Inofficial European Warhammer Team-Championship - 08. + 09. August 2009

Clarifications

1.General Clarifications
1-In Game- Players are required to give full disclosure of their army list to their opponents, including weapons, wargear, special rules and the contents of any transport vehicles.
2-In Game- Rules issues troubleshooting guidelines : ETC Clarifications > English GW Official FAQs > Codex > Main Rulebook. Beware that clarifications are often relating to specific gaming situations, wargear, abilities or units, and will more often than not interact with other rules. Beware of specific gaming situations, wargear, abilities or units governed by special rules, which are not legitimatly applied to others, being exceptions to the standard rules.
3-In Game- Army specific special rules do not affect an opponent’s army, especially in the case of two players using the same type of army.
4-In Game- Actions that happen at the “start of the turn” take place at the beginning of the movement phase, there is no pre-movement phase.All events or actions that occur at the start of the turn/movement phase must be performed before any voluntary movement/actions are taken by the player. Beyond that restriction, a player is allowed to perform all “start of the turn/movement phase” actions in any order he wishes, unless specified otherwise.
5-Models- It is allowed to use old edition or forgeworld models, but in case of ruling required where the size or base of the model are taken into account, the size dimensions of the latest range of citadel warhammer 40000 miniatures models will be used as well as the following base sizes (see below).
6-Models- Model bases reference sizes are as followed :
-25mm : Infantry and jump infantry,
-40mm : Beasts and cavalry, bikes and jetbikes, swarms, terminators, obliterators, mega-armor, exo-armor. Jetbikes must be based 20mm high at minimum.Bikes, beasts and cavalry can also use the latest bases (not the rectangular ones, those with the round edges). Bikes can also be placed on the new "bike bases" with round edges.
-60mm : monstruous creatures, artillery or heavy weapons fireteams, walkers, skimmers, trikes. Skimmers must be based 30mm high at minimum.
Independent characters must be based on the type of base from the corresponding unit types.
7-Models- Players may only convert their models for aesthetic purposes. Any players, in the opinion of the Tournament organizers/judges, that have converted their models specifically to gain a gameplay advantage may be penalized up to, and including ejection from the tournament.
8-Models- Players may only alter their models during the game for aesthetic purposes. For all aspects of gameplay a model must remain the same dimensions for the entirety of the game. An exception to this rule is the flying base on Skimmers; these must be removed if possible when the vehicle is immobilized or destroyed.
9-Models- True Measure of Distances. Measuring distances must sometimes be done in 3 dimensions, especially in the case of models placed in terrain sporting several levels, or vehicles hulls which have vertical parts. Measure the distance from base and hull to base and hull, holding your tape measure at an angle as necessary. When measuring so, any part of the body of a based model is also taken into account. For ‘body’ we mean a model's head, torso, legs and arms, but not overly outstretched or oversized parts of the models like wings, tails, weapons, backpacks,banners, etc. These rule is intended to ensure that models don’t get penalised or advantaged for having impressive standards, blades, guns, majestic wings, etc.
10-Models- Using True Measure of Distances to check for the usual 1' inch space required between models, it is allowed to leave models standing below others (or move them below others).
11-Models_ Models off the table have no effect on the game unless a rule specifies otherwise. Conversely, models off the table are not affected by any rule unless specified that it affects models off the table.
12-Scenery- Unoccupied buildings cannot be assaulted and/or damaged unless both players agree otherwise.
13-Scenery- If a unit on an upper level of a ruin Falls Back, but doesn’t roll enough distance to move vertically down a level (double ‘1’s), the unit isn't automatically “Trapped” unless it is actually completely surrounded by enemy units and/or impassable terrain.
14-Scenario- Where a codex entry allows you to take a number of units/models as one choice (for example 2 Tyranid Lictors taken as one elite choice), these units operate and count as separate units in all respects. As a result each unit is worth 1 kill point
15-Scenario- A unit can contest and/or control more than one objective.
16-Scenario- Objective markers are considered 15mm high as far as measuring distances in 3 dimensions is concerned.
17-Scenario- "Crew Shaken" and "Crew Stunned" don't count for VP calculation purposes, only "Weapon destroyed" and "Immobilized" provide half the victory points for damaged vehicles.
18-Scenario- If the game has to be stopped before turn 5 because of time out or referee decision, units still in reserve do not count as destroyed for KP and VP calculation purpose. Otherwise Units that are off the table at the end of the game automatically count as being destroyed for Kill Point & Victory points purposes.
19-Deployment- When deploying forces, units can be deployed into impassable terrain?, only if it has a special rule allowing it to do so (like a Lictor) or if it would be allowed to move there during the game (such as a skimmer on top of an impassable building).
20-Deployment- If a model in Reserve has an ability that occurs at the start of the turn it can't arrive from Reserves and utilize that ability in the same turn.
21-Deployment- If a vehicle is so large it cannot totally fit onto the table when moving onto the table at combat speed or is limited due to terrain tests, it must use as much of their speed as necessary to fully enter the table. If they get immobilised due to terrain, delay the effect until there effective entry on the table.
22-Deployment- A unit may only utilize Deep Strike if all models have in the unit have the ability.
23-Deployment- Right after deployment, proceed to scout moves and only then "seize initiative".
24-Deployment- Units which can fly/jump over enemy units (Skimmers, Jump/Jet Pack Infantry, Jet Bikes etc.) may enter the board from Reserves through a board edge blocked by enemy units.
25-Morale-If a unit suffers 25% casualties in any phase (for example, by scattering blast weapons, vehicle explosions or by moving through booby-trapped terrain) it does take a morale check. It is not applied in the assault phase for units not having fought in close combat during that phase.
26-Morale- A falling back unit is only ‘Trapped!’ if it is completely surrounded. As long as it can make its full fall back move in any direction (including away from the table edge they have to fall back towards) it will not be ‘Trapped!’.
27-Morale- It can happen that a unit has to make multiple fall back moves in the same player turn.
28-Embarked units- Embarked units are treated as present on the table when usage of their equipment, special rules or psychic powers is considered.
29-Embarked units- Measure range to and from the transporting vehicle's hull and base instead of the transported unit. Embarked units are generally immune to shooting, psychich shooting attack, or any normal attack that will have to target their transport in their stead. They can however be targeted by special rules which only require range to the unit (For instance, Psychic Scream or Psychic aberation).
30-Embarked units- Embarked units failing Morale checks do disembark and count the 2' disembarkation in the distance fled.
31-Psychic powers- A unit that is pinned cannot pass or cast psychic powers.
32-Characters- When an Independent Character is part of a unit, and that unit is wiped out by shooting or close combat, the character still does take Morale and Pinning tests as if he was part of the unit.
33-Characters- A special rule marked with an asterisk in the rulebook are lost as by the rules, any other universal special rules with wordings such as “conferred to all members of that unit” are gained by ICs as well.
34-Characters- An Independent Character can be deployed joined to a unit inside their transport vehicle with them, provided he would be allowed to embark onto the vehicle during the game.
35-Characters- Independent Characters can only join embarked units by embarking themselves in the same transport as said unit.
36-Characters- During the game, Independent Characters (and any other models) that join a unit count fully towards the unit’s ‘strength’. So for instance if an Independent Character is joined to a 5-man squad they can attempt to regroup as long as 3 models (including the IC) are still alive.
37-Characters- When an independent Character is joined to a unit that is coming in from Reserves, he can he leave the unit immediatly by simply moving out of the unit coherency.
38-Characters- Unit Types - An independent character cannot leave and rejoin the *same* unit during a Movement phase to enjoy the benefits od moving alone, as he has to move out of coherency at the end of the Movement phase in order to leave it.
39-Bikes- Bikes do assault six inches.
40-Jetpack– A Jet Pack model can move 6 inches in the Assault phase on the same turn it arrives via Deep Strike, provided it doesn’t actually declare an assault. However, please note that Tau Stealth & Crisis suits have a specific rule that prevents them from moving in the Assault phase when they Deep Strike.
41-Jetpack– A Jet Pack model can disembark from an enclosed vehicle and still move 6 inches in the Assault phase, provided it doesn’t actually declare an assault.
42-Jetpack– A Jet Pack model can disembark from an enclosed vehicle and still move 6 inches in the Assault phase, provided it doesn’t actually declare an assault.
43-Wargear-Every model in Terminatour Armour uses Relentless universal special rule.
44-Wargear-Every model in Terminatour Armour has a 5+ invulnerable save.
45-Weapons-All Meltaguns and Multi-Meltas use „melta” rule from the rulebook.
46-Weapons-All Plasma Guns, Plasma Pistols, Plasma Cannons and Combi-Plasmas use „gets hot!” rule from the rulebook.
47-Weapons-All weapons described as sniper rifle use sniper rules from the rulebook.
48-USR- USRs marked with an asterisk (*) are lost if the unit is “joined” by an independent character that doesn’t also have it (or vice-versa). Unless specified otherwise, anytime models in a unit don’t have an asterisked USR while other models in the unit do, the USR is not followed while the models without it remain.
49-USR- When a unit making a Hit & Run move encounters an obstacle it cannot normally move through, including the edge of the board, it stops moving instead.
50-USR-If a Jump Infantry or Jetbike unit makes a Hit & Run move, it can pass over intervening terrain and models during the move. However if the final position of the unit would end in impassable terrain, over friendly models or within 1” of an enemy model reduce the Hit & Run move the minimum distance needed so the unit can be legally placed.
51-USR- Any hits inflicted by the models with the Tankhunter USR benefit from this ability.
52-USR- Rulebook versions of the Universal Special Rules fully replace their codex counter-parts, permissions and restrictions remain in effect.
53-USR- Independent characters in a unit not enjoying the Turbobooster special rule cannot leave it by turbo-boosting.
54-Wargear- Smoke Launchers: Smoke Launchers works as in the main rulebook described. (8:3)
55-Imperial Vehicles- All Land Raiders have 3 (three) acces points – one on each side and one at the front ramp.
56-Imperial Vehicles- All rhinos have single fire point, that may be crewed by two passengers.
57-Imperial Vehicles- All rhinos and razorback possess three access points – one on each side and one on the back.
58-Imperial Vehicles- The Arc of fire of Storm- or Combi-Boltguns of Rhinos is 360°.
59-Imperial Vehicles- Only Hunter-killer-missiles, which are still able to fire can be regarded for the "Weapon destroyed" result.

