40K Master List of Approved Q&A

Chaos

1) Can the Demon Weapon Wargear Card parry?

In 40K only swords and other weapons which state that they can parry have they ability to do so.  Since the wargear card  makes no mention of this ability, the answer must be no.

2) Does the Demon Weapon count as an additional Close Combat Weapon?

No.
Note: A Daemon Weapon is forged from insanity and tempered in nightmare; it can look like whatever you want.  The common image is of a huge double-handed rune-encrusted axe/sword/halberd.    No matter how you picture it, it will never give a model any abilities beyond those stated on the wargear card.  It does occupy two hands and cannot be used simultaneously with any other weapon.

3) Chaos Terminators can be upgraded to Noise Marines.  They can then choose Noise Marine weapons.  Are there any limitations on the numbers of Noise Marine weapons they can take, or are they bound by the regular Noise Marine weapon restrictions? 

When upgraded in this manner, the squad may not mix some Noise Marine weapons and some Chaos Terminator weapons.  It's all or nothing!  This means that it is not possible to have a Doom Siren and a Reaper Autocannon in the same squad.  In all respects, follow the options for Noise Marines.

4) How would Destroy Demon effect a Demonically Possessed Vehicle (it has no number of wounds for working out the power).

It doesn't have any effect at all.

5) Can you possess an Aspiring Champion with a Greater Demon?

Yep!  Though they are given the title Aspiring Champion, they are still viable receptacles for possession.

6) Can a Chaos Lord take a mark of Tzeentch, upgrade to a Sorcerer, and have the mark of Khorne as well?

Yes, but the scent of cheddar is overwhelming...  :)

7) Do hits against vehicles like tanks (those that do not fight back) count towards Khorne summoning points?

No.  There's not much glory in that!

8) When taken as allies, do any hits/wounds/etc the allies cause count towards summoning points?

Nope.  Chaos cares little for the efforts of those who do not consecrate their kills to the Gods of the Warp.

9) Do Chaos Dreadnoughts, when possessed, still suffer from Fire Frenzy?

No.  The daemon within can show restraint.

10) How is the final point cost for a Possessed vehicle worked out?

Add in all the costs from the datafax (extra weapons or other options), then "possess" the vehicle and multiply the cost at that point by an extra 25%.  Then add the cost of any other vehicle wargear cards.

11) Chaos Terminators with Mark of Khorne - 2+ or 3+ save on 2D6?

3+ (only Abbadon's armor goes to 2+ on 2D6).  Chaos Armor is not Terminator Armor.  Only Chaos Armored troops get the +1 to their save.

12) What is the Initiative value (if any) of a Demonically Possessed vehicle?

Assign a value of 5 for hand to hand purposes.

13) If a unit/character/etc is stated as being immune to Leadership based tests, or that it will automatically pass them, does this mean they automatically ignore/pass Psychic Powers or esoteric weapons which demand a Leadership test as part of the power/weapon effect?

No, they must take the test.  They are only immune to the Leadership tests as described in the Rulebook.

14) Along those lines, if they are immune, and don't need to take the test (fear, terror, etc), do they still add to Slaanesh summoning points?

No, as no test was made.

15) If a model is equipped with terminator armor can he still take wargear cards that are weapons such as a Plaguesword?

Normally this is allowed, but your group may wish to decide this for yourselves.  As always, equipment like this must be modeled on the figure.

Space Marines

1) When Space Marines fail a Fear, Terror, or other psychology test are they broken or shaken?

They are shaken (not stirred).

2) When Space Wolf Wolfguard are put in Terminator armor  can they take a Storm Shield with anything but a Thunderhammer (ie., could the take Storm Shields and Assault Cannons, for example)?

No, only Thunder Hammer, as the Wargear Book states on page 69, you cannot have anything but a Close Combat or Pistol weapon in your other hand.

3) Can other SM Dreadnoughts be allowed to use the Lightning Claw/Heavy Flamer arm option as Bjorn has?

Yes, it costs 37 points

4) Can Graviton Guns be used by Tech-Marines or Space Wolf Iron-Priests?

No, as they are not Tech-Priests or Squat Engineers - they simply do not have access to that level of specialized equipment.  While they may have one received the proper training, they are no longer in a position to take equipment from the armories of Tech-Priests.

5) Can a character in Terminator armor teleport down with a Terminator Squad?

No.  In your own games you may want to extend the rules to allow this if the character pays the extra 50% cost to his points, but this is strictly a house rule and your opponents should agree to it before play commences.

6) What are the limits on what a Techmarine can repair? (ie., he can only repair damaged areas, but as long as the area is still there can he still repair it?

