ETC2018_8thedition_FAQ_CLARIFICATIONS_vF


Чтобы посмотреть этот PDF файл с форматированием и разметкой, скачайте его и откройте на своем компьютере.
ETC 2018

WI40K 8
th

Ed͘ Clarifications Document Version: CLNAL


Last Update:
25 Wune 2018

ETC 2018

Zagreb, Croatia


WH40K
8
th

edition

FAQ and Clarifications

Version:
FINAL


Document Iistory:

Welcome to the ETC CAQ and Clarifications document to be used at
the ETC 201
8 in Zagreb
͘


Disclaimer

The ETC CAQ does not have the purpose to particularly offer the
-
right
-

or
-
commonly accepted
-

solution to a grey area in the rules͘ Lts purpose is to offer a compendium of grey zones in the
rules that specifically are ruled one way or the other in order t
o avoid frustrations and heated
arguments at the gaming tables come the ETC͘

Lf you want to use this document at one of your
tournaments or as the base of your own proper, even maybe adjusted CAQ, thatΖs

fine, but at
least reference you are using our docu
ment as a base or to complete your own compendium

in
your document, thanks!



Updates:

201
7
/10
/
16
: Vers
ion 0͘1
,

addition of chapter approved rules͘

Let us know if there is stuff
missing please by hitting us op on facebook, putting it on the captains sectio
n of the
Warhammer Corum or by getting in touch via mail (
[email protected]͘com


2017/11
/1
5
: Version 0͘2

2018/01
/
01
: Version 0͘3

2018/0
4/20
: version 0͘4

2018/0
5/0
8
: version 0͘6

2018/06
/
01
: version 0͘7

2018/06/
1
5
:

version 0͘8

2018/06/23
: version 0͘9

2018/06/25
: Cinal version


aore Lnformation about the ETC?

Cor more information about the ETC tournament please refer to :

http://etc͘xobor͘com/




tage
2

TABLE hC ChNTENTS

Table

of Contents

................................
................................
................................
................................
..........

2

General ETC Clarifications

................................
................................
................................
........................

5

Core Rules

................................
................................
................................
................................
...................

6

General

................................
................................
................................
................................
......................

6

aovement thase

................................
................................
................................
................................
......

8

tsychic thase,

tsykers and Spells

................................
................................
................................
.............

9

Shooting thase

................................
................................
................................
................................
..........

9

Assault thase

................................
................................
................................
................................
..........

10

aorale

................................
................................
................................
................................
.....................

11

STRATAGEaS

................................
................................
................................
................................
...........

11

Terrain AT TIE ETC

................................
................................
................................
................................
......

11

General Terrain CLARLCLCATLhNS
................................
................................
................................
.............

11

Cortifications

................................
................................
................................
................................
...........

12

aissions, Army and Deployment CLARLCLCATLhNS

................................
................................
.....................

12

aission Clarifications

................................
................................
................................
..............................

12

Army

................................
................................
................................
................................
........................

13

Deployment Clarifications

................................
................................
................................
.......................

13

ADEtTUS CUSThDES

................................
................................
................................
................................
...

14

General

................................
................................
................................
................................
....................

14

Adeptus aECIANLCUS

................................
................................
................................
................................

14

General

................................
................................
................................
................................
....................

14

ADEtTUS aLNLSThRUa

................................
................................
................................
..............................

14

General

................................
................................
................................
................................
....................

14

ASTRA aLLLTARUa

................................
................................
................................
................................
......

14



tage
3

General

................................
................................
................................
................................
....................

15

BLhhD ANGELS

................................
................................
................................
................................
...........

15

GENERAL

................................
................................
................................
................................
.................

15

CIAhS DAEahNS

................................
................................
................................
................................
.......

16

General

................................
................................
................................
................................
....................

16

CRACTWhRLD ELDAR

................................
................................
................................
................................
..

16

General

................................
................................
................................
................................
....................

16

DARK ANGELS

................................
................................
................................
................................
..............

17

General

................................
................................
................................
................................
....................

17

DEATIWATCI

................................
................................
................................
................................
..............

17

General

................................
................................
................................
................................
....................

17

DRUKIARL

................................
................................
................................
................................
...................

17

General

................................
................................
................................
................................
....................

17

GENESTEALER CULT

................................
................................
................................
................................
.....

18

General

................................
................................
................................
................................
....................

18

GREY KNLGITS

................................
................................
................................
................................
.............

18

General

................................
................................
................................
................................
....................

18

IARLEQULNS

................................
................................
................................
................................
...............

18

General

................................
................................
................................
................................
....................

19

Ieretic Astartes

................................
................................
................................
................................
...........

19

General

................................
................................
................................
................................
....................