2.Movement
1- Falling back: If an unit has a special move outside its movement phase (such as models with jetpack, eldar warp spiders, etc), they can use it while falling back, provided they do so in the same direction as the fall back move.
2- Start of turn: unless specified otherwise, all actions that happen at the start of the game or player turn are indeed taking place at the very start of the player’s movement phase. All events or actions that occur at the start of the turn / movement phase must be performed before any voluntary movement / action are taken by the player. Beyond these restrictions, a player is allowed to perform all “start of the turn / movement” action in any order he wishes. Once a unit enters from reserve it can't do anything that is done "at the start of the turn".
3- Reserves: if a unit arrives from reserve or outflank and is not able to move onto the table due to enemy units or impassable terrain, it cannot enter as per the rules, and goes back to reserves. If the unit can't arrive before the end of the game, it counts as destroyed.
4-Deep-strike aids: Teleport homers and the like have to be present on the table at the beginning of the turn in order to be used. As such, only items present on the table at the end of the preceding turn can be used at the beginning of a turn.
5- Dangerous terrain: a single unit never makes more than one dangerous terrain test per phase, unless it is forced to move twice from external reasons (i.e. Lash).
6- Dangerous terrain: when models suffer wounds from dangerous terrain test, you must allocate these wound to the models which failed the dangerous terrain test, so roll for them individually if you have complex units.
7- Reserves and difficult terrain: A unit or walker that arrives from reserves or outflank and moves into difficult terrain is always allowed to move completely onto the table, even if the allowed movement distance is too small.
8- Random movements: unless specified in the rule itself, if random/involuntary movement would take any part of a model off the table, it stops moving at the edge of the table instead.
9- Random movements: unless specific movement rules state otherwise, models moving at a random rate are not slowed by difficult terrain but still take dangerous terrain tests as normal.
10-Bikes, which made a boost as a scout move, get the 3+ cover save for this action, but only if the enemy starts the game. (5:2)

3.Shooting
1- Range: players must declare when individual models in a unit are choosing not to shoot before checking range.
2- Complex units: If two identical models in a unit both have a one-shot weapon (such as a combi-weapon), and one of them expends his weapon these two models would still be considered identical in game terms because they both still possess the same weapon. The same applies with other one-shot items such as relics or wolf charms.
3- Complex units: wounds may always be allocated freely between differing ‘groups’ of models. It is only when applying the unsaved wounds within a particular ‘group’ that whole models must be removed when possible, so if one ‘group’ of models is made of already wounded members they do not have to receive wounds first.
4- Cover: if a unit hides behind multiple types of cover, use the cover save that the majority of ‘in cover’ models are in/behind. If there is no majority, randomly determine which cover save to use.
5- Cover: to determine if your firing goes ‘through’ cover or ‘over’ cover, draw an imaginary line from the tallest points of the two models/terrain elements that are being fired ‘through’. If no portion of the target model’s body (head, torso, arms, legs) is within this imaginary area then LOS is considered to pass over the intervening unit/area terrain and the target is considered to not be “in cover”. Remember that purposely converting your models to gain an in-game advantage is not allowed.
6 – Gone to Ground: Gone to Ground models are laid down for representational purposes only. If line of sight is questionable, temporarily stand the models back up.
7- Gone to Ground: if a unit has ‘[gone] to ground’ and the enemy then fires ‘through’ them to a friendly unit behind, the target unit still gets the cover save.
8- Gone to Ground: if a special rule forces a unit that has ‘[gone] to ground’ to move (not including a fall back move which is covered in the rules), the unit returns to its ‘[gone] to ground’ status when the movement is finished.
9– Templates: A template weapon can't fire if the target unit is not in range of the template.
10 – Line of Sight: If any valid portion of the target (as defined in the rulebook) can be seen from the firing model’s eye view, then it is considered to be within line of sight (and in cover, of course). This includes shooting through a tall figure’s legs, for the record.
11- Saves: getting “no save” or having “failed a save” or having “failed a saving throw”, etc, are all one and the same thing.
12-Every unit which is neither a vehicle nor a monstrous creature gets a 4+ cover save if LOS to it goes through or crosses over a forest base. Monstrous creatures and vehicles in the same position get a 5+ cover save.

