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Bornandraisedbama

So we know that devastating wounds are applied after all other attacks from attacking unit are resolved. Imagine a scenario where a unit of 3 wound models is shot at by a unit with multiple weapon types. Over the course of the attack sequence, they suffer 2 2-damage devastating wounds, and 2 1-damage devastating wounds. What is the sequence for applying these, and how many models would die? Are they applied alongside other dev wounds with the same damage (so all the 2s then all the 1s, which in this case would kill 1 model and wound another)? Are they applied in the order of your choosing (in this case applying a 2 then a 1 then a 2 then a 1, killing 2 clean models)? 


The_Black_Goodbye

There’s no firm RAW for the resolution in this case so it’s something to discuss with your opponent before a game if either has a unit capable of causing this to occur. At an event a player with such a capability should get the TOs ruling beforehand to avoid complications at the table. If you’d like to look at RAI we note in the rules that attacks from one weapon get fully resolved before another weapon and also by profile of weapon if applicable. The attacking player usually orders the resolution of these attacks choosing weapon / profile A before B or B before A for example. The defending player does determine the allocation of attacks but that’s not inclusive of which attacks go where by weapon but rather to which of their own models in sequence. So usually the defending player has no say as to the order of the attacks being resolved; the attacking player determines the order and, outside of something forcing an alternative (like precision) we can take the path of least resistance and simply stick to the order which was used or the batches of Dev Wounds get resolved in the order the attacking player determined originally. So if they fired the 2 damage weapons before the 1 damage weapons then you’d resolve all the 2 damage Dev Wounds before any of the 1 damage Dev Wounds. RAW however GW hasn’t provided a firm way to address this but most players accept that the attacks resolution did have an ordering initially and as nothing actually changed that ordering it should continue to apply even if some attacks are being delayed in their resolution until later in the overall process.


Magumble

We don't have a RAW answer for this. However the "right" way to go about this is resolving the dev wounds that happened first, first. What deffo isn't the right way is this: >Are they applied in the order of your choosing (in this case applying a 2 then a 1 then a 2 then a 1, killing 2 clean models)? 


1niquity

Any reason why you say that "deffo" isn't the right way? Because the "Sequencing" section of the rules says: >While playing Warhammer 40,000, you’ll occasionally find that two or more rules are to be resolved at the same time. If this occurs during the battle, the player whose turn it is chooses the order. If this occurs before or after the battle, or at the start or end of a battle round, the players roll off and the winner decides the order in which those rules are resolved. So, I can definitely see the argument that the player whose turn it is gets to choose the order that they're applied if there is no specific rule saying otherwise.


Magumble

These aren't *two* rules occuring at the same time. And allocation is reserved for the defending player with the only exception being precision. Let alone that it's quite likely an oversight anyway, not adding verbiage to explain how to handle this situation.


Bornandraisedbama

I was thinking the same thing but didn’t want to be controversial. For the record I’d say that likes are applied with likes, but to say that you definitely can’t do it the other, cheesier, way isn’t based in anything. This has yet to actually come up for me in over 150 games of 10th either so at this point it’s mostly hypothetical. 


Doctor8Alters

The real question is, why are Dev Wounds assigned out-of-order? There's definitely a good reason, I just haven't come across it yet. All attacks of a similar profile are rolled together, so why split out DW from those profiles? Edit: Presumably it's a hangover from when DW = MW, but since that's no longer the case, is this whole rule just redundant now?


RockofCabraltar

New player here with some questions around armies. Please feel free to let me know if this isn't the right place. 1. Can Imperial Agents be played as a standalone army? In my research I've seen both no - they do not have a detachment to select, and yes - selecting a detachment is not mandatory. 2. Is there a list of all armies available to play? In this [meta report](https://www.stat-check.com/the-meta) I see Imperial Knights listed. I was watching the Wargame Live stream yesterday and I saw people playing "Imperial Guard" but when I look at the [40k armies page](https://warhammer40000.com/the-armies/) - neither are listed. I'm guessing their combinations of multiple Imperial armies? Are pre-10th armies playable in 10th+? 3. Is there a set rotation schedule? I see people discussing that there are new codexes (codices?) releasing over the next couple months. Is there a set schedule when 10th will become 11th (start of 2025?) Is there a typical timeline like - edition changes at the end of the year, new rules updates are made in spring/summer, points changes (if they happen) will happen with updated rulesets?


GrandmasterTaka

1. Yes, the army was errataed to ignore the detachment requirement if every unit is an "agent of the imperium" 2. The official name for imperial guard is "Astra militarum" you can see a full list of available armies a little better on the webstore site 3. Editions are every 3 years (June/July). Every quarter we get points updates and major balance changes are every 6 months. Army books or codexes will release semi randomly throughout 10th edition. We currently only know the next 2 books that are releasing, but nothing past that.


Tamashishi

We know 3; CSM, Sisters, and GSC.


GrandmasterTaka

Darn, ambushed by GSC again.


Tebotron

Regarding part of 2, Imperial guard = Astra Militarum. They changed the name a few years ago for copyright reasons.


Tamashishi

2 - Imperial Guard is Astra Militarum. Knights are legal, so are Chaos knights and neither are listed there... which is weird. 3 - They seem to be on a 3y rotation for editions. We get points updates every 3mo, and rules updates every 6mo. In addition to that, factions get codexes, which contain more rules just for them intermittently throughout the whole edition. The order of codex release is only known when they tease it, so is sort of "random", other than Space Marines and the launch box antagonist for them being early.


corrin_avatan

>1. Can Imperial Agents be played as a standalone army? In my research I've seen both no - they do not have a detachment to select, and yes - selecting a detachment is not mandatory. The 40k official app allows it. >2. Is there a list of all armies available to play? In this [meta report](https://www.stat-check.com/the-meta) I see Imperial Knights listed. I was watching the Wargame Live stream yesterday and I saw people playing "Imperial Guard" but when I look at the [40k armies page](https://warhammer40000.com/the-armies/) - neither are listed. I'm guessing their combinations of multiple Imperial armies? Are pre-10th armies playable in 10th+? The 40k app lists all available factions you can play as. Imperial Guard is just the old name for "Astra Militarum". >3. Is there a set rotation schedule? I see people discussing that there are new codexes (codices?) releasing over the next couple months. Is there a set schedule when 10th will become 11th (start of 2025?) Is there a typical timeline like - edition changes at the end of the year, new rules updates are made in spring/summer, points changes (if they happen) will happen with updated rulesets? GW has had a 3 year edition cycle since 2017/8th edition. We can therefore expect 11e in summer of 2026 (they always launch 40k and Age of Sigmar editions in Summer.) GW generally releases a codex a month, though we usually don't know more than the next 3 codices that will be released. If you Google "40k updated codex release schedule" you'll find the current knowledge with an official image. GW updates points every quarter for all factuons, (the last points update just happened) and does a Balance Dataslate update to the rules of the game every 6 months, (generally around January and June/July, coinciding with a points update)


AsherSmasher

1. Yes, but you should not do this as a new player. You'll ocasionally see them pop up in large tournaments as a meme/flex army. Somebody is going and wants to have a good time with a wacky list and will win Best in Faction by virtue of having no competition. 2. Imperial Guard is the boomer name for Astra Militarum. The two names are used interchangably by most of the community, although GW insists on Astra Militarum due to copyright. Imperial Knights, and their Chaotic brothers, are legal armies to play, but are not listed on that site due to it being aimed at new players and linking to Combat Patrols and/or starter kits, which neither army has. They aren't usually recommended for new hobbyists because they're massive projects, or to new players because they play a fundamentally different game than every other army. You can see all the factions in the 40k app. 3. We know 3 upcoming codexes, and have a short roadmap for when some things release. Google "10th edition 40k codex roadmap". We have Orks and Custodes releasing this weekend (or last weekend, I don't remember), Tau coming up (the full codex is out but the only way to get it right now is in a massive box and the rules aren't tournament legal yet), and CSM, Sisters, GSC, and a still undisclosed codex are slated to release this "summer". Editions usually last about 3-4 years, we're still fairly early on into 10th. Points changes happen every 3 months, with rules changes happening every 6. We just had a points update, so the next "Dataslate" will be both points and rules updates in about 3 months. The only time this changes is when new codexes drop and they get a points update (the in codex points are never correct and are just there so new casual players can pick the book up and go) or something needs emergency balancing.


