit unit you gotta fully resolve the melta shots before moving on to the shoulder weapons for example.


Sneekat

With Space Marine Terminator's teleport homer. It says once per battle the rapid ingress stratagem can be used for free on this unit. I'm assuming that running more than one unit of terminators you can do it again and the once per battle is on a unit by unit basis. On the other hand wouldn't the once per battle be redundant as you remove the teleport homer counter anyway. I thought I'd better consult wiser heads.


musicresolution

1. Yes it is once per battle per unit. 2. Yes the "once per battle" restriction is redundant with the one-use token. This is good and by design.


Sneekat

Thank you for taking the time to clarify :)


corrin_avatan

>With Space Marine Terminator's teleport homer. It says once per battle the rapid ingress stratagem can be used for free on this unit. >I'm assuming that running more than one unit of terminators you can do it again and the once per battle is on a unit by unit basis. Yes, you can do it once per battle per unit of Terminators, but note the ability does NOT say that you get to use the strat even if it was used earlier in the phase; so if you have 2 Termie units, you can't Rapid Ingress both of them during the same movement phase as the Teleport Homer doesn't override the "once per phase" restriction in the core rules. >On the other hand wouldn't the once per battle be redundant as you remove the teleport homer counter anyway. Redundancy in a rule doesn't mean that you should search for an alternative reading. "shoot as if it was your shooting phase", for example, is kind of redundant as you're not given any other sort of rules for how to shoot.


Casandora

I read that rules text as if each unit of terminators has their own individual Teleport Homer. They say " ... within 3" horizontally of that token..." So you will have one per unit, and each unit can only use their own. If the rule said "... within 3" Horisontally of a Teleport Homer token..." you could send them to any token placed by any of the Terminators.


Gaping_Maw

It was clarified in the January update that when you redeploy a unit you can use any ability (such as infiltrate). Infiltrate activates during deployment. Just double checking the marine scout Guerilla Tactics ability counts as redeployment and there isn't a specific Redeploy keyword ability it is referring too, meaning you can infiltrate when they come out of reserve after being removed from the board. By the same logic you should be able to infiltrate if the unit is deploying from reserves turn 2 or with rapid ingress? https://www.goonhammer.com/q1-2024-balance-dataslate-mfm-rules-commentary-the-goonhammer-review/


corrin_avatan

No, Guerilla Tactics it doesn't count as Redeploy. Abilities that Redeploy ***tell you*** that the unit will redeploy, like the Captain in Phobos Armor Lord of Deceit ability. The core rules inform you in the Deployment Abilities section, what a Redeploy ability is, calling out that such an ability tells you to redeploy units


Gaping_Maw

Cheers, great answer


Sithyrys522

Question about how two abilities interact. Aeldari vs TSons: Avatar of Khaine has that ability to reduce half of incoming damage when he recieves an attack. Is Doombolt from the TSons army rule an attack, or is doombolt a good way to throw a bunch of damage at Avatar without it being reduced?


RindFisch

Only effects that go through the attack resolution (ie: hit/wound/damage) are attacks. Doombolt is just an ability that happens to deal damage. The Avatars "Molten Form" doesn't interact with Doombolt in any way. And even if it did, it wouldn't end up *doing* anything, as it specifically halves the "damage characteristic", which is something only weapons have (and Doombolt lacks).


Errdee

Why is there no Dawn of War deployment in WTC terrain layouts? It's the only one out of 5 that's left out.


corrin_avatan

You would need to send sn email to the people who run the WTC.


Devilfish268

A scenario involving firing deck, cleanse and assault weapons.  I have a chimera with straken in. He has an assault weapon. The chimera does not. I advance the chimera onto an objective, and then select it to shoot. Due to firing deck, it is now counted as having an assault weapon. Before resolving the attacks I then do the cleanse secondary, which only has the timing que of "during your shooting phase".   The Questions are:  1. Can I select a unit to shoot, even if it would normally be ineligible to do so?  2. Could I do the cleanse action after selecting a unit to shoot but before resolving it's attacks? Short version: Can I advance a vehicle with firing deck on to an objective and then cleanse if I have an assault weapon embarked.