4.Assault Phase
1- Moving assaulters: the first model cannot take a longer path to avoid making a difficult or dangerous terrain test. Other models have more room for manoeuvre as long as they abide by the rest of the assault procedure.
2 - Moving assaulters: when the first assaulting model does not enter difficult terrain but other unit members may have to do so in order to engage the enemy, the owning player must declare whether he is going to attempt to engage models in cover or not.
If he is attempting to charge models in cover, his unit must take a difficult terrain check.
If he is attempting not to charge models in cover, proceed to move the models in order to check that the assault rules will not force any charging models to go throught terrain. If the latest happens, the charging player must then take a difficult terrain check and apply the result to the charging unit as a whole (meaning some models may have to move back, or the charge can be cancelled).
3- Obstacles: charging models that roll enough distance to reach enemies behind difficult terrain, are assumed to be in “base contact” even if a piece of terrain prevents them from actually touching bases.
4- Multiple combats: “at the beginning of the combat” part of the rule on p.41 is after all assault moves are completed, therefore a model in base contact with multiple enemy units can always choose to attack an enemy unit that has just charged it.
5- Pile-in in multiple combats: If a unit has absolutely no way of engaging the enemy even after both sides’ pile-in moves, that unit is considered no longer locked in combat and may make a consolidation move instead.
6- Rolling to hit: if a unit doesn’t have a majority WS, the highest WS is used even if there are “relative majority WSs”; i.e. if you have two models with WS4, two models with WS 3 and one with WS5, there is no absolute majority and while there are more models with WS4 and 3, the WS5 characteristic is used.
7- Combat resolution: Wounds caused by exploding vehicles during the assault phase do not(!) count towards combat resolution. (7:3)
8- Bikes: Models riding Bikes receive +1A for two CCW, unless their Codex specifies otherwise.
9- Special weapons: a model armed with two or more special weapons AND a normal single-handed weapon can choose to fight with a special and normal weapon. The model must use at least one of his special weapons but may also utilize the normal weapon in order to gain the +1 Attack bonus.
10 – Powerfists: a model with a powerfist can gain attacks granted by wargear / special abilities (such as Mark of Khorne or ork attack squig).
11- Poisoned weapons: Poisoned weapons must be re-rolled if the strength of their wielders is higher or equal to the defender’s toughness (translation problem in some countries).
12- Force weapons: the description used in the v5 rulebook stands for all armies but Daemon and Witch Hunters, who have their own rules - and aren't affected of eternal warriors.
13- Close combat weapons: unless specified otherwise, only weapons defined as a single-handed weapon that can be used in close combat, along with ‘pistols’ and ‘close combat weapons’, can be used to get the +1 attack bonus for having two weapons.
14- Defenders react and Counter-attack: neither counts as assaulting. The counter-attacking models just receive +1 A as if they had assaulted, but do not gain other benefits granted by assaulting such as the S and I bonuses by Furious Charge.
Consequently, the enemies of a counter-attacking unit are not able to use defensive grenades.
15- The assault rules explicitly state that it is possible for assaulters to engage multiple units, provided that each model is in squad coherency with another that has already moved at the end of its move (barring the first). It is not possible, then, to leave models as "bridges" to ease multiple assaults.