They can repair only damaged areas, not destroyed.  As long as something remains to be repaired, he can have a go at it.

7) Can a Techmarine repair allied vehicles?

Yes, if they are Imperial vehicles.

8) Can Ragnar's Wolf Howl be uttered in the enemy's turn?  If so, do the wolves get to charge in the enemy turn?

No way!

Orks

1) Do Pulsa Rokkits effect Skimmers just as like any other vehicle?

Yes

2) Can an Ork Dreadnought replace his 2 power claws with 2 more Heavy Weapons (giving it 4 heavy weapons)?

Yep!

3) For Orks to take Imperial Vehicles, they must have Blood Axes in the army.  Do Blood Axe Kommandos count?  And can da boyz take Space Marine Dreadnoughts?

No & No!

4) How do Minderz factor into victory points?

Minderz do not count towards VP's at all.  VP's are secured only if the Weirdboy/Warphead is killed.

5) Can snotlings from a shock attack gun be possessed by daemons in the warp?

Yes

6) Can Blood Axe Imperial vehicles use vehicle cards marked "imperial only"?

No, Ork & Generic vehicle cards only

7) Does a model wearing Mega Armor suffer all the same restrictions that a model in Terminator armor does? (no bikes, no grenades, etc)

All Terminator restrictions do apply to Mega-Armor as well.  Models in Mega-Armor cannot throw grenades, hide, ride bikes,  be equipped with jump packs, etc.

Vehicles

1) How many wounds (if any) do Dreadnoughts have?

2 wounds (Chaos, Space Marine, and Ork) - Eldar Dreadnoughts have no crew, so no wounds

2) If a vehicle moves, can it go into Overwatch?  What about if it was transporting troops - could they go into Overwatch if the vehicle moved?

Yes, as long as it does not fire any of its weapons that turn.  No, the transported troops cannot go in to Overwatch if the vehicle moves.

3) Can troops charge out of a vehicle, or can they only do a regular movement when disembarking?  Can troops with Jump Packs jump directly from a transport vehicle?

No, they cannot charge from a vehicle, as all chargers must move before all other movement.   And no jumping directly out of vehicles either.

4) When figuring out if a vehicle has been damaged (for VP purposes), does a hit that Ablative Armor stopped count (ie., do you count the vehicle as damaged if the armor was penetrated, or only if an actual roll was made on a damage table)?

Actual damage must be done.  It's not enough to blow off the Ablative Armor.

5) Can a Skimmer be Rammed?  And can it perform a Ram on another vehicle/building?

No (except the Falcon and Falcon variants) & Yes

6) Can a damaged vehicle be ignored for targeting purposes?

Nope!

7) Can a marine vehicle carry a character as well as the 10/5 men allowed (ala the IG tanks being allowed to carry a unit plus character).

Nope

8) Hit & Run Attacks - can you perform more than 1 per turn?  Does the bike have to "hit" the closest enemy model?

No & Yes.

9) Can you fire a heavy weapon from inside a vehicle?  (ie., marines riding in a Rhino).  If so, are there any restrictions (barrel size vs vision slit, etc).

Yes, but only if the vehicle remains stationary (remember only weapons actually mounted on a vehicle can fire if the vehicle moved).  There are no restrictions on muzzle caliber, etc. though.

10) Can a passenger in a vehicle use a Jump Pack to jump directly from the vehicle?  Or must they move off on foot, & jump next turn.

They can leave the vehicle and then make a normal move immediately. This means they can use jump packs in the same turn as leaving the vehicle.  They cannot, as mentioned above, jump directly from the vehicle.

11) When a Distort Cannon hits a vehicle, and gets the "into the warp" result, the entire vehicle is destroyed, correct?  (not just the location).

No, just the location.  Treat the D-Cannon "destroyed" result as a "6" on the datafax for that location.

12) Are there any limits as to what can be transported in a vehicle? Specifically can Genestealers, Demons, Hybrids, Snotlings & Nurglings, and other odd creatures?

Players must agree beforehand if they want to put bizarre creatures into transport vehicles, otherwise only troops listed on the vehicle datafax/description can be transported.  Obviously monsterous creatures cannot be transported at all though.

13) Vehicles cannot transport allied troops, correct?

Correct.

14) When ramming does the rammer have to physically move at least 10" on the table top before a ram can be made?

No.

15) If not, how does one determine if a model is moving at least 10"?

Use the speed band you are in.  If the model will be moving at least 10" that turn, it counts to be able to ram.

16) Is there anytime when a Falcon can be rammed?  If so when?

Yes.  When the Falcon is stopped, or traveling at slow or combat speeds it can be rammed.