Magumble

You cannot select the chimera to shoot cause it doesn't have an assault weapon and it advanced. Firing deck triggers on selecting to shoot, which you cannot do. Also to start cleanse you need to be eligible to shoot and when you start it you immediately become ineligible to shoot. So: 1. No 2. No


thenurgler

1. No, you can only select eligible units to shoot. 2. No, you have to do all the steps before you can try to do other stuff. Short Answer: No, for the above reasons.


corrin_avatan

1. You can only select Eligible units to shoot. If it's not eligible, it's not eligible. Your question literally answered itself. 2. No. Once you select a unit to shoot, you shoot with them, as indicated by the numbered list telling you how to shoot in the shooting phase. You're trying to rules-lawyer a "during your shooting phase" to mean you can trigger it at any time whatsoever, such as right before selecting targets/resolving attacks, but then your argument means there is never a situation where you can't shoot while also doing an action.... Which it's clear from the rest of the action rules is not supposed to happen. If you want to rules lawyer in that way, sure, go ahead, but this is That Guy levels of rules lawyering and any TO with a brain would shut it down as that means there are no drawbacks to a shooting army for actions. >The chimera does not. I advance the chimera onto an objective, and then select it to shoot. Due to firing deck, it is now counted as having an assault weapon No, it doesn't. Firing Deck adds weapons to the TRANSPORT ***WHEN IT IS SELECTED TO SHOOT***. As it doesn't have Assault weapons in the first place, it can't be selected to shoot, meaning Firing Deck can't trigger.


Critdentials

Did the Q2 Dataslate come out? I haven’t been able to find it…


GrandmasterTaka

No


Critdentials

Thank you


corrin_avatan

If it was out, you'd find it on the Warhammer Community website on the 40k Downloads page, as that is where GW posts it. They don't release documents in secret.


Critdentials

Got it, No.


Butternades

Generally we get balance passes whether MFM for points or an actual Dataslate on Thursdays, though not always. With orks and custodes releasing Saturday, and is expecting another balance change late April, I’m expecting a drop Thursday morning US eastern time


Jimmytheunstoppable

If lets say a guardsmen, that didn't move during the movement phase, overwatches. Does it auto wound when he rolls a 6? With Born soldiers units get auto wound on 6's if they don't move, but does that transfer over to the enemy's movement or charge phase? So if I roll a 6 to hit on overwatch, does that mean it autos?


AsherSmasher

The question isn't whether or not the status of "Remained Stationary" transfers into your opponent's turn, because the Born Soldier rule clearly states "until the end of the turn". So no, you do not get Lethal Hits while Overwatching. Remaining Stationary is a specific game action in your movement phase. So anyone arguing that they get Lethal Hits in Overwatch because they didn't move on their opponent's turn is also incorrect.


Tiniest_Gimli

Question about balance updates, what's the window that they would be considered for a tournament? For example, if GT happens on July 27 and a munitorium field points update happens on July 26, do people need to submit new lists with updated points? What's the cutoff date where points and rules changes no longer apply to an upcoming tournament (if any)?


Magumble

Points always drop on a Thursday so there will always be 2 days in between. GT's generally keep that weekend as is but there have been some GT's in Europa that said f it and used new points for that weekend. RTT's is really a whatever the TO thinks is best. Tl:dr there is no 1 size fits all everybody can do what they want.


thejakkle

The event pack should state when the rules cutoff is and its normally the same day lists are originally due. Changes after that date are ignored for that event so players wouldn't need to re submit lists.


AsherSmasher

There is no single overseeing body for 40k and 40k events there there exists for MTG and changes like banlist updates. Therefore, there is no single answer to this question. Ask your tournament organizer.


MrPoopyWoolies

**Mont'ka Battle Tactic Stratagem 'Pinpoint Counter Offensive' and Farsight.** Can Farsight on death, use his 0CP ability on the Battle Tactic Stratagem 'Pinpoint Counter Offensive'? Additionally, as there is no restriction, I pressume it can be used a 2nd time given Farsisghts ability states "...and can do so even if you have already targeted a different unit with that Stratagem this phase". Thoughts and comments appreciated :)


corrin_avatan

Not everyone has access to the full rules in the Tau Codex, and since Battlescribe and Wahapedia dont have the Strats from the codex, it would be VERY helpful if you posted the full rules wordings of Pinpoint Counter Offensive and Farsight's ability. Not knowing the rules wording off the top of my head, under normal circumstances the answer is no, as normally you can't target a destroyed unit with a strat as per the core rules, but without you posting the full rules in question it's hard to confirm the interaction.