5.Vehicles
1-Disembarking- Disembarking is not working like other movements: disembarking models must be placed within 2' of the vehicle. They can do so even if the vehicle is surrounded as long as they can find a spot more than 1' away of an enemy model. Remark that units, which embark or disembark during their moving phase, always count as moved.
2-Emergency Disembark- In case of Emergency Disembark, caused by Vehicle Destroyed - Wrecked effect (5), unit may disembark partially. Models cannot disembark on the vehicle's hull/ Models that are unable to disembark are removed form play.
3-Emergency Disembark- In case of Emergency Disembark, models may be deployed only in accordance to the general rules. As such, they cannot be deployed within 1” of enemy models or in impassable terrain. Models that are unable to disembark are removed form play.
4- Vehicles: a vehicle's starting position is the position before any pivots or turns. This prevents vehicles from gaining extra movement distance due to making a turn at the start of their move.
5-Moving-If a vehicle is immobilised during its movement, the actual distance moved (as opposed to the distance initially declared) is used to determine the speed of the vehicle for firing vehicle weapons or passenger weapons.
6-Moving-If a vehicle is immobilised during the start of its movement, it counts as stationary (as opposed to having moved at another speed).
7-Moving-If a skimmer moves flat out and is immobilised during this movement, it counts as destroyed and NOT as immobilised.
8-Emergency Disembark-A unit that makes an emergency disembarkation can’t do “anything else for the rest of that turn”means they cannot take any voluntary actions but will react normally if affected by enemy actions (just like a unit that has gone to ground).
9-Damage results- If a vehicle is damaged several times at the same time, roll all the dices and apply each and every result rolled for on the damage table and not only the highest one.
10-Damage results- In case of a "Destroyed - Wrecked" result (5) and a "Destroyed – Explodes" result (6) happening at the same time, or in case of several "Destroyed – Explodes" result (6) happening at the same time, apply the effects of only one "Destroyed - Explodes" result (6).
11-Damage results- When exploding, only armor and invulnerable save may be used for models inside the vehicle. Cover save are allowed for models within the blast radius.
12-Damage results- When a transport vehicle suffers a Destroyed – explodes! result its passengers must be placed where the vehicle used to be”so passengers must be placed wholly inside the area of the table that the vehicles hull previously occupied and are NOT allowed to have parts of their base outside the original hull (Any models that cannot fit entirely within this area or are within 1” of an enemy model are removed from play as a casualty ).
13-Damage results- When a vehicle ‘explodes’ it is replaced with an area of “difficult ground”. Unless both players agree otherwise, this terrain provides a 4+ cover save for models inside it and blocks line of sight based on the actual piece of terrain. If an appropriate piece of terrain is not available then the vehicle is just removed from play. The area of difficult terrain is area terrain, but does not count as a forest base.
14-Embarked units- Embarked models can shoot from fire points if their transport used smoke launchers that turn, so the smoke launcher does not affect the passengers.
15-Vehicles- When a unit is fighting a multiple combat against a (non-walker) vehicle and another non-vehicle enemy unit and the combat is drawn, the unit must pile-in towards the enemy non-vehicle unit and (if possible) move at least 1” away from the vehicle. In case of wipeout, any consolidating model that moves must end its move more than 1” away from the vehicle. However models that are already within 1” of the enemy vehicle may remain there provided they are not moved.
16-Vehicles- In the case of non-rectangular vehicles (such as an Eldar Falcon), determine their armor facing by drawing a line at a 45-degree angle to the axis of the vehicle.
17- Ramming: a vehicle can ram and then have troops disembark from it in the same turn.
18-Ramming and Tank shock- If a unit is Tank Shocked and passes its Morale check, but the shortest route to move models from underneath the vehicle would take them off the table, move the models the shortest route from underneath the vehicle that will keep them on the table. Otherwise, move the unit the minimum distance necessary to be more than 1” away from the tank.
19-Ramming and Tank shock- A tank moving on from reserves may Tank Shock and/or Ram but if it is stopped before it can fully enter the table it, along with any passengers onboard, counts as being destroyed. Passengers may disembark if there is enough space, and count NOT as destroyed.
20-Ramming and Tank shock- A ramming vehicle that moves through difficult terrain will have to take a dangerous terrain test as normal. The ramming move ends when the vehicle moves into a friendly unit, impassable terrain or reaches the table edge.
21-Ramming and Tank shock- A skimmer can't selectively choose units to tank shock/ramm or not, either it moves at "ground level", and have to tank shock/ram each unit in its way, or it isn't allowed to tank shock/ram in this turn.
22-Ramming and Tank shock- A skimmer vehicle which moved "flat out" does not benefit from a cover save during a "death or glory" attack from a ranged weapon.
23-Walkers- If a walker unit finds itself not locked in combat after Pile-In moves are completed, then it no longer counts as being part of the combat.
24-Walkers- A walker can run and fire smoke launchers.
25-Walkers- If a walker fires smoke launchers in the shooting phase, then assaults an enemy unit and wipes them out, the walker does count as obscured in the subsequent enemy shooting phase.
26-Moving-A vehicle is able to move in any direction, so consider the exact position of the vehicle if it has to pass a dangerous terrain test.
27-Moving-A vehicle is able to move during a tank shock or ram attack only forward (no sideward tank shocks).
28 - Turning doesn't count as moving. But if a vehicle either is at least partially inside difficult terrain and wants to pivot or wants to pivot into difficult terrain, it have to pass a dangerous terrain test.
29 - A walker must always assault in forward direction, but of course can turn before the move starts.
30 - A vehicle which arrives from reserve,doesn't declare a ramming or rank shock, and is immobilised by difficult terrain, is allowed to move until the vehicle is completely onto the table, but no turning is allowed.
31 - Passengers can fire template weapons from their fire point, starting the small end of the template at any edge of the fire point. The template can cover the transporting vehicle without affecting it.
32 - Vehicle-mounted template weapons never damage the vehicle on which they are mounted and can partly be placed over the vehicle.
33 - Walkers arriving on the battlefield by deep strike are able to shoot this turn (and do not count as having moved at cruising speed).
34-Ramming and Tank shock-A skimmer which tank shock/rams a unit in difficult terrain must pass a dangerous terrain test if it enters the terrain (only if it didnt already take a dangerous terrain test in this phase).
35-Concerning template or blast weapons, Walkers with bases count as filling out the whole base with their hull.
36-If a unit that has been attacked by tank shock passes its Morale test, one of its models in the vehicle’s path can stand and attempt to destroy it with death or glory.

6.Chaos Space Marines
1. Summoning: If a Greater Demon possesses a model, it is never lost due to surrounding models or terrain. Push the friendly/enemy models out of the way by the minimum amount needed to place the Daemon model on the table.
2. Summoning: A Pinned model may be possessed. If so, the Greater Demon does not count as Pinned.
3. Dreadnought: When a Chaos Dreadnought ‘Fire Frenzies, just fire once with double the normal rate of fire. Using smoke launchers to prevent it from firing is not allowed, while they are allowed under Blood Rage.
4. Bike Squadron: if you buy a Chaos Space Marine Bike Squadron an Icon of Tzeentch, when they turbo boost, as they do not normally have an Invulnerable Save, the Icon would give the unit a permanent 5+ Invulnerable Save. If the unit then Turbo Boosted, they would only receive a 3+ Cover Save for that turn.
5. Defiler: Defiler knuckles are considered part of its hull as far as measuring distance is concerned.
6. Fabius Bile: only normal chaos space marines taken as Troop choices count, not any other chaos space marines such as Chosen or Berzerkers.
7. Force Weapons: The description on the rulebook stands.
8. Kharn: if Kharn is joined to a unit that is hit by a psychic shooting attack , he can be allocated wounds and he just ignores them. E.g. A unit with Kharn is hit by an overcharged Tyranid Warp blast, a hit is caused, Kharn takes it and he’s unaffected.
9. Gift of chaos: Each spawn created by the "Gift of chaos" power forms its own unit in the chaos army which launched the psychic power and is worth a KP.
10. Lash of Submission: If an enemy unit is moved by multiple Lashes of Submissions in the same turn then a test will be made for each individual move.
11. Lash of submission: if an Independent Character joined to a unit uses ‘Lash’ to move an enemy unit into position, the rest of the unit fires at the Lashed unit calculating the range and LOS of the unit’s starting position, since firing is simultaneous.
12. Lash of Submission: if a model in a unit has a special rule or wargear allowing him to ignore the effects of psychic powers, the unit will be affected but not said model. Move the models that are affected by Lash, but keep unit coherency with those that are not affected.
13. Lash of submission: since the power does not affect vehicles, artillery units are unaffected as long as the weapons are working. If they are destroyed, the crew can be Lashed.
14. Nurgle’s rot: The use of Nurgle’s Rot by a character joined to a unit does not affect his unit’s choice of targets both in the Shooting and Assault phase.
15. Warptime: When under the effect of the psychic power “Warptime” the model can choose the dices he rerolls (failed or passed),he doesn’t have to reroll all of them.
16. Psychic powers: Doombolt, Wind of Chaos, Lash of Submission, Nurgle’s Rot and Bolt of Change are Psychic Shooting Attacks.
17. Chaos Rhino: The Twin-Linked Bolter has a fire angle of 360°.
18. Daemons: Daemons can be summoned to a Chaos Icon in a unit that has ‘Gone to Ground’.
19. Wings: an independent character with wings can use a transport because he only moves as Jump Infantry. He normally takes dangerous terrain tests if he starts/lands in difficult terrain.
20. Blissgiver: when using a Blissgiver Daemon Weapon a roll of 1 does not inflict Instant Death upon the bearer. Instant Death is only inflicted on an enemy model.
21. Daemon Weapon: Only invulnerable saves make be taken from self-inflicted wounds.
22. Chaos dreadnoughts on fire frenzy may rotate 360° towards any unit that might be seen, not just those in the Dreadnought's fire arcs before the rotation.