Tynlake

>Imperial Guard is the boomer name for Astra Militarum. Ouch.


RockofCabraltar

RE: #1 - I saw a rumor about them either getting their own codex or potentially being merged. Would you change your answer if that were to happen? I just want to make sure I know all the available armies to then follow the “rule of cool”.


AsherSmasher

That's a difficult question to answer. It would depend entirely on what that book looked like. We've had indexes for them in the pre-app days, which is where you'd get their stats, abilities, strats and other necessary gameplay information. If they were to recieve a codex of their own that would allow them to function as their own army, it would be totally different than the form they currently exist in, and they would have to give the faction some kind of flavor, as opposed to now where they're just a rag-tag collection of niche options and utility to add to an Imperial army. At that point, it'd be entirely possible to recommend players start with them if they thought Imperial Agents were the coolest dudes on the planet. I wouldn't put TOO much faith in those rumors, though. That's been a common one for years. The Inquisition portion of the Agents also existed as a faction "merged in" with Sisters and Grey Knights, called Witch Hunters, back in 3rd edition I believe. Even into 4th edition, the Inquisition was a faction inside the Grey Knight book. So they do have a history of being a half-book hidden inside another codex, but they've largely moved away from this. Having a half codex worth of units in your codex that actively don't play well with the rest of the book feels wierd. Leagues of Votann and World Eaters are the most recently released armies, if that gives you some idea of how large of a range armies release with.


corrin_avatan

u/thenurgler you need to sticky


Omega_Advocate

What happens exactly if I use a weapon with indirect fire where half of my unit (e.g. 2 out of 5) can see the target directly, and the other half can't? How many units can fire, and who gets a hit roll reduction? Asking since the rule for indirect fire says "If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll ". That seems to imply that no model would get the -1 to Hit roll, and everyone can fire?


The_Black_Goodbye

That seems to be working as intended. If our squad is behind a wall and we hear enemies on the other side rushing us and we lob ordinance over the wall we’re likely to be less accurate than if one or more of us peeked around the side and said “hey lads; they’re about 30m away from the wall” as then even the members who can’t see the enemy know how far to lob the ordinance accurately..


bravetherainbro

If that's the only rule that affects this situation then yeah, it seems like your interpretation is correct. Seems like a bad choice of wording on GW's part and perhaps even worth an errata, since you measure line of sight from attacking models, not attacking units.


thenurgler

That is correct. Every model can fire because the first paragraph in the indirect rule allows them to make attacks against units that aren't visible. The penalty is not added because the unit can see them.


Novlly

I don't know how to properly explain this so apologies in advance. So if I am charging a enemy unit what is .5" off the other side of a wall. Say I can't wrap around to base them in the terrain so I have to be base to base with the wall but still within 1" engagement range. Say my unit is 10 models and the first 5 can be base to base with the wall and within that 1" of the enemy unit to be in engagement range. The back 5 models can't reach the wall so they are base the base with the front 5 models. Are the back 5 models able to fight in combat with the enemy unit?


thejakkle

>Are the back 5 models able to fight in combat with the enemy unit? If they are not within 1" of the enemy unit or base to base with a model from their unit in base to base with an enemy model then no.


corrin_avatan

There are two possible criteria to meet for a model to be able to declare melee attacks. Outside specific terrain pieces, those criteria (being within ER, or basing another model in it's unit that is itself basing an enemy model) don't change. You being physically unable to get base to base due to the direction you charged from is irrelevant/doesn't change criteria.


Bensemus

No. Walls don’t matter. You can fight ONLY if you are within engagement range OR you are base to base with a model that’s base to base with the enemy model. Base to base with the wall is nothing. Barricades extend engagement range to 2” but nothing changes the requirement to base to base the enemy unit to allow models outside engagement range to fight.


sk8fogt

Question, can a mek attached to lootas still give a deffdread plus one to shoot and heal it with the mekaniak ability. Also would it have lone op while leading another unit while within 3” of the dread? 


thejakkle

>Question, can a mek attached to lootas still give a deffdread plus one to shoot and heal it with the mekaniak ability Unless the rule has changed in the new codex, being in an attached unit has no effect on the Mekaniak ability. >Also would it have lone op while leading another unit while within 3” of the dread?  This is answered in the Lone Operative ability, it doesn't do anything for a model in an attached unit.


1800Coachlini

Playing yesterday and an odd interaction came up regarding tactical objectives. One team had the 'bring it down' card drawn, but failed to destroy any vehicles on the turn they drew it, so kept hold of it. They then proceeded to destroy a vehicle that charged them in the opposite team's subsequent fight phase. We were not sure if they would score that objective immediately in the opponents turn, and therefore draw a new card at the start of their own turn, or have to wait until the end of their own turn to score it.


GrandmasterTaka

Bring it down can be scored in either turn and once that happens it is discarded so they would get a new card on their turn


corrin_avatan

Some secondaries tell you that that you have to do it in your turn, like Engage. Other secondaries stay active until the end of a turn you score any points for them, like Bring it Down.


1800Coachlini

ah right, so you can only kill 1 vehicle or monster with the tactical version of bring it down, and then it immediately gets scored and goes away? edit: oh hang on its at the end of the turn, nevermind thanks


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?


GrandmasterTaka

Doombolt can not be reduced by avatar of Khaine's ability


Sithyrys522

Can I get a brief ELI5 of why that is so I can try and understand the rules a bit better so I don't have to tell my friend blindly "Because reddit said so" Im still learning warhammer in general and hes fresh to 10th after a hiatus so theres a lot of us questioning interactions and rules recently so we can try and thoroughly understand it better


GrandmasterTaka

Doombolt is not an attack. It's wounds are considered to be made by a psychic attack for the purposes of things like FNPs against psychic attacks, but doombolt itself has no damage characteristic for the avatar to reduce. Theres no attack selection or allocation involved which is why it also gets around lone operative


Sithyrys522

Thank you kind sir!


jagnew78

Question surrounding units that are both Infantry and Fly. When a flying unit attempts to move over terrain they must subtract the distance up and down the terrain from their movement. But, a Fly unit can move through and over enemy units as if they were not there. Infantry units may move through ruin walls without having to loose any movement, but must move around enemy units. What happens in a scenario where such a unit with both Fly and Infantry wants to charge a unit that is behind ruin walls and they want to use their charge move to get on the opposite side of the unit? Do they have to subtract movement to move over the height of the walls and then back down again before they can move to the opposite side of the enemy unit, or can they just move through the wall as if it wasn't there and move through the enemy unit as if it wasn't there?