17) Can Space Marines rapid fire vehicle mounted boltguns, bolt pistols, and storm bolters (like bikes and dreadnought stormbolters)?

No.  A Marine can only rapid fire his bolt weapons.  Dreadnoughts never get to rapid fire.

18) When a vehicle moves out of control, is there any effect on shooting?  If so, what?

There is no effect on shooting. 

19) Blind Grenades (and other leave in place - non solid - templates) seem like they should provide cover.   Does a vehicle get to claim cover behind one if line of sight is partially obscured?

No, Blind Grenades do not provide cover.

Eldar

1) If a Warp Spider warps out of Hand to Hand combat, is he broken?

Yes, and the enemy gets to take free hacks on him before he leaves too!

2) Jetbikes - where do the actual points come from when buying them for a Guardian Squad? (Squad points or Support points)

Squad points (they are listed in the support section incorrectly).

3) Do Mandiblasters get to fire at each enemy charging at the user, or just one shot?  Ditto for when the user is charging a group of enemy models.

Just one shot - it's worked out just like normal shooting.

4) The way the Falcon turret weapon target rules are written, it seems the gunner gets to ignore the normal "choosing a target" rules.  It is written that the tank shoots at a "point" in line of sight and range and can fire at targets within 6" of this point.  Does this mean I can pop-up, pick a point way in the back of the enemy lines (between a commander and psyker for example) and then let fly on any models within 6" of that point?  Really?

No.  You cannot pick a target "point."  You must select a target model as normal in 40K.  The wording in the White Dwarf may seem to indicate otherwise, but really is should be played like any other weapon in this respect.

5) The rules for scatter lasers  would indicate that after selecting the initial target according to the choosing a target rules,  that the other 5 shots could all nail a commander 5" behind that squad.  Is that true? Should the newer rules pertaining to sustained fire apply to this as well (targets must all be in the same squad)?

Use the sustained fire rules.  Shots must remain inside the initial squad.  The benefit is the larger dispersion of shots when compared to normal sustained fire.

6) Are anti-gravity platforms (and other support weapons) treated as squads for purposes of choosing a target?

They are to be targeted as vehicles.  Bear in mind that they are not actually vehicles, just that they are targeted as vehicles.

7) When the Falcon crashes, models "will be hit as if the Falcon had collided with them."   Does this bypass the normal initiative check?

No.  Models get to avoid the incoming Falcon as normal.

8) Is the Pulse Laser a heavy weapon or support weapon (or something else)?

It is a support weapon.  Sorry, but no Malfunction card here!

Hand to Hand Combat

1) How does a figure On Fire fight in Hand to Hand combat?

It cannot be attacked or attack anyone else while on fire.  It counts as WS 0 if needed.

2) If an Assassin in hand to hand combat is hit by a template and they make their dodge, where, if anywhere, do they go?

They go to the nearest edge of the template, remaining in hand to hand with the same enemy if possible.  If not, the opponent does not get free hacks as the assassin leaves.  The Assassin may not use this movement to get into hand to hand combat with another opponent.

3) Who gets to follow up after one guy in a multiple combat kill the foe?

Only the model that killed the enemy gets to follow up.

4) The rules for Hatred allow a re-roll in the "first round" of hand to hand.  Is this every first round of each hand to hand, or just once the very first round a model is engaged?

Every time a new engagement begins the re-roll is allowed.  This means that if the model with hatred fights another model for two turns he will get to re-roll during the first turn, but not the second.  If that same model goes on to fight someone else later in the game, he will get to re-roll again in the first round of this new engagement.

Psychic Powers and the Psychic Phase

1) If a figure/unit is moved out of Hand to Hand combat via a psychic power, are they still Broken?  What if the power was used by someone outside the unit to move the unit?

No in both cases.

2) For psychic powers, it states in Dark Millennium that if a check is required vs Initiative or other stat, a roll of "6" will always fail. Is this true for all other situations (it is true for dodging out of the way of a ramming vehicle, for example)?

Yes unless specifically stated otherwise.

3) Demonic Attack - Does the "rule" of 1 & 6 hold here (ie., if you roll a 1 do you always get dragged off into the warp, even if you're a Level 4 Psyker & only used 1 Force Card)?

No.  It will automatically nullify the power though (unless it was cast with Ultimate Force).

4) Can you Assail an enemy off the table edge?  If so, does he count as dead for VP's?

No.  Psychic powers can never be used to move models off the table.