7.Chaos Deamons
1- Cavalry Daemons: beasts or cavalry may not climb up a level in a building or ruin.
2- Epidemius: as far as the Tally of Pestilence is concerned, Nurgle units are all units (including characters in the Daemons of Chaos Codex) with Nurgle in their name or that have the mark of Nurgle, all units in the Chaos Space Marine Codex that have the Mark or an icon of Nurgle, Plague Marines from the Chaos Space Marine Codex, Ku’gath, Epidemius himself and Nurglings, Nurgle units of both armies participate to the Tally and gain the relevant benefits.
3- Epidemius: in a Daemons vs Daemons game, if both players have Epidemius in their armies, the Tally works as normal. Provided there is at least one Epidemius on the table Nurgle units on both sides benefit from the effects of the Tally of Pestilence.
4- Epidemius: The following non-deliberate wounds DO count for the Tally:
Nurgle units destroying a vehicle, whose explosion kills other models
Nurgle Characters killing themselves with Daemon Weapons or Perils of the Warp
Nurgle units wiping out a unit with a sweeping advance.
No Retreat! wounds and Nurgle units suffering casualties from Dangerous terrain do NOT count for the Tally.
5- Epidemius: If the Tally has reached 20+, ranged attacks from followers of Nurgle DO ignore armor saves.
6- Epidemius: Only when a model is physically removed as a casualties does it count for the Tally. WBBing Necrons, reviving Living Saints and the like do not until they are definitely dead.
7- Ku’gath: Being a monstrous creature, even if he has an ordnance weapon he can move and fire. He can also assault if he fires it.
8- Ku’gath: Each Nurgling base created by Ku’gath is worth a Kill Point.
9- Blue Scribes: When using Watch This!, the Blue Scribes fully resolve their first power before attempting their second one.
10- Changeling: his ability works once per enemy shooting phase.
11- Aura of Decay: The use of Aura of Decay by a character that has joined a unit does not affect his unit’s choice of targets, nor does it affect the unit when deciding to charge a unit (they are not forced to charge a unit that has been hit by the Aura).
12- Boon of Mutation: if a model using ‘Boon of Mutation’ is part of a unit, he must pick a model from within the same enemy unit that the rest of his squad is firing at. They may also assault that particular unit if they want to assault at all.
13- Boon of Mutation: When you use the "Boon of Mutation" psychic power you can create spawn, ach spawn forms an individual unit and is each unit is worth 1 kill point.
14- Pavane: if a unit is hit by multiple ‘Pavane(s) of Slaanesh’ by a single firer, the unit is only moved once. Assigning multiple pavane shots at a single unit only increases your chances of hitting (and then moving) it, but it still only moves d6”.
15- Pavane: the Pavane of Slaanesh can be used against a unit that has ‘[Gone] to Ground’, although after the move the unit will return to its ‘[Gone] to Ground’ status.
16- Pavane: since firing from a single model/unit is simultaneous, a model who is able to use Pavane of Slaanesh and another ranged attack cannot “pull” a unit with the Pavane and then hit the now closer unit with Wind of Chaos, nor may any model joined to the unit he belongs to.