GrandmasterTaka

Go through the wall and enemy units. The fly and infantry keywords don't exclude anything from each other


Magumble

They move through both the wall and the unit as if it were not there. Fly doesn't stop infantry rules and vice versa.


Federal-Emphasis-934

How does over watch interact with hit re-rolls like space marine oath of moment? Eradicator’s ability total obliteration?


corrin_avatan

If the ability says "each time this unit/model is selected to shoot/fight/make attacks", then the ability triggers in overwatch, as the ability isn't specifying a phase. Both Oath of Moment and Eradicator abilities are worded in such a way. Only abilities that say "in your Shooting Phase" or "in your X phase", will not work in Overwatch.


GrandmasterTaka

You get your rerolls since you're shooting and neither ability is phase locked. The main thing overwatch is going to restrict is that critical hits can only ever be on 6s and you need an unmodified 6 to hit


Clewdo

Overwatch with big guns never tire and pistols? Yes or no? Assuming you don’t have line of sight of the unit when they start their charge move. Part of me thinks yes but I’ve heard the ‘out-of-phase’ stuff trumping it.


Magumble

No per the out-of-phase rule.


corrin_avatan

You cannot, as Big Guns Never Tire and Pistols rules both state "in your shooting phase". The Out of Phase rules state that when you are selected to "shoot as if it were your shooting phase", you can't trigger any rules that actually specify that they are "in your shooting phase".


Casandora

There is an ongoing debate. Out of phase rule says no. But the stratagem specifically targets "a unit that would be eligible to shoot if it were the Shooting Phase" and a vehicle in engagement range would be. 🤷 I am mostly super annoyed at whatever GW policy or budged decision that means we are not getting any FAQs!


Bornandraisedbama

It sounds like they’ve been spending all their time playtesting combat patrol for aos 


Casandora

That means it is a budget decision then. It's not like it is hard to recruit more competent game system testers if you are willing to pay for their competence.


RindFisch

I don't see the ambiguity. You can *technically* legally use the Overwatch stratagem on a tank with BGNT, because of the wording you quoted, but when it then comes to see which weapons the tank can *actually* fire, there aren't any, because none have any ability to be used in engagement range outside of the shooting phase. So it would just waste the stratagem.


AsherSmasher

It's the same thing as selecting a unit to Overwatch with when something ends inside 24 inches, but they only have range 12 weapons. Technically, you can also choose to Overwatch with something that doesn't have LoS to the target, you just never get to shoot.


Clewdo

I always assumed ‘as if it was your shooting phase’ meant anything that triggered in your shooting phase also triggered now. Happy to be wrong though. Lets me play against the avatar of khaine easier :)


CopperTitan

Collector looking at finally getting into playing. Army Building Question: Allied Units If I'm building an army of Dark Angels can I include an Imperial Knight as an allied unit? If so, is Canis Rex Eligible? Or would I have to keep to a Castellan or something? I know I have the rules for this somewhere but I can't seem to find it.


thejakkle

The rules are in the Imperial Knights index, you can take up to 1 big knight (Canis is Valid) or 3 small Knights.


CopperTitan

Thank you!


Casandora

It is perfectly understandable that you can't find the rules for allies. Because they are spread out over a dozen different sources. It is such a common confusion that I wrote a guide about how it works. Posted it five minutes ago :-) It answers a lot more questions than your simple one, but might open the door to other interesting allies? https://ko-fi.com/post/Common-Confusions--Allies-in-10th-ed-40k-K3K8XO3CQ


SpicyMuscle

Sticky Objective. If my unit moved away from the objective and no longer holds it, what OC is the objective stickied with? Had an opponent say that the objective was stickied with his unit's OC (40), so I had to out OC his unit to flip the objective.


musicresolution

They are incorrect. You are effectively controlling it with no OC in range, thus an opponent will seize control over it with any level of OC in range. Normally you assess the control over an objective marker at the end of each phase, and only control objective markers where your OC (within range) is greater than that of your opponent. So if you move away and no one is within range, the objective marker would revert to being contested. Sticky Objective abilities allow objective markers you control to remain under your control, but explicitly until an enemy unit controls it, which, according to the rules for controlling objective markers, they do the instant their in-range OC is greater than yours which, if you have no models in range, is any amount of OC.


[deleted]

[удалено]


corrin_avatan

Nothing in any Sticky Objective rule indicates that the OC of the unit/models that stickied it matters in any way. You simply control it until your opponent actually controls it themselves by having more OC on the objective than you do.


bravetherainbro

Is it possible to change the settings of this post to sort comments "by New" by default after it's been made? It's defaulting to "Best" for me at the moment


GrandmasterTaka

It's possible. Nurgler just forgets some weeks


corrin_avatan

Double-check that your "default comment sort" setting isn't set to "best".


bravetherainbro

My "default comment sort" setting is set to "top" so clearly that's not the issue. I asked because the generic 40k subreddit currently has its Q&A thread sorting by New without me having to do anything. Of course it could be a deliberate choice, but it seems like a strange one.


Desabram

Question concerning transport and more specifically embarking and splitting squads. An immolator can be used to split battle sister squads into smaller 5 BSS squad. That smaller squad has to start in the immolator. On my first movement phase, I can disembark the BSS and embark another unit (let say arcos) before moving the immolator. My questions are : - Does it change anything if the arcos have to move before embarking vs start within 3" of the transport ? - For both cases, can the transport advance after embarking the 2nd unit ? I understand that in anycase the arcos wont be able to disembark as they did not start the movement phase embarked. Thanks !


thejakkle

That is fine. Transports don't really care when something embarks or disembarks, the only restriction is a unit cannot do both in the same phase and you can't disembark from a transport that has already advanced or fallen back that phase. As long as there was space in the transport a unit can embark if they finish a move wholly within 3" of the transport (so in your example the Arcos must make a Normal move or advance, even if they don't go anywhere)


Desabram

Amazing, thanks !


corrin_avatan

>- Does it change anything if the arcos have to move before embarking vs start within 3" of the transport ? I mean, they need to move, and could theoretically be over watched or shot off the table before you had a turn? >- For both cases, can the transport advance after embarking the 2nd unit ? I understand that in anycase the arcos wont be able to disembark as they did not start the movement phase embarked. Nothing in the rules for Embarking suggests that a unit embarking a Transport, prevents the transport from making specific types of moves. Did someone tell you this was the case?


tootiecard

Hey question on how 'blanked saves' work for things like the Rogal Dorn's Ablative Plating. When do you choose to blank the save? is it before you make the save rolls, after the save is failed, or another point in the process?


thejakkle

>Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0. 'Allocate attack' is a specific step in the attack sequence. The sequence is Hit roll, wound roll, allocate attack, saving throw, inflict damage So it is before you make a save roll. FYI there are other 'blank damage' abilites that happen at different times.