19

Ieretic Astartes


CACTLhN DEATI GUARD

................................
................................
................................

19

General

................................
................................
................................
................................
....................

19

IERETLC Astartes


C
ACTLhN EatERhRS CILLDREN

................................
................................
..................

19

General

................................
................................
................................
................................
....................

19

Ieretic Astartes


CACTLhN TIhUSAND ShNS

................................
................................
...........................

19



tage
4

General

................................
................................
................................
................................
....................

20

IERETLC Astartes


C
ACTLhN WhRLD EATERS

................................
................................
.............................

20

General

................................
................................
................................
................................
....................

20

LNQULSLTLhN

................................
................................
................................
................................
................

20

General

................................
................................
................................
................................
....................

20

NECRhNS

................................
................................
................................
................................
.....................

20

General

................................
................................
................................
................................
....................

20

hCCLCLh ASSASSLNhRUa

................................
................................
................................
............................

20

Culexus

................................
................................
................................
................................
....................

20

hRKS

................................
................................
................................
................................
............................

21

General

................................
................................
................................
................................
....................

21

StACE aARLNES

................................
................................
................................
................................
..........

21

GENERAL

................................
................................
................................
................................
.................

21

StACE WhLVES

................................
................................
................................
................................
............

21

General

................................
................................
................................
................................
....................

2
1

TAU

................................
................................
................................
................................
..............................

21

General

................................
................................
................................
................................
....................

21

TYRA
NLDS

................................
................................
................................
................................
....................

22

General

................................
................................
................................
................................
....................

22

YNNARL Aeldari

................................
................................
................................
................................
...........

22

General

................................
................................
................................
................................
....................

22




tage
5

GENERAL ETC CLARLCLC
ATLhNS

1.

tlayers are required to give full disclosure of their army list to their opponents,
including weapons, wargear, special rules an
d the contents of any transport vehicles͘

2.

Rules issues troubleshooting guidelines: ETC Clarifications > English GW hfficial CAQs >
English Codex
/Lndex

> English aain Rulebook͘ Any document published by Games
Works
hop after list submission date
will not be used at ETC͘ With digital releases, be
aware that not all versions (Kindle, Android) will be updated regularly and might create
discrepancies in the rules͘ Ln these cases, the printed physical copy takes precedence
unless an CAQ entry was gener
ated for that particular update͘

3.

aodels are expected to be WYSLWYG (What
you see is what you get)͘ There

will be a
margin of tolerance for non
-
weapon wargear

but always approve any deviations
through the
captain

s

council prior to the start of the tournam
ent
͘

4.

tlayers may only convert their models for aesthetic purposes͘ Any players/teams that
according to the opinion of the Referees have converted their models specifically to
gain a gameplay advantage may be penalized͘

This includes the repositioning of
w
eapons to have extended LhS͘ Always assume stock position and height of models to
determine if modeling for advantage is in play͘

5.

Ln case of ruling required where the size of the model must be taken into account, the
size and dimensions of the latest range

of citadel warhammer 40000 miniatures models
must be used͘ tlayers using converted, old or alternative models are expected to be
able to provide the model from the latest range upon request by the Referee͘

6.

True
aeasure of Distances
-

aeasuring distances m
ust sometimes be done in 3
dimensions, especially in the case of models placed in terrain sporting several levels, or
vehicle hulls which have vertical parts͘ aeasure the distance from base and hull to base
and hull, holding your tape measure at an angle a
s necessary͘


7.

Where di
screpancies occur between
datasheet
entries and summaries at the bac
k of a
book always use the
datasheet

entry as the final and correct entry͘

8.

Wargear

that is listed as abilities in a unit profile still needs to be paid for͘ This is the
case for A Iermlock

s Spirit Stones, An Emperors Champion

s Combat Shield and an
Autarch

s Corcefield just to name a few͘

9.

Collowing announced chapter approved rules are
in effect:

-

hbjective secured for troops if your entire detachment is entirely made up of a
faction
s

mentioned on the faction list of
the ETC Rulespack

-

The player who finished deploying first does not automatically go first, but instead
gets +1 on a rol
loff to decide who will get first turn

-

Units with the CLYERS battlefi
eld role cannot contest or control

objectives

10.

Ln all those instances where some factions see their index datasheet entries replaced
with those in a codex, the codex entry supercedes and

makes the index datasheets
obsolete͘ This means some weapon and wargear combinations might no longer be
possible, or that some datasheets can no longer be used at all͘ This is the case for
instance with dual autocannon dreadnoughts for the space marines͘














tage
6

ChRE RULES

GENERAL

1.