8.Dark Eldar
1-Army Special Rule - If DE's opponents fail a Morale test at the end of close combat, DE capture slaves. Fleeing models are captured automatically if the DE player catches them by a Sweeping Advance, models killed in the previous close combat are captured on a 4+ roll. Models failing No retreat rolls are captured as well.
2-HQ- Equiping an Incubi with a Shredder or Blaster does not replace its punisher.
3-HQ- The Soul Flayer’s bonus for killing enemy models in base contact is cumulative, so for each enemy model in base contact she kills Kruellagh gains +1A for the next player turn.
4-HQ- Lelith Hesperax Designer’s Note:Replace: “several armies as a joint force (see page 131 of the Warhammer 40,000 rulebook)” with: “Multiple detachment games (see page 87 of the Warhammer 40,000 rulebook)”.
5-HQ- Lilith Hesperax does gain the advantage of the Combat Drugs her retinue gets.
6-HQ- Asdrubael Vect Firepower two Disintegrators and Dark Lance : see 43.
7-HQ- Decapitator’s Shadow-skinned: Replace: “so unless the attackers are armed with frag grenades the Mandrakes will always strike first” with: “so any charging enemy who directs their attacks at Decapitator will count as having assaulted through cover, unless he was already locked in combat from a previous turn”.
8-HQ- If Decapitator is fighting enemy models he automatically hits (such as inactive Wratihguard), still roll the dices to see if he get double-strength hits against them by rolling 6s.
9-HQ- If Decapitator’s deployment position turns out to be occupied by friendly models or within 1” of an enemy model, move his deployment location the minimum distance needed to place him onto the table at least 1” away from the enemy.
10-HQ- Astrubael Vect fights fully as a walker, so enemy hits go against his front armor value of 11. As with all walkers, he does get locked in combat and will make sweeping advances, consolidation and pile-in moves.
11-Elite-If the Beastmaster is slain in a Warp Beast Pack the does pack have to move as fast as possible (including running) in order to assault the nearest unit.
12-Elite-A Weapons without a defined Strength value cannot wound Grotesques unless the attack inflicts Instant Death regardless of the model’s Toughness (such as with a Wraithcannon that rolls a ‘6’ to wound). In this case the Grotesque is removed due to Instant Death.
13-Elite- Fearless troops do not automatically fall back from close combat if beaten by a unit of Grotesques, as they may never fall back.
14-Elite- Mandrakes Shadow-skinned: Replace: “so unless the attackers are armed with frag grenades the Mandrakes will always strike first” with: “so any charging enemy who directs their attacks at a Mandrake will count as having assaulted through cover, unless the Mandrakes were already locked in combat from a previous turn”.
15-Elite- Mandrakes Shadow-skinned: Mandrakes apply cover saves from area terrain in assault, add +2 to the cover save provided by the area terrain they stand in. Also, Mandrakes in woods or rubble zones have a 2+ cover save as opposed to the 3+ cover save listed.
16-Elite- Mandrakes Hidden Deployment: Ignore the reference to “crossfire purposes” as that rule is no longer relevant. Also, replace: “and may not make a fleet of foot move instead of shooting” with: “and may not run instead of shooting”.
17-Elite- Mandrakes Hidden Deployment: Independant characters cannot join Mandrake units in Reserve as they do not have the Hidden Deployment special rule.
18-Heavy Support-The Talos follows the rules for Monstrous Creatures as well as its own ‘Skimmer’ rule which means it ignores the effects of terrain as it moves but if it ends the move in terrain it must then take a dangerous terrain test.
19-Heavy Support-The Talos may declare an assault against any of the units hit by his shooting.
20-Heavy Support-The Talos only hits an enemy vehicle once no matter how many ‘hits’ are rolled. Armor penetration is then 7+2D6 and +1 for each additional hit that was rolled after the first.
21-Heavy Support-The talos “Wildfire” special rule does override the normal rules for casualty removal, a hit scored on a specific enemy model must be resolved against that particular model.
22-Wargear- Scissorhands, Poisoned blades and Kruellagh’s Soul Flayer are poisonned weapon as described in the Warhammer 40,000 rulebook.
23-Wargear- Dark Lance and Blaster have the ‘Lance’ special rule.
24-Wargear- If a Wych Succubus carries the Goblet of Spite, all models in the Succubus' unit including the Succubus herself and any Independent Characters that have joined the unit will hit on a 3+. In addition any enemy models in base contact with the succubus, her unit or any Independent Character's that have joined the succubus’ unit will also hit on a 3+.
25-Wargear- Succubus with Goblet of Spite and his unit does not hit vehicles without WS on 3+.
26-Wargear- The Nightmare doll has no effect on standard missions.
27-Wargear- Characters equiped with Helion Surf or Reaver Jetbike do not have access to the warp portal as wargear, cannot fleet and cannot use the 12' charge drug.
28-Wargear- Hellion Hit & Run: This is a different version of the Hit & Run rule. The move is not slowed by difficult terrain but is affected by dangerous terrain as normal. It may not be used to contact enemy models. If there are units on both sides with this ability roll-off to determine who moves first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead.
29-Wargear- A shadowfield save must be rolled and failed for it to overload and count as destroyed. Hence, wounds taken due to combat drugs abuse or weapons ignoring invulnerable saves cannot destroy it.
30-Wargear-A model cannot open a warp portal when embarked on a raider, as the portal marker cannot be placed in base contact with the holder.
31-Wargear-DE units flee normally towards their nearest table edge and ignore warp portal for this purpose.
32-Wargear-The Dark Eldar Webway Portal can only be activated by a model which in this turn had neither moved nor fired.
33-Wargear-All DE units can be placed in the warp portal reserves (including helions and reavers).
34-Wargear-Dark Eldar Reaver Jet Bikes and Hellion Succubus or Independent Characters cannot carry Webway Portals.
35-Wargear-The GW online DE FAQ says that Xenospasm grenade effects are cumulative if fired by the same unit. It should actually refer to the possibility of an enemy unit being hit by both a Xenospasm and Terrorfex from the same Dark Eldar unit in which case the negative Leadership modifiers from both these weapons are cumulative. Still xenospasm remains arcane wargear and cannot equip more than one models in the army.
36-Wargear- While the wearer's retinue remains alive, the Hell Mask and Vexantrhope have no effect.
37-Vehicle- Weapons with a range of 6" cannot be used against vehicles with nightshields as their range effectively becomes 0".
38-Vehicles– Ignore casualties caused by Slave Snares in the movement phase and just apply them to the Shooting phase.
39-Vehicle- Slave snares can be used against units locked in close combat.
40-Vehicle- Armour and Invulnerable saves can be taken against Slave snares, but not cover saves as wounds are not caused by shooting.
41-Vehicle- Night Shield does affect blast weapons.
42-Vehicles– Scaling Nets: Replace: “and any enemy unit attacking the Raider in close combat hits on a straight 4+, rather than the 6+ usually needed for skimmers” with: “and any enemy unit attacking the Raider in close combat never requires worse than a 4+ to hit regardless of how far the vehicle moved”.
43-Vehicles- Ravager and Raider weapons
The front weapon counts as hull mounted
The side weapons counts as sponson mounted.
45-Vehicles– Transported models cannot immediately disembark from a vehicle that arrives on the table via Deep Strike with Screaming Jets.
46-To take shadowfield saves, roll for all wounds in a batch so that if the shield de-activates it is after the batch.
47-Grotesques' Feel no Pain apply to wounds taken in disembarking.
48-A Wych archite cannot be chosen in a Kabal army provided there is another HQ choice to 'lead the army'.
48a-A Wych dracite cannot be chosen in a Kabal army provided there is another HQ choice to 'lead the army'.
49-Grotesques use their codex special Feel no pain rule which is different from the USR.

9.Eldar

HQ
1. Autarch must decide wheter he uses reserves bonus in a given turn before dice rolls are made.
2. Autarch on a Jet bike carrying a Reaper Launcher may move-fire-move/assault.
3. Avatar is immune to Flamestrom Cannon (and all other flame weapons that use template).
4. Warlock squad is not a retinue.
5. Cover saves are not allowed against the Eye of Wrath. Any models in the affected unit may be removed as a casualty. Casualties caused by the attack do count towards combat resolution.

Elite
6. Banshees only benefit from their mask when it is their first round of any particular combat.
7. Veil of Tears may not be used against a Swooping Hawk Grenade Pack or an Ork Bigbomm attack.
8. Acute Senses don't work against Veil of Tears.
9. You can kill more models than there are in the “spotting distance” rolled for Veil of Tears as long as at least one model is within it.
10. Intervening Harlequins that are protected by ‘Veil of Tears’ provide cover saves to units being shot through them.

Fast Attack.
11. The Grenades Pack's scatter is not reduced by the firer’s BS. Cover and vehicle armor facings are determined like a barrage weapon (from the center hole of the blast). A Grenade Pack is not a shooting attack per se, so is not affected by Night Fighting, and does not affect the Hawks’ choice of target in the subsequent shooting and/or assault phase. For the grenade packs to work, the unit must have used Deep Strike that turn, so the Deep Strike would be resolved first. The Swooping Hawk unit doesn't use its Grenade Pack if it suffers a Deep Strike mishap that destroys the unit or places it back into Reserves.
12. Scorpion Chainsword’s +1S bonus cannot be combined with a Powerfist attack.
13. Shining Spears count as having Eldar Jetbikes.
14. Warp Spiders have to take a dangerous terrain test if their 2D6" assault phase move takes them into difficult terrain. They can use their special warp jum generator assault move only in their turn.

Heavy Support
15. To contribute prism cannon any part of the other Fire Prism's turret hull (excluding antenna) or prism canon have to be seen.
16. Cover saves may be taken against Vibro Cannon shots. Vibro-canon batteries cause only one glancing hit on units with armor values. Enemy artillery unit suffers D6 hits which are randomized as normal. Any vibro cannon hit that strikes an artillery unit gun model destroys it. Vibrocanons do not require LOS to their target.

Troops
17. Ranger Long Rifles that roll "6" to hit (5+ in case of pathfinders) gain AP1 regardless of the Rending rule.