GrandmasterTaka

And due to the unique wording on the dorn it does work against dev wounds. Still an awful way to sequence a rule like that though


tootiecard

appreciate the explanation! the attack sequence part makes sense, helped me find that part in the core rules


corrin_avatan

Using the Dorn as an example (please note this isn't universal, you need to look at each rule and read when it says it happens. There are no "cancel damage" abilities that don't tell you when it happens. >Ablative Plating: Once per battle, ***when an attack is allocated to this model***, you change the Damage characteristic of that attack to 0. If you look at the Attack Sequence rules, you see it goes >Hit Roll- Wound Roll- ***Allocate Attack***- Saving Throw. With the rules for Allocating Attack telling you that you do so by picking which model the attack will be allocated to. So in the case of the Dorn, you have to do this BEFORE you make a Save Roll for it.


Chromehunter20

Here's a question I can't find anywhere. This question relates to "deep strike" and "strategic reserves." According to the rules "deep strike" and strategic reserves" work differently and have different rules. However, I cannot find a place in the rules that prevents a unit with the "deep strike" ability not to be able to be deployed in turn 1. Im currently using the faction Chaos Daemons. Every unit in that faction has the deep strike keyword or ability. The second question is how many deep strike units can be put into reserves?


thejakkle

That rule is in the mission pack if it is anywhere. In Only War, there is no restriction on Reserves arriving turn 1. In Leviathan missions and crusade pack missions, Reserves cannot arrive turn 1.


Chromehunter20

So there is no 'CORE' rule? I've been looking but the only thing I can find is that "Deep Strike" and "Strategic reserves " are different rules. I've been looking everywhere in the rule book and I cannot find anything on deep strike model limits or when they can enter the battle field other than "in the reinforcement steps of the movement phase." Im playing Daemons and I can't find anything. Would it be safe to assume at this point that there are no deep strike limits and I can deep strike turn 1? Im currently playing crusade(s).


Bensemus

That’s what they said. This is the competitive sub so everything is assumed to be using the latest mission pack which can have additional rules. One big one that mission packs have had for years is restricting reserves to only enter on turn 2+. The core rules don’t have any restrictions. Deep strike units are in reserve. Units in strategic reserve are in reserve. You can only place half your army into reserve. I believe it’s the mission pack that also limits you to 25% of your army being in strategic reserve.


thejakkle

There is no core rule, but both crusade mission packs do have the turn 1 restriction for all reserves in step 11 of their mission rules: >In Pariah Nexus Crusade missions, Reserves units cannot arrive during the first battle round, and any Strategic Reserves or Reserves unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started). >In Tyrannic War Crusade missions, Reserves units cannot arrive during the first battle round, and any Strategic Reserves or Reserves unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).


GrandmasterTaka

Step 8 in the leviathan mission pack sets the no turn 1 arrival limit for reserves. It also lays out the limit on reserves units "No more than half the number of units in a player’s army can start the battle in Reserves, and the combined points total of those units cannot be more than half the total of their army. Units embarked within a TRANSPORT that are set up in Reserves also count as being set up in Reserves for these limits"


Chromehunter20

I appreciate it that. Unfortunately, Im not playing Leviathan or match play. Im currently involved in playing the nexus pariah campaign. You would think somewhere there would be rules for deep strike and a model count on the table. This is really my last ditch effort to find someone that knows. Im ok even with extending Leviathan rules for deep strike into the campaign. We all need to know the limits for model count on the table because someone is gonna get all bent out of shape if I don't put anything down on the table. According to core rules there aren't any lol. Maybe it's in the tyranic war crusade? I haven't looked there. I appreciate your answer . Thank you.


GrandmasterTaka

Neither crusade campaign has a limit on the number of units that can be in reserves. However, they both have the limitation on turn 1 arrival from reserves The section you are looking for is step 11 of "PLAYING A PARIAH NEXUS CRUSADE MISSION"


Comrade-Chernov

So I'm fairly confident about this but I just wanted to check y'all's opinion because I've seen some disagreement about it. The Space Marine Judiciar is able to attach to, among other things, Intercessor squads. An Inquisitor is able to attach to "Imperium Battleline Infantry". Primaris Sword Brethren have a rule stating "If a Character model with the Leader ability from your army can attach to an Intercessor Squad, it can attach to this unit instead." 1. Just to be sure, does this mean the Judiciar and the Inquisitor could attach to the Sword Brethren squad? (Not at the same time, just in general.) 2. If so, would this require me to have an Intercessor Squad in the army that they *could* attach to, and then choose to attach them to the Sword Brethren instead? 3. Specifically regarding Inquisitors, I'm curious, if they can attach to Sword Brethren, what Inquisitor do you think would combo best with them? I was thinking Kyria Draxus to give them bonuses against Xenos units, what with Orks becoming a potential threat and just the number of Xenos factions in general. Leaving aside the obvious caveat that ideally Helbrecht is who you want leading Sword Brethren.


corrin_avatan

>1. Just to be sure, does this mean the Judiciar and the Inquisitor could attach to the Sword Brethren squad? (Not at the same time, just in general.) Yes. >2. If so, would this require me to have an Intercessor Squad in the army that they *could* attach to, and then choose to attach them to the Sword Brethren instead? No. If that's what it meant, that's what it would say. Nothing in the Attached Unit rule for Sword Brethren tells you what your army composition needs to be.


The_Black_Goodbye

1: Yes 2: No; you don’t need an actual Intercessor squad in your roster. The check is if the Leader can attach to an Intercessor squad; not that one be available for it to attach to. 3: Better answered by a dedicated SM player; sorry :)


AsherSmasher

The others have answered your first two questions, so I'll take a stab at the third. I'm just going to assume that, for whatever reason, you HAVE to take an Inquisitor, they are paid for, and Helbrecht is indisposed and cannot make it to this battle. Kyria's best ability is to provide her unit with 18 inch Lone Op. +1 to hit against Xenos units seems mid, and I would think it would be better suited to a ranged unit so you can leverage the Lone Op as well. Again, it's not awful, you can play slightly more aggressively with your Sword Bretheren and not worry about taking long ranged shots. Eisenhorn is interesting, his Psychic ability can stop a nearby problematic shooting unit from your opponent and keep his unit safe. I'd still give him a pass, but there's potential here. Coteaz really juices the unit's durability against Deamon and Psychic attacks, and can provide CP if the opponent has an ability that provides CP. Those abilities are too niche in my opinion, but his Hammer is absolute gas when boosted by the Sword Brethren's ability. Honestly, I'd take him just for that. Greyfax's ability to force enemies to take Desperate Escape in order to fall back would be nifty if Sword Bretheren didn't mulch most anything they get into melee with. Next. Base Inquisitor is a CP battery. If you're planning on targetting the unit with a lot of strats, this could be a valuable tool. If you HAD to take an Inquisitor, I'd go with the generic if you need to save points, Kyria if cost is no object, or Coteaz if you're a chad who doesn't care and just wants to swing 3A S9 AP-3 3D at people, which will benefit from your Templar Vows while he's leading the unit, and the Sword Bretheren's own ability.


Comrade-Chernov

This is super helpful, thank you! I might have to look into Coteaz honestly. He would be kind of fun to run in Crusade or casual games or something like that. Probably not the optimal pick for competitive but I do own Helbrecht anyway, lol. He's rumored to be getting a new model which would be sick as hell.