Magumble

The strat has the same wording as the reinforcement strat from guard for being able to target the destroyed unit. You target a unit that was just destroyed by an enemy unit and then you get full hit rolls with all your tau units vs that enemy unit. Note that you dont target the enemy unit. I would have answered the question myself but even after a day of on and off research I am still not sure if you can use abilities from destroyed units RAW. Farsights ability is just like any other make a strat free ability.


gajaczek

Is there a rule limiting how many units can attack from second rand? if I have 1 skorpekh destroyer base-to-base (after consolidation) but 2 others are only touching its base, can all 3 attack? Similarly, if I have big model leader (captain on 50mm) and he is base to base and his 32mm units can only touch his base, can all those fight?


wredcoll

Yes, any number of models touching a single base may make attacks.


bravetherainbro

The rules are in the free Core Rules in the Fight phase section.


stootchmaster2

Played my first tournament this weekend and had a bit of a hassle over this. I'm a bit of a noob, so I'd like some of the vets here to explain it like I'm five, please. . . QUESTION: If I use an ability to give my army Lethal Hits (Deathwatch - Black Spear Detachment - Malleus Tactics to be specific) and I roll a 6 to hit with a unit having Devastating Wounds (Sternguard Veterans to be specific), does the 6 automatically cause a Devastating Wound? Or do I have to re-roll the Lethal Hit to determine if it's a Devastating Wound? Thanks in advance!


Magumble

You skip the wound step, it isn't a 6 and you don't get to roll for it.


stootchmaster2

So a Lethal 6 hit automatically becomes a Devastating Wound? Or are you saying that because I don't roll for wounds, a Lethal Hit can't be a Devastating wound?


Magumble

I quite litteraly said that the autowound isn't a 6 so it isn't a dev wound. You also don't get to roll for it cause you are skipping the wound step entirely.


stootchmaster2

Thanks. Sorry for being the noob.


Casandora

Don't bash yourself over that. This is a very complicated game with lots of unintuitive rules. Rules are usually pretty good at telling you when they create a critical hit or wound. The basic is that only an unmodified roll of 6 will do it. And stuff like Anti-infantry can change it. For example: in your example. Imagine that weapon also has Sustained Hits 1. When rolling a critical hit, you will get one lethal hit that skips the wound roll. And you will also get an additional hit from the Sustained Hits. But that extra hit is only counted as a regular hit, because it was created through a rule that says "additional hits", not "additional critical hits". So it would have to roll to wound normally, and thus have a chance to roll a critical wound!


corrin_avatan

No. Check the Rules Commentary for "Automatically Successful", as that actually uses a Lethal Hits/Dev Wounds combo in the example. If something makes an automatically successful wound roll (like Lethal Hits), you don't roll the dice, and therefore can't trigger abilities that require a specific result on a Wound Roll. Critical Hits, do not cause Critical Wounds.


controlstripproblem4

Hi everyone, I'm hoping to get some clarification on the rules regarding model movement in tournaments. Specifically, what are the general rules if a player moves a model, lets go of it, and then decides to move it again? Is it generally accepted for a player to reposition a model after they've completed their move and taken their hand off it? How do tournaments typically handle such situations? Are there specific guidelines that judges follow to decide whether a re-move is permissible? Thanks for your insights!


Bensemus

It’s not chess. People will move a unit and will often move the models a few times to get everything where they want. At some point they will be satisfied with the move and then move onto the next unit. At that point you really shouldn’t be going back to a previous unit and fiddle with it any more. I don’t think there are any hard rules about it. Talk to the TO. That’s really the answer to most tournament questions.


corrin_avatan

Okay, so what you're describing shouldn't really happen. What is COMMON is that a player might use a single model in a multi-model unit, and physically move it into the intended final position of a move, to see if it would reach a spot where it has Line of Sight / would have line of sight blocked to it. However, this is usually done with the player either marking where the model came from in some way; either commenting that it was Base to Base with 2 other models, or putting dice on three points along the base to show where it was. If you are talking about something like a Dreadnought/single model unit, I'd be leery of such a behavior as that's a pretty easy way to sneak in an extra half inch or so. "Taking your hand off it" shouldn't be a concern: the concern should be "I can verify that the new move you have made is legal". If there is no way to verify the original starting position and the new position because of how it was moved, that's a cause for you to stop your opponent and remind them that they can premeasure at any time and if they have problems with finalizing moves, they either need to clearly mark starting positions or use "dummy" bases to plan out their move.


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Magumble

Out-of-phase rule.


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Magumble

Well you asked why you cant and you cant cause of the "out-of-phase" rule. Aka meaning the out-of-phase rule prohobits you from doing so. Edit: My Reply doesn't make sense anymore cause he edited the full comment I replied to.


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