Wargear
18. Eldar jetbikes cannot use their special assault move after a turboboost.
19. Singing spear can be used in hand to hand after having been used in shooting.

Psychic Powers
20. The penetration value of the eldar psychic power "Eldritch Storm" is not halved when the center of the blast marker is outside vehicle. The power doesn't scatter.
21. "Enhance" initiative bonus counts toward sweeping advance.
22. Farseer on a jetbike can't use a psychic power at the start of the turn (like ‘Fortune’) on the same turn he turbo-boosts, as a turbo-boosting model may perform no voluntary actions.
23. If a Farseer casts Fortune on a unit that he has joined at the start of the turn and then decides to leave the unit in the Movement Phase, the Fortune remains on the unit it was originally cast on.
24. Fortune allows vehicle to re-roll cover save.
25. If a Farseer that joined a unit attempts to use the Mind War, he must pick the model of the target chosen by the rest of the unit. Farseer may only declare an assault against the enemy unit that contains (or contained) target of the Mind War. Mind War may target Independent Character that joined another unit.
26. Warlock Powers and Veil of Tears cannot be nullified or cancelled by the Psychic Hood or the Runic Staff.
27. Runes of Warding cause a "Peril of the Warp" if two dices (out of the 3 rolled) are equal to "1".

Vehicles
28. Star Engines may be used on the same turn vehicle performs tank skock/ram, provided it hasn't suffered damage preventing it from moving.
29.Vyper Squadron: The twin-linked Shuriken Catapults are hull-mounted and the other weapon is turret-mounted
30. Falcon: The twin-linked Shuriken Catapults are hull-mounted and both other weapons are turret-mounted
31. Fire Prism: The twin-linked Shuriken Catapults are hull-mounted and the Prism Cannon is turret-mounted
32. Wave Serpent: The twin-linked Shuriken Catapults are hull-mounted and the other weapon is turret-mounted
33. Ramming and tank shock are performed in the movement phase.Star Engines cannot be used to perform ramming or tank shock, and they have no impact on the strength calculation as they are used in the shooting phase.
34. When a tank uses its star engines to return to its initial position or to shorten the actual movement distance, use the highest speed used either in the movement or the shooting phase, but not both.


10.Space Marines

1. A Space Marine Unit that regroups can immediately move up to 3". Afterwards, a Space Marine Unit can make a normal move in the movement phase
2. A locator beacon cannot be used by opponent’s Deep Striking units.
3. Librarian. Space Marine Librarians are not able to use "The Gate of Infinity" if they are locked in close combat.
4. Librarian. Space Marine Librarians are able to use "The Gate of Infinity" if they are transported in a vehicle.
5. Librarian. Space Marine Librarians which are falling back can use "The Gate of Infinity" only in direction of their own table edge.
6.a) Librarian. "The Gate of Infinity" can benefit from "Locator beacons".
6.b) Librarian. "The Gate of Infinity" cannot benefit from "Teleport homers".
7. Chapter Master. A chapter master can't use his "Orbital Bombardement if embarked in a transport vehicle without fire points.
8. Honour Guard. The "Honour or Death" special rule does not work against independent characters with retinues.
9. Command Squad. An independent character which joins a Command Squad with an Apothecary gain the ‘Feel No Pain’ universal special rule.
10. Command Squad. "A unit with an Apothecary can use the ""Feel no pain"" ability even if the Apothecary os killed at the same time"
11. Command Squad. Apothecaries in a Command Squad can't take upgrades as though they are a 'Veteran'.
12. Techmarine. A Techmarine embarked on a vehicle can attempt to fix it without getting out.
13. Techmarine. A Mindlocked Servitor unit who is falling back will fall back normally.
14. Techmarine. A Mindlocked Servitor unit who is locked in combat can perform a sweeping advance, consolidation and/or pile-in moves.
15. Techmarine. A Thunderfire Cannon and the Techmarine form an artillery unit worth 1 kill point, in order to earn the kill point, both the Cannon and the Marine must be destroyed.
16. Scouts. Clustermines are triggered if the path of a moving unit crosses the booby-trapped terrain, it's not important where the unit starts or end its movement.
17. Vehicles. Optional Landraider (and versions) weapons have a fire angle of 360°.
18. Vehicles. The storm bolter of a Space Marine Rhino has a fire angle of 360°
19. Vehicles. An additional storm bolter of any Non-Land Raider vehicles have fire angles of 360°
20. Vehicles. Hunter-killer missiles have a fire angle of 45° to the front
21. Vehicles. The Machine Spirit can be used to fire a weapon in the same turn a Land Raider uses ist Smoke Launchers.
22. Vehicles. All Land Speeder (Storm) Weapons are Hull Mounted.
23. Vehicles. If a Land Speeder Storm is destroyed (by moving into booby trapped terrain, for example) and its embarked passengers charge into combat the ensuing Assault phase, they can't benefit from the Cerebus Launcher.
24. Vehicles. If a Land Raider Crusader is destroyed (by ramming an enemy vehicle, for example) and its embarked passengers charge into combat the ensuing Assault phase, they can't benefit from Frag Assault Launchers.
25. Vehicles. The 'petals' of an drop pod are not taken into account for disembarkement or cover purposes.
26. Vehicles. A drop pod which lands into difficult terrain has to pass a Dangerous terrain Test. If failed, it suffers a "weapon destroyed" result.
27. Special Character. Legion of the damned. The Legion of the damned has no Armour Save, just its Invulnerable save of 3+.
28. Special Character. Sergeant Chronus. As long as Sergeant Chronus is alive, his destroyed vehicle counts only as damaged for victory points purposes. Only if Sergeant Chronus is killed, does the enemy get a kill point for the vehicle. Sergeant Chronus does never count as a scoring unit.
29. Special Character. Sergeant Telion. Wounds caused by Telions Boltgun are allocated first (by the player controlling Telion), followed by the wounds inflicted by the rest of his unit.
30. Special Character. If an army contains characters with ""Chapter Tactics"", the player choose the version before the deployment of both armies.
31. Special Character. Pedro Kantor. Instead of all friendly units, each model which is part of a friendly unit which is in 12' distance of Pedro Kantor benefits from his "Inspiring Presence".
32. Special Character. Marneus Calgar. If a unit chooses to pass a morale check using Marneus Calgar’s God of War rule, the unit suffers “No retreat” wounds, as written on page 44 of the rule book.