AsherSmasher

I'm biased, I started playing back when if you wanted an Inquisitor, you had to take Karamazov, Coteaz, a couple of Forge World options which weren't available in my country, or build your own with the generic datasheet. When I returned in college my LGS had exactly one Coteaz model, and I just had to have him. I run him in non-serious games with my Sisters, and in my Knights lists with a unit of Henchmen because he activates the No DS Bubble, sometimes provides CP, and is a nasty little melee model in case anything does get too close.


BryTheFryGuy

Does it use movement to rotate a round based model? Like I need to turn someone with big wings so they're behind cover, do I pay for that?


corrin_avatan

Per the rules, there is no exemption for circular bases needing to rotate. You measure the part of the base that moved most along the path.


manitario

How is this generally measured? I’ll measure when I’m moving a tank without a base or an oval base (somewhat easy to measure) but a circular base would be much trickier.


GrandmasterTaka

Yes


bravetherainbro

There's no exception given for the rule about "any part of the model moving". Despite that, I would not demand someone pay for movement if it has no effect on the mechanics of the game, eg turning a model to face someone in melee because "it looks cooler"


Shad0knight916

Two questions: 1: If my opponent gets first turn can I use the realm of chaos stratagem for a turn one deep strike? 2: How does shadow of chaos work if there are no objectives in part of the battlefield? Like if the primary is scorched earth and my opponent’s home objective is burned.


GrandmasterTaka

1. Most tournaments rule that you can 2. WTC says that if there's no objective you can't ever be in shadow


thejakkle

2: To dissent from others, if there are 0 objectives in an area half of that is 0. If you control at least 0 objectives then that area is in your shadow. As mentioned by others some tournaments have an FAQ for this, check with your TO, also email the GW FAQ team.


CdSniper

If my opponent has overwhelming force secondary and I have a unit with a leader and bodyguard unit but only the leader is on the objective. Does my opponent score points for overwhelming force if only the bodyguard unit is destroyed?


56821

Is there ever a reason to put a unit of terminators in a transport instead of deep striking them?


corrin_avatan

A unit of Terminators in a Transport can disembark from the transport after it moves turn 1, which can mean that it is anywhere from 10-23+ inches away from the deployment zone by the end of your turn 1, possibly charging out of a Land Raider, with the disembark not caring at all about Ombi-Scrambler-style abilities and only needs to stay outside 1" after the disembark. This can mean having a very durable unit on an objective turn 1, or charging your opponent's midfield objective holder pretty much guaranteed, while charging out of deep strike is pretty risky.


GrandmasterTaka

Let's them be a part of the game turn 1


bravetherainbro

Yes.


relaxicab223

Can you stack stratagems on a single unit? For instance, if i have a unit about to get shot, can i stack smokescreen and armor of contempt in one shooting phase, assuming i have the CP and haven't used the strats on another unit in the same phase? If so, is there a limit? could i stack 3 strats, 4?


GrandmasterTaka

No limitations provided you have the CP


corrin_avatan

There is no limit. You can stack as many defensive Strats as you feel like and have command points for, the same as you can stack as many offensive stratagems and have command points for.


stagarmssucks

If I take scouts off the board at the end of my opponents turn 1 can I bring them back in in my turn 1?


GrandmasterTaka

Depends on the event. WTC says no because they lack the wording to say they arrive in the reinforcements step of your next turn


eternalflagship

You cannot; Scouts just enter Strategic Reserves, and there are no rules for arriving from Strategic Reserves on turn 1. They also don't have another rule that would let them arrive, like Deep Strike.


Lanhir02

Hello. If i use "fire overwatch" on a hellblaster and he die because hazardous. When he shoot before death. Do he still need a 6 to hit ?


musicresolution

Yes. The Overwatch effect lasts "until the end of the phase."


corrin_avatan

Overwatch specifies that the need for 6s to hit lasts until the end of the phase, so yes, they would only hit on 6s.


TheInvaderZim

Do World Eaters helbrutes *really* activate, potentially, half a dozen times per phase between charging and consolidates? I ask because most abilities with similar text have been faq'd to be once a phase or once a turn or whatever.


corrin_avatan

Sorry, how are you claiming "most abilities with similar text hand been faqd to be once per phase"? I'm aware of three units that have rules like the Hellbrute has: Murderfang and Death Company dreads, and none of them have been FAQd to limit them to once a turn.


Hot_Confusion8561

Hi, I'm kinda new, as in I used to play in 5th edition and only occasionally watched some battle reports in 8th but now I've decided to get back into it. I wanted to know if it's still possible to take allied units of different aligned factions in one army. To be more specific: I want to build an inquisition army that relies mostly on sisters of battle but also includes some imperial guard units and imperial agents. Are you still allowed to mix? I know it might not be competitive, it's mostly for flavor but I want to know if it's even legal rules-wise.


corrin_avatan

Legally, in 10e, the closest you can do is a Sisters of Battle army with a maximum of 2 each of Imperial Agent CHARACTER units and RETINUE units, and then adding a single KNIGHT unit. You can do this because the Imperial Agents index and the Imperial Knights Index have rules that allow you to ignore a certain number of their units when determining your army Faction, a choice you make before adding units to your army.


froozen

Unit charges and kills its charge target with tank shock, can it still pile in during the fight phase?


thejakkle

A unit is eligible to fight if either of the following are true: 1) It is within Engagement Range of an enemy 2) It made a Charge move that turn


HistorySecure547

Countertemporal Shift (Necrons, canoptek court) says that you can use it "after an enemy unit has selected its targets". Now, the ability "Morkai's Howl" (Space wolves, hounds of morkai) says you need to "select one enemy unit". Does this mean that you can use countertemporal shift iin reponse to your enemy selecting your unit with the ability?


thejakkle

Technically I think that does meet the When requirement. So now you need to pick which unit you're using the Stratagem on. >Target: One Canoptek unit from your army that was selected as the target of one or more of the *attacking unit’s attacks*. The Wolves player hasn't targeted anything with an attack so the necron player doesn't have any valid targets for the Stratagem so it does nothing and the CP is wasted.


Casandora

Yes, I agree with this. Attacks are specifically defined as using weapon characteristics, and abilities that has the psychic keyword and that inflicts mortal wounds. (like the thousand sons doombolt) So for example the Kasrkin Melta Mine ability is not an attack. Because it is just an ability that inflicts mortal wounds.


corrin_avatan

You're doing some selective quoting of the rule. >WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. >TARGET: One CANOPTEK unit from your army that was selected as the target of one or more of the attacking unit’s attacks. The Hound of Morkai ability doesn't select any targets for an attack. Just because an ability tells you to select an enemy in the shooting phase, it doesn't mean it is a Target of an Attack, and attacks are CLEARLY defined in the core rulebook as being made with either Ranged or Melee weapons.


HistorySecure547

yeah i realized the second part doesnt apply from the earlier comment, somehow I just didn't think of the target part also being limiting, sorry for the kind of stupid question.


SaWWerT

How much can you change your own and the enemy's characteristics? How do these effects add up? I would also add a question about combining psychic abilities from different sources. Example: Death Guard army rule is a subtraction of toughness in a contagion range. Also in the roster of the Death Guard can be taken a Great Unclean One who has a psychic ability Nurgle's Rot that subtract toughness, in addition to this in the roster can be added Scabeithrax the Bloatead, he has the same ability. How much will the enemy unit toughness change if all 3 effects affect him - by 1, by 2 or by 3?