Oddball Stuff

1) When taking allies - can you just take bits as needed, or are there any restrictions on taking one thing when it requires another bit?  For example - Eldar support weapons & Guardian Squads, Marine Dreadnoughts & Techmarines.  These are all items that state in the item description that something else is needed to have this thing.  IG Tanks/Ogryns/Ratlings are another issue - can they be taken freely as allies, or must you also take an IG command or regimental unit?

You can pick & choose in all cases.

2) Can IG Primarus Psykers ride in Rough Rider Command Units?

Technically no, but for a friendly game this could be quite a lot of fun!

3) Can Overwatch shots be taken on a enemy teleporting or landing from Flying High directly into Hand to Hand combat with the Overwatching model? 

Nope, Warp Spiders are the only exception to this rule.

4) Does no armor save mean no field save as well?

In most cases yes.  Exceptions may arise, but these will state so explicitly ('no armor save except for field saves')

5) What is a large target in 40K (for +1 to hit)?

Land Raiders (or larger, if we make anything bigger); Buildings, and any creatures elephant sized or larger (no creatures currently fit this)

Tyranids

1) Can a model with the Regeneration bio-morph  roll for each wound counter they have at the end of the Tyranid player's turn, or can they only regenerate when they go over their number of wounds?

The model does not have to wait to "die" first.  It can regenerate any lost wounds it has until it is well and finally dead.

2) Can they use psychic powers while regenerating (on their side)?  Do any remain in play powers still remain while regenerating?  Essentially, do they still count as psykers while down.

No, they are "temporarily dead" while regenerating and cannot use any psychic powers at all.

3) When attacked in close combat while down regenerating, how is the combat worked out? (Free Hacks?)

Enemy attack them as if they were vehicles, so the enemy will get 1 hit per Attack on its profile

Sisters of Battle

1) Can _any_ character benefit from Sacred Rites if within the range of the person or squad invoking them, including allies or Assassins?

Aside from the characters the Codex states cannot benefit from the Rites, yes, other Imperial Characters will benefit from them. Non-Imperial allies will not though.  Note that any character who leaves coherency with the unit loses the benefit though.  Assassins are still an iffy topic though - they don't seem pious enough

2) The heavy flamer is not listed as "move or fire".

You can move and fire with a heavy flamer.  It is the weapon's description which defines whether or not it is move or fire, not the person carrying it.  This applies to Noise Marine Terminators with Blast Masters as well.  They are still move or fire.

Culexis Assassin

1) Do users of force weapons never add their power when attacking the assassin, or only on a 2+?

If a Culexus Assassin is hit by a force weapon, then the Etherium will save him from the psychic effects of the attack on a 2+. So if a 2 or more is rolled, the attacker may not add his mastery level to the strength of the attack or use force cards to enhance the attack. Essentially the Etherium drains the force weapon, turning it into a common or garden sword, axe or staff.

2) Must the Assassin pick the closest target for his Blast ability?

No the Assassin is a character he may choose which squads, vehicles etc he wishes to fire the Animus Speculum's psychic blast at.  It is not in any way taken to be a heavy weapon.

3) Must the targets of all the Blast shots taken in one turn be nominated before taking the first shot?

Yes, nominate all shots before firing.  This is good practice for all things with multiple shots/weapons such as battle tanks and Dreadnoughts etc.

4) When charging a psyker,  if the psyker is totally surrounded by friendly models, i.e. there is  no exposed base at all, can the Assassin use "slip by" to attack?

Okay I can see what is going on here. There is an Eldar Farseer being manhandled across the battlefield by 10 Eldar models all forming up in a sort of beehive formation so that there is not way the Farseer can be attacked without first stripping of two layers of Eldar. Well I can see how this argument goes. (lights, camera ACTION).

Assassin Player (hereby known as AP): Look!  My Culexus can slip by your bodyguards, so you should move your models and let my Assassin charge your Farseer.
Eldar Player (hereby known as EP): No.  It doesn't say that in the rules.  It doesn't say you can move models. If you can't get into base-to-base contact then that's just tough - nayuugh (childish noise, last heard in the school playground).
AP: Come on!  You're just abusing the rules.  Just because your models are like that doesn't mean that they are actually in those positions. I mean they're moving across the battle field, shooting weapons etc. My Assassin should be allowed, to get him.
EP: No, no you're wrong.   You must have seen it on the TV and in films when the President or someone important is escorted away from a dangerous situation by CIA bodyguard (a bit like in that bad film with Charlie Bronson, the one where Charlie Bronson's wife plays the First Lady). Well that's what my Eldar are doing, they're crowding around the Farseer, making sure he can't be got at by your nasty Assassin.
AP gives up.  Later on in the game, the Farseer goes to cast the power Destructor.
AP: No, I protest you can't do that.  It'll hit your bodyguards, so Nayuugh (see earlier note).
EP:  Don't be silly.  The bodyguard will duck and the destructor will fly over their heads.
AP: Well if that's your game, then I want to be able to charge my Culexus Assassin next turn. He will be able to dive over the bodyguards as they duck. You know a bit like when its 3rd Down in an American football game and the team is one yard from the goal line and the quarterback hands off the ball and some guy just flings himself over the pack.