11.Dark Angels

1. Non-vehicle units, which are declared as scoring units in the codex, count as scoring units, even if they aren't bought from the Standard-section.
2. Vehicle units, which are declared as scoring units in the codex, count as scoring untis, even if they aren't bought from the Standard-section and are vehicles.
3. A Dark Angels Unit that regroups can immediately move up to 3". Afterwards, it can make a normal move in the movement phase.
4. The Narthecium can't be used by vehicles.
5. Units arriving inside a Dark Angel Drop Pod can't be splitted into Combat Squads.
6. Ravenwing Bikes can't Turbo-Boost during their Scout move.
7. Each Ravenwing squadron must either be deployed completely at the start of the game, or held in Reserve, or choose to Outflank (if possible).
8. Vehicles Weapons of Dark Angel vehicles have the same fire angles as their Space Marine equivalents.
9. Vehicles Dark Angel smoke launchers work as writen in the rulebook (see general section).
10. The Frag Assault Launchers of destroyed Land Raider Crusaders are clarified in the Space Marine Section.
11. Vehicles The Dark Angel Power of the Machine Spirit can't be used in the same turn the vehicle uses its smoke launchers.

12.Blood Angels

1. A Blood Angels Unit that regroups can immediately move up to 3". Afterwards, they can make a normal move in the movement phase.
3. The Narthecium can't be used by vehicles.
4. The profile for the Cyclone Missile Launcher is taken from Codex: Space Marines.
5. Units arriving inside a Drop Pod can't be splitted into Combat Squads.
6. A Blood Angel psychic hood can be used against powers that don’t require a psychic test.
7. Multiple Librarians can attempt to use their Psychic Hood against the same power.
8. Vehicles The Frag Assault Launchers of a destroyed Land Raider Crusader is clarified in the Space Marine Section.
9. Vehicles When a Blood Angel vehicle uses a Searchlight, in the opponent’s turn the enemy can automatically spot the Blood Angel vehicle without rolling for spotting range.
10. Vehicles The 'petals' of a drop pod are not taken into account for disembarkement or cover purposes.
11. Vehicles A drop pod which lands into difficult terrain has to pass a Dangerous terrain Test. If failed, it suffers a "weapon destroyed" result.
12. Vehicles Weapons of Blood Angel vehicles have the same fire angels as their Space Marine equivalents.
13. Vehicles A vehicle with Over-Charged Engines can use them the turn it arrives from Reserves, but in this case the engine can't stall. Treat the result "1" as result "2-3".
14. Vehicles The Power of the Machine Spirit can't be used in the same turn the vehicle uses its smoke launchers

13.Space Wolves

1. Wolf Guard Bodyguard Models with heavy weapons are able to use special close combat weapons but never get the bonus for two single-handed weapons.
2. Wolf guard leaders attached to a SW unit count for no additional Kill Point when killed in annihilation missions.
3. Wolf guards forming separate squads are worth one Kill Point per squad.
4. Space Wolves use wargear and weapon characteristics from the Space Marine codex and never from the Space Wolves summary page.
5. Space Marine special characters can't be used in a Space Wolves army.
6. Blood Claws not led by an IC may not run in the shooting phase if they are already within
assault range of the enemy (the player is allowed to check assault range in this case).
7. Blood Claws & Blood-Claw bikes that Counter-Attack get a +1 Attack bonus because of ‘Berserk Charge’.
8. Fenrisian Wolves An Independent Character without a Wolf Guard Bodyguard, who takes Fenrisian Wolves, forms a ‘retinue’ unit in all aspects except that they are worth only one Killpoint altogether.
9. Fenrisian Wolves Disregard the reference to the “Voluntary Fall Back rule” as that rule is no longer found in the current game.
10. Fenrisian Wolves If an IC is riding on a bike, he cannot turbo boost as long as an attached Fenrisian Wolves is alive.
11. Psychic Powers A unit that is protected by the psychic power Storm caller has the following benefits: 1.) The unit receives a 5+ cover save. 2.) A unit that assaults the protected unit counts as “Moving through cover” for the purpose of determining who strikes first in an assault, even if the assaulting unit did not move through difficult or dangerous terrain. 3.) A protected unit counts as having assault grenades when they launch an assault.
12. Psychic Powers ‘Storm Caller’ is not a psychic shooting attack.
13. Scouts A scout unit that operate behind enemy lines can't use a Land Speeder Storm.
14. Scouts Only one scout unit can operate behind enemy lines.
15. Scouts A Wolf Scout squad may choose “weapon options” from the Space Marine Scout entry, but no wargear options.
16. Special Character Ragnar Blackmane If Ragnar Counter-Attacks, he gets a +1 Attack bonus because of ‘Berserk Charge’.
17. Special Character Ragnar Blackmane In the shooting phase, Ragnar (and any unit he is leading) may not run or shoot a weapon that would prevent them from charging if they are already within assault range of the enemy (the player is allowed to check assault range in this case).
18. Vehicles Space Wolves must use point costs, options and rules of all vehicles (including Drop Pods) from the Codex Space Marines, except for the venerable dreadnought.
19. Vehicles Space wolves can use “all the different variants” of the listed vehicles of the codex Space Marines. This includes Land Speeder Storm, Ironclad Dreadnought, Land Raider Crusader and Land Raider Redeemer.
20. Vehicles The point costs for the options of the venerable dreadnought are taken from the codex: Space wolves, the rules are taken from the Codex Space Marines.
21. Vehicles The Land Speeder Storm can only transport Models with 4+ Armour Save.
22. Vehicles Venerable The Old & Wise re-roll can only be used once in any situation (ie if the reroll to go first is a tie, the SW player has spent his reroll and wont be able to reroll in the next throw).
23. Vehicles Venerable The “old & wise” Space Wolves venerable dreadnought can't be used to “seize initiative”.
24. Wargear The Space Wolves uses point costs and rules for wargear as given in their codex.
25. Wargear A model with a “Wolf Tooth Talisman”, which is joined to a unit that is affected by a psychic power which can only try to ignore the result of the power if it would affect the model itself, for example when moving or wound the model or change the profile. If the model is able to avoid the affection, only the model isn't affected.
26. Wargear A model with “Wolf Pelt” get a total of +2 attacks when he counter-attacks.
27. Wargear The Wolf Totem, the Wolf helm of Russ, Auspex, Bionics and the Fang of Morkai wargear items have no function.
28. Wargear An IC with the Mark of the Wulfen can end its move within 2” of a friendly unit, and doesn not count as having joined them.
29. Wargear An IC with the Mark of the Wulfen can only hit models with weapon skill on 3+.
30. Only bolter count for the "True Grit" rule, not Storm-bolters or Combi-weapons.
31. All models in the army count as Space Wolves. Each non-vehicle unit counts as Space Wolve pack.

14.Black Templar

1. The reference to a “Morale test” on page 22, first sentence is an error, it should read: “tests to regroup” instead.
2. A Black Templar Unit that regroups can immediately move up to 3". Afterwards, a Space Marine Unit can make a normal move in the movement phase.
3. A Templar character who is leading or attached to a squad does not stop being an independent character for the purposes of close combat.
4. The 'Righteous Zeal' rule just works in the enemy Shooting Phase, and is not triggered by other ways of suffering casualties such as dangerous terrain test


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