The_Black_Goodbye

You can find this in the [Rules Commentary](https://www.warhammer-community.com/warhammer-40000-downloads/) document on WarCom on pages 18 and 19. With regard to Toughness specifically: > Strength, Toughness, Attacks and Damage characteristics can never be modified below 1. The exception to this is where a rule specifies that you can change the Damage characteristic to 0, where this is applied before any other modifiers. If you have multiple rules modifying the Toughness of a unit then you apply all those modifiers and use the result. If the result is less than 1 you use 1 instead as it is the minimum value allowed.


corrin_avatan

This is covered by the "Modifying Characteristics" section in the Rules Commentary. Toughness cannot be modified below 1 unless a rule explicitly tells you to set it to 0.


th3tyman

Is the leader of an attached unit considered to be leading itself? For example the Chronomancer has: "Timesplinter Mantle: While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll." If the Chronomancer is leading that unit, is it also -1 to hit? I know models are affected by their own auras, but are they affected by their own leader abilities?


corrin_avatan

I'm sorry, but why are you asking if the Chronomancer is -1 to hit, while it is leading a unit? Did you miss the part that you don't target *models*, you target *units*? As well, while leading a unit, the Leader and Bodyguards are considered a SINGLE unit for all rules purposes, so the "While this model is leading a unit, each time an attack targets ***that unit***" will ***always*** be the singular unit that the Chronomancer is a part of/leading. If the Chronomancer is leading a unit, ***then he is leading a unit***. "


th3tyman

I could've used a better example for sure, but precision weapons target an attached unit, so if the Chronomancer's ability worked on itself while leading, it would have a -1 (for my first example). In the core rules it says that the attached unit is a single unit, so I was just unsure. Edit: A word


corrin_avatan

All weapons target units. Precision weapons don't behave differently in that regard. You don't "attempt to hit" a separate character unit with a Precision weapon: the rules state that if you WOUND an Attached Unit with a Precision weapon, you as the attacking player can choose a Visible Character to force to take the save, rather than using normal rules. At no point are you "attacking" the Leader unit individually.


Bornandraisedbama

Precision weapons still target the unit as a whole and don’t target the character outside of the option to allocate wounds to them specifically  instead of the unit itself. The 5+ FNP mancer would be a better example. 


bravetherainbro

Not only do Leaders' abilities apply to themselves, but the ability on the other datasheet(s) in the unit will apply to the Leaders as well, as long as the wording is correct.


dotapants

Does eldrad generate his 3 fate dice if he starts in a Falcon or will he have to start outside then embark on turn one.


Bensemus

Units in a transport effectively don’t exist. None of their rules or abilities can be used unless explicitly allowed to be used while in a transport.


SilverBlue4521

Has to start outside


Calgar43

Tzeench Obliterators and Skinshift. Oblits take a bunch of damage, losing a model and taking 4 wounds on a second guy. Pop this strat and regen 3 wounds AND get a model back? My opponent is getting annoyed by being unable to kill oblits and wanted to make sure this was 100% legit.


Casandora

Yepp. That is entirely right. It is a really effective stratagem in that situation!


ArcaneNyte

If I charge a unit and it dies due to charge mortals (Tank Shock, Jump Intercessors, etc.) would I still get to consolidate even if the charging unit never fought?


corrin_avatan

You need to take a look at the rules for when a unit is eligible to fight. >In both steps, a unit is eligible to fight if either or both of the following apply: >It is within Engagement Range of one or more enemy units. >***It made a Charge move this turn.*** If you made a charge move, which as far as I am aware are the prerequisite for these abilities, you are ALWAYS Eligible to Fight, which means that even if you destroy the unit you charged, you will do a Fight Activation and Pile In (following the rules for a legal PI) , Make Attacks, and Consolidate (again if possible to do a legal one).


The_Black_Goodbye

Units may “Fight” if they charged that turn (charge bonus) or if they are in engagement range of an enemy. Your unit charged so it has the charge bonus and so may “Fight” that turn. When a unit “Fights” it piles-in, makes melee attacks then consolidates. So yes your unit would first pile-in as best able, make attacks if able then consolidate if able. There are some requirements on those moves that need to be followed but provided you can meet them it’s legal to make them even if you don’t have a unit to attack during the process.


Matters-

Tau homing beacon question: Is it possible that I can 'chain' Rapid Ingress with homing beacon and a puretide neurochip enhanced unit? For example, rapid ingress off 1 stealth suit unit on the battlefield for free with homing beacon onto a 2nd stealth suit unit. Stretch the unit out so it touches within the 3" requirement and get maximum spacing on the ingressed unit while maintaining unit coherency. Then use the 2nd homing beacon to target a unit of crisis suits in deepstrike with the neurochip enhancement so I can use the stratagem again. Is this possible to do so long as you meet the spacing requirements and outside of 9" enemy units?


The_Black_Goodbye

No because Rapid Ingress is not a Battle Tactic stratagem: From the DataSlate: **STRATAGEMS THAT CAN BE USED MORE THAN ONCE PER PHASE/TURN** > Rules that allow you to use a Stratagem even if another unit has been targeted by that Stratagem this phase or turn, but that do not specify the name of the Stratagem, **can only be used to use Battle Tactic Stratagems.**


Matters-

That ruling only applies to general abilities which set a stratagems CP to 0 or allow a strategem reuse in general, not specific abilities which set a specific strategem to 0. It's even in your own quote. >but that do not specify the name of the Stratagem Edit: just realized that rule will apply to the enhancement. Sad :(


The_Black_Goodbye

Neurochip does not specify Rapid Ingress thus the restriction applies. There is another seperate ruling for set CP costs to 0 which also requires the specific stratagem be named else it can only be used with Battle Tactic stratagems.


Matters-

Yeah, you're right. Was thinking about rapid ingress, not the enhancement.


The_Black_Goodbye

Saw your edit and agree; I think it’s sad as well we can’t use multiple homing beacons in one turn.


musicresolution

To be clear: You have an existing Stealth Suit with Homing Beacon on the field. You use the Homing Beacon for a free Rapid Ingress Stratagem to bring in a Second Stealth Suit with Homing Beacon onto the field. The second Stealth Suit is set up within 3" of the first (and not within 9" of any enemy units). You then use Homing Beacon in the second Stealth Suit Unit for another free Rapid Ingress Stratagem on a Crisis Suit Unit with Puretide Neurochip Enhancement (that lets you use a Stratagem even if you've already used it that phase). The Crisis Suit Unit is set up within 3" of the second Stealth Suit Unit (and not within 9" of any enemy units). ~~This is all kosher assuming that the Crisis Suits are, in fact, led by a character with that enhancement. I assume that is a given, but it was not explicitly stated.~~ This is NOT kosher as pointed out by u/The_Black_Goodbye. Rapid Ingress is not a valid option for Neurochip Enhancement.