If there is no exposed base then the psyker may not be charged. However, if during hand-to-hand the Culexus Assassin kills some of the bodyguard then he may follow up into the Psyker. Also if opponents are using this tactic a lot then remember that many psychic attacks hit the first model in the path etc. This means the psyker will not be able to cast without hitting his own men.

5) A terror check is required to charge the Assassin.  When a squad of 3 summoned daemons declares a charge does each daemon check, or the whole squad?

One check will cover the whole squad, for better or for worse.

Necrons

1) If Scarabs are attached to vehicles, can they be shot?

Allow the enemy to try to shoot them, but there is a 50/50 chance of striking the vehicle instead.  Risky stuff!

2) Can Scarabs on vehicles be attacked in hand to hand combat?

Yes.  It is assumed that the attackers scramble up and fight the Scarab. There is no chance of striking the vehicle by mistake.

3) If a vehicle with an attached Scarab leaves the table can the Scarab come back on its own?

No.  Tough luck for the little bug!

4) What happens to Scarabs when the vehicle they are on is destroyed?

The Scarabs are unaffected except where the vehicle explodes causing hits on nearby models.  In this case the normal rules apply.  If only a portion of a vehicle is destroyed and the Scarab is on it, the Scarab will scuttle off to a new location.

5) When shooting at a Scarab laden vehicle, is there a chance of hitting the Scarab?

No.  You can shoot at the vehicle without any chance of hitting the Scarab.

6) Since Necrons never use their Leadership, can they be affected by psychic attacks which use Ld, like Smite?

Well, this one was rather hotly debated in the studio.  Originally they were designed to be immune to any and all Leadership tests.  They simply ignored whatever caused the test.  Now, in the full light of the sun (and with the pints gone from our systems), the rule is that they are indeed affected by things like Smite.  They are immune only to all attacks or circumstances which induce break checks, fear, terror, stupidity, or hatred.

7) Can Scarabs attach to Wraithguard?

There are not vehicles or structures, so no.

8) The rules for Necrons say that a model cannot use the strength of a weapon when fighting them.  Does this mean that the modifier for a double handed weapon (+2 S) does not apply as well?

Correct.  When enemies fight Necrons they must use the number printed on their profile below the letter "S" with absolutely no modification at all.  There is no circumstance where a model uses any value other than that number. It is interesting to note that the design concept calls for all weapons which attack Necrons not only to change their strength value, but also to remove all other special rules for the weapon.  A few examples: A thunder hammer would not penetrate armor automatically nor would it cause D6 wounds or have a -5 save modifier.  A chainsword would not be strength 4 and have a -1 save modifier. The idea was that whatever you were hitting with became a lump of metal or piece or wood.  It is recommended that this idea be used as the rule for your games, but be sure to get the permission of you opponent first.

Both 40K & Warhammer

1) Can any spell/power cast with Total Power/Ultimate Force that is "remains in play" be dispelled/nullified/removed otherwise on the same turn that it was cast? (ie., what happens in Drain Magic/Energy Drain is played later in the turn?)

Yes; Total Power/Ultimate Force has no effect on a spell after it has been cast.

2) Laid to Rest: There is _no_ way possible to dispell/nullify a spell/power cast with Total Power/Ultimate Force, correct?  Collars of Khorne, etc - nothing can _dispell/nullify_ the power, all you can do is try to protect against the effects.

The spell/power will be automatically cast.  This is not the same thing as automatically working.  Being immune to psychics/magics (Collar of Khorne, Talisman of Obsidian) will also prevent powers/spells cast with TP/UF from working on those models.

3) Which special characters must take the items with which they are listed?

All special characters both games must take all the equipment they are listed with.  They may not decide to drop or change any of it.  Here is a list of which points values do & don't include equipment:

Inclusive: Imperial Guard, Sisters of Battle, Chaos (40K), Bretonnia, Lizardmen, High Elves (new)
Exclusive: Orks (40K), Space Wolves, Ultramarines, Eldar, Angels of Death, Orcs & Goblin (WFB), Wood Elves, Skaven, Chaos (WFB), Undead, Chaos Dwarfs, Dwarfs, Dark Elves, Empire.


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