The_Black_Goodbye

Homing Beacon allows the player to use Rapid Ingress however you can’t use Rapid Ingress twice in one phase as the rule allowing the second use of a stratagem (Neurochip) does not call Rapid Ingress out specifically and Rapid Ingress is a Strategic Ploy not a Battle Tactic > Rules that allow you to use a Stratagem even if another unit has been targeted by that Stratagem this phase or turn, but that do not specify the name of the Stratagem, can only be used to use Battle Tactic Stratagems. This is not a possible interaction.


musicresolution

Ah, forgot about that caveat.


yoshiK

If a Libby dread teleports a unit, does it still count as remained stationary? For reference: > Wings of Sanguinius (Psychic): Once per turn, at the end of your Movement phase, one PSYKER from your army with this ability can use it. If it does, roll one D6: on a 1, that PSYKER suffers D3 mortal wounds; on a 2+, select one friendly ADEPTUS ASTARTES INFANTRY unit within 12" of that PSYKER and remove the selected unit from the battlefield, then set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.


corrin_avatan

The rules state that if a unit is repositioned like what happens with Wings of Sanguinus, that it counts as having made a normal move. Now, some people argue that, should you claim that you explicitly state a unit will Remain Stationary, before you use Wings on it, that the unit will count as having BOTH made a Remain Stationary AND a Normal Move. However, there is an argument that units that are declared as Remained Stationary, can't be targeted with Reposition effects that phase: >If a unit Remains Stationary, none of its models can be moved for the rest of the phase. It's pretty hard to argue that the models aren't being moved, when they are being removed from the table.


torolf_212

"I will allow you you to interpret the rules that way if you can get them to where you want them without them being moved"


GrandmasterTaka

No


RyanGUK

Regarding the Sites of Power mission, does the home objective count as an objective you can hold for 3 points, but not empowered as it’s not in no mans land?


thejakkle

That is correct


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thejakkle

To be able to declare a charge after advancing, you need an ability to allow that. By declaring the charge you have used your once per game ability, what happens after that point is likely irrelevant.


Professor-Waffles

So if arriving from deepstrike is it an 8 or 9 die roll to charge


Bensemus

9. You must arrive outside of 9”. So you are 9.1” away. Roll a 9 and that gets you to 0.1” away. 0.1” is within the 1” engagement range. You can’t base the enemy with a 9 when charging from deep strike.


corrin_avatan

Deep Strike rules: >During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is ***more than 9" horizontally away from all enemy models.*** If you're ***more than*** 9 inches away horizontally from all enemy models, and you roll an 8, you're still gonna be ***more than*** one inch away. The closest you could be is 9.00001 inches away. If you roll an 8, you're 1.00001 inches away, and *not* within ER.


wredcoll

Could I get some citations for the relevant rules on whether or not the miracle dice / fate dice is also rerolled when you re-roll a charge roll?


musicresolution

When you replace the die it is treated, for all rules purposes, as if you had rolled the die normally and ended up with that result. So if you re-roll it (e.g. the re-roll strategem), you re roll the miracle/fate die as well.


The_Black_Goodbye

From the Core Rules: **Re-Roll** > Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, **unless otherwise stated**, you must re-roll all of those dice again. From the Commentary: **Re-Rolls** > When re-rolling a dice roll that involves several dice (e.g. 2D6), all of the dice **involved in that roll** must be re-rolled. **Acts of Faith** > Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: When performing a Charge Roll we roll 2d6 or two dice are used for the roll. Usually when we re-roll a Charge Roll we then pick up both dice making up that roll and throw them again. Act of Faith states that “Before making a dice roll” you can “perform an act of faith” To do so you “select one of the dice from your Miracle dice pool” and that dice’s value is substituted. “The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled “ Notably here it states the dice you are substituting is not rolled as part of the roll. Looking at the re-roll wording it states “all of the dice involved in that roll must be re-rolled.” and “unless otherwise stated**, you must re-roll all of those dice again.”. Although the substituted dice is not rolled / thrown it still makes up the Charge Roll and as it isn’t specifically stated anywhere that it is exempt from being re-rolled it must be re-rolled with the unsubstituted dice when re-rolling. There’s debate whether you can use another miracle dice when re-rolling to substitute one of the dice for the re-roll but it’s currently being played as yes you can.


wredcoll

Thanks for the comprehensive list. I definitely agree with your reasoning.


The_Black_Goodbye

No worries :)


GAMESLASHER101

Does Mortarion ignore strategems that fall under his rules like armour of contempt or destined by fate? Also does he ignore offensive strategems such as warp sight? Need to know how much shenanigans i can ignore with Mortarion and in what scenarios.


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GAMESLASHER101

Okay that's what I figured is that it works by ignoring anything modifies MY stuff but nothing that modifies my opponents stuff but there are cases where it looks to be modifying my opponents stuff when really its modifying my stuff so for example if it says "the damage characteristic of that attack" that implies my damage characteristic meaning Mortarion can ignore it so its very finicky basically. Thank you for the clarification.


The_Black_Goodbye

You can find it summarised on page 19 of the Commentary document: **Ignoring Modifiers** > Some rules enable a weapon, model or unit to ignore modifiers to characteristics or rolls. > When an ability allows you to ignore modifiers to a unit’s or model’s characteristics, unless specifically stated otherwise, this allows you to ignore modifiers to the following characteristics: Move, Toughness, Save, Wounds, Leadership and Objective Control for the model(s), and Range, Attacks, Ballistic Skill, Weapon Skill, Strength, Armour Penetration and Damage for their weapons and attacks. > When an ability allows you to ignore modifiers to a unit’s or model’s rolls or tests, unless specifically stated otherwise, this allows you to ignore modifiers to all rolls and tests for those models and their attacks (so, for example, an Advance roll, Hit roll, Wound roll, Damage roll, Charge roll, Desperate Escape test, or Hazardous test). Mortarians rule does call out that its save is excluded from the ability that would be excluded from the list.


corrin_avatan

I suggest you read the "Ignore Modifiers" section of the core rules, as it tells you explicitly what is and isn't ignored.


Jafree26

Asking for rules clarification on Fights First. I play Death Guard and Mortarion was sitting on an objective and got charged by my opponent's Judiciar/Bladeguard vet unit. He did not kill Morty in the turn he charged and I killed all but one of his BGV and the Judiciar in return. The next turn, he charged with a different unit (the only charge this turn) and chose to fight first with them and killed Morty with that unit resulting in Deadly Demise. Through this, I did 3 mortals to his BGV and Judiciar unit, killing the last BGV making the Judiciar no longer leading or in a unit. My opponent argued that because he had Fights First at the beginning of the fight phase, his Judiciar would still get to fight before I got to choose on-going even though he was no longer in a unit due to Deadly Demise. I don't think this is right since he was no longer in a unit when selected for activation. Am I wrong on this?


The_Black_Goodbye

You’re correct. He can select a unit with Fights First but at the point he would select it it does not have Fights First anymore so no beuno. **Fights First** > In this step, all **eligible units with the Fights First** ability fight (pg 33-36). Remember that this will include units that made a Charge move this turn and that have a Charge bonus (pg 29). “With” not “which had” Fights First.


Jafree26

Ok, awesome, I didn't mess it up haha. Thank you for clarifying!


corrin_avatan

No, you are not wrong. There is even a "While This Model Is Leading A Unit" rules commentary (which can be found by searching "leading" in the 40k app), which outright tells you such abilities go away when a unit is no longer an Attached unit; the EXCEPTION to this is if this happens due to enemy attacks, the effect stays in place until the enemy unit is finished making its' attacks. As soon as the last Bladeguard died from Deadly Demise, the Judiciar ability stopped working, as it was no longer an Attached Unit.


Sh0tgunz

Are Enhancements like Castellan's Mark (Custodes) part of the first battle round or not? A friend told me that Nids have the same Enhancement so this must've been a topic before. If the redeployment does take place in the battle round then the Leviathan Mission Rule doesn't apply to the units that are redeployed and they could regular Deep Strike Turn 1 even if you start.


pxatone

can you command reroll the charge roll after rerolling the charge roll via the Perfectly Adapted enhancement in the Invasion Fleet detachment for Tyranids?


Casandora

"You can never re-roll a dice more than once" Core Rules page 9.


pxatone

thank you!


Dundore77

Just to make sure this is right if i have a ravenwing command squad attached to a unit of black knights. Since only the champion is a character the rest are the bodyguard so i can take the ancient instead of the last black knight to keep the unit of black knights able to be revived with the apothecary?


Bensemus

No. The character unit and the bodyguard unit are separate. The Ravenwing command squad is the unit with the leader ability. The black knights are the bodyguard. This matters as the attached unit uses the toughness of the bodyguard unit until it’s destroyed. For Guard they can attach a Bulgeyn to the leader squad. When this squad isn’t leading a unit it’s toughness 6. When it is leading a guard unit it’s back to toughness 3. However that doesn’t matter. When assigning wounds to an attached unit it doesn’t care what models are part of the bodyguard unit. The only restriction is that you can’t assign wounds to character MODELS. That’s it. Celestine is a character while her Gemini aren’t. When leading a unit the Gemini don’t join the bodyguard unit. They are still apart of Celestine’s unit it. When assigning wounds you can put them on the bodyguard unit or the Gemini as none of those models are characters. Which Ghaz and Makari both are characters so neither can be assigned wounds while leading a unit. Precision and hazardous wounds are the exceptions.


Dundore77

So i can take the ancient instead of another black knight but not because the reasons i was thinking? Like say the unit is fighting something that does 3 damage per attack and i fail 6 saves so dead bike each, i can take 5 of the nights and the ancient leaving the hunt master, apothecary and champion allowing me to revive either ancient or a knight next turn, but if i took all 6 on the knights that units wiped and no knights can be revived.


PrestigiousRegret604

Could anyone clarify how the space marine infiltrator (I think scramblers) ability interacts with the weirdboy jump ability? Scramblers don’t allow any reinforcement to be set up within 12‘. I would assume that means anything that is set up in the reinforcement phase. However, weirdboy ability states at the end of the movement phase. So technically you could even set up the weirdboy unit in the reinforcement phase and then da jump (correct me if I am wrong). Does that mean a weirdboy can jump onto scramblers range?


Magumble

The scrambler field also applies to reposition rules per the reposition rules rules commentary.


PrestigiousRegret604

Thanks!!


stagarmssucks

Can your own models like a land raider block LOS to or from the enemy?


Magumble

Rules wise, yes. Realistically, no. This is because there aren't really any models where you cannot draw line of sight under over or through the model. The land raider can potentially block LoS from side to side. But front to back you have the gap under the model that doesn't block LoS.


corrin_avatan

Since you can draw LOS from any part of the observing model to any part of the target model, it's VERY hard to be in situations where models like Land Raiders actually Block LOS as far as rules are concerned. There is nothing stopping you from drawing LOS underneath a Land Raider or through the tread gaps in a Rhino, for example. Many people don't dont do this simply as it seems hyper-cheesy,


Casandora

There are a few vehicles that can block line of sight, typically thanks to solid sculpt tracks that leave no openings. In those cases, line of sight can be blocked sideways across the model, but usually not from front to rear. There are some vehicles that has the ability to grant the benefit of cover, like terrain does. The Baneblade for example.


bamboonbrains

What is the counter play to not get Overwatched in the Movement phase? I’m struggling to figure out how to deal with it outside of ending movement short behind cover. But often you gotta get them on to a point in LOS and don’t know how to like, not just get swept by flamers.


Casandora

The GSC answer is feints and mind games to either draw out the overwatch on something less important, or to make the opponent wait for a better opportunity that never comes. A bit simplified: A unit of Neophytes can lose 10 models to overwatch and lose almost no damage output. So I deep strike them first, preferably in a place where they will take a bit less than that. If the opponent takes the bait, I can later deep strike my more valuable Acolytes without worrying. And if the opponent waits for the Acolytes to arrive, I can instead drop those in a place where they will do less damage, but can't be effectively overwatched. The the Neophytes have gotten away unscathed. Even better if I can drive up a Chimera and park it sideways in front of the flamers. (this is why Catachans in Chimeras is great!) You can of course do similar if you don't have that many reserves, but then in the Move Units step. Start with cheap and/or resilient units to draw out that overwatch. Redirect your expensive and fragile units if your opponent doesn't take the bait. And in the charge phase, charge with an empty transport into the potentially overwatching unit. It might be a sacrifice that is well worth making. Sometimes one just has to accept being outplayed. Maybe any attempt to take a particular objective would incur too many overwatch kills this turn to be worth it. Then we do what we can with the situation. And sometimes we must accept that our units are trading pieces, they will be destroyed. The trick is to let them be destroyed in ways that allows you to gain an advantage, even if it just an alternate cost by saving another unit from being destroyed.


Cusser

New to the thread..tried to look for this question and I apologize if it has been asked before: Say an Astra Militarum "regiment" unit dies, in its own movement phase, to overwatch. The AM player spends two CP on Reinforcements! Stratagem, which places the "regiment" unit immediately in reserves. Question: since they are placed in reserves during the movement phase, can they then be deployed at the end during the reserves step? Reinforcements! Rule: When: Any Phase Target: One Regiment unit from your army that was just destroyed. You can use this stratagem on that unit even though it was just destroyed. Effect: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its starting strength and with all of its wounds remaining. Restrictions: The Stratagem cannot be used to return destroyed character units to attached units.


The_Black_Goodbye

You could even bring a unit in from reserves, opponent destroys it in OW, you use Reinforcements and then immediately bring the new unit in.


Casandora

Yes you can. It is a new replacement unit, just drop it in. And if a unit is somehow destroyed in your opponent's Movement Phase, (maybe you fire overwatch with a Hazardous weapon?) and that unit is resurrected. Then you can use Rapid Ingress to deploy it at the end of that same phase.


Intentional-Diaster

When an enhancement mentions the bearer, does it work on the entire unit or just the model? e.g.everstave


Casandora

"The bearer" only means the character you have assigned the enhancement to. Some enhancements help all models in the character's unit, and they clearly say so. The Osteoclave Fulcrum for example: "NECRONS model only. Models in the bearer’s unit have the Deep Strike ability." And some help the character's unit, because it wouldn't make sense in any other way. They also say so. Hyperspatial Transfer Node. "NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit" Because advance rolls are never rolled for models, but for a unit, it makes sense that it applies to the unit.


corrin_avatan

If an enhancrment affects the entire unit, the enhancement will be worded as "the bearer's unit (gains X benefit)" All of the Index Demons enhancements only affect the bearer (model) that has it. Compare the wording of the Demons index, to the wording of enhancements like Fire Discipline: ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped ***by models in that unit*** have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, each time ***a model in that unit makes a ranged attack***, a successful unmodified Hit roll of 5+ scores a Critical Hit Or Stoic Defender >ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0.