Cast dice rolling is mandatory

when it will not impact the game
͘ When all the attacks in
a certain volley have the same characteristics, make all the hit rolls at the same time,
then all of the wound rolls͘ Apply random damage

rolls 1 by 1͘ This to ensure players do
not stick to rolling attacks 1 by 1 when it is not absolutely necessary͘

You are still al-
lowed to use a Ct reroll to roll one of the dice in the fast rolling procedure if you would
be so inclined͘

Ln cases where thi
s might be important, the dice need to be rolled one
by one, as would be the case for models inside and out of cover where a unit might
benefit from +1 save due to cover when the models outside of cover would be slain
first͘ This implies the modifier for b
eing in cover is checked for and applied when saves
are being made͘

2.

Where abilities

take place on a certain

roll

value,

check if it triggers on a given value
(generally has a + sign), in which case the value is checked for after all modifiers are ap-
plied
͘

3.

Lf, after all modifiers have been applied, a dice roll would be less than 1, count that re-
sult as a 1͘

4.

Lf a models to hit would be modified to require more than 6+, the attack automatically
fails͘

5.

Ab
ilities with the same name

do not stack

to the same unit
͘
Cor instance,

multiple
drone controllers do not infer more than +1 to hit for units in range of

more than one
drone controller, nor do units in range of more than one model with the Technomancer
rule benefit from more than a +1 to Reanim
ation protocols͘

Same applies for a Dark-
shroud

s Lcon of Caliban rule for instance͘

6.

Abilities that allow you to ignore wounds suffered by a model such as Eldar Cortune
, Te-
nacious Survivor trait,

or Nurgles Disgustingly Resilient, can be used against mortal

wounds͘

When units that have these abilities suffer multiple damage from one source,
roll a die for each of the wounds inflicted by the multiple damage roll

unless one of the
abilities used states otherwise
͘

7.

Abilities like the one above never stack͘ A tyr
anid unit with Tenacious Survivor and Cata-
lyst
for instance
would only ever make one roll to deny a given wound͘

8.

Abilities that improve a save, like a R
u
bric aarineΖs All Ls Dust ability, or the Space
Wolves aantle of the Troll King ability, do add +1 to
saving throws made with invulner-
able saves
,
but bear in mind that restrictions to that condition may apply (such as All Ls
Dust

only

applying when

the damage profile is 1
)
͘

9.

aodels with abi
lities that affect all models or units within a given range

are alwa
ys
con-
sidered to be in range of the aura

themselves and can thus be
nefit from the effect
͘ This
is the case for Wolf triests, Apothecaries,
͙
and the like͘

10.

Damage from multi
-
wound attacks vs multi
-
wound models

that are members of a unit
must be
resolved one
at a time
͘

11.

When a unit of the

transport

type dies,
roll a D6
for each mode
l of each unit in the
transport

that must disembark
, but remember you can freely choose which model(s) to
allocate the wounds to
͘

Remember that when
a transpor
t explodes, the
models that
have to disembark

are
not eligible as a target of the
exploding vehicle

as this step oc-
curs prior to the disembark
ation
͘

12.

When you have an ability to reroll certain actions that are done on 2D6, 3D6 or the like,
like in the case of rerolling cha
rge range, roll ALL the dice again͘

Similarly, when a reroll
calls out the roll of a single die (like is the case for using a Ct reroll), only one die can
ever be rerolled this way͘

Lt would be ok to reroll one of the dice from the 2D6 charge
range with a Ct reroll for instance, but like is the case for hrks and Ere We Go, if they
decide to make use of it they need to roll both die again͘



tage
7

13.

Abilities that return dead models back t
o pla
y within an existing unit
such as

NecronΖs
Reanimation trotocols, a Space aarineΖs Narthecium, the TervigonΖs ability to replace
Termagants in an existing unit, or similar effects that add models to units, do not r
e-
quire any reinforcement points
͘

14.

When multiple targets are equidistant for rules and abilities that call out the nearest
model/unit,
the player whose rule comes into effect for the distance can choose which
unit is affected from the eligible targets͘

15.

aultiplication/division modifiers are
applied before any addition/subtraction modifiers,
regardless of when the modifiers take effect during the game͘ Cor instance a Genesteal-
er Cult Acolyte Iybrid unit benefiting from Crom Beyond attacking

with a heavy rock
cutter would strike at str9͘


16.

When
a weapon/ability references a modelΖs ΖWounds characteristicΖ such as with an
hrk tellyporta mega
-
blast

or the Red Terrors Swallow Whole ability
, take into account

the wound characteristic on its profile, and not its current wounds value
͘

17.

When an out
-
of
sequence event indicates it is resolved

as in phase X
’,
all the re-
strictions applied to thase X are also applied to the out of sequence event͘ Cor instance,
an out of sequence shooting attack resolved just as if

in the shooting phase

still
wouldn

t be a
ble to target characters with less than 10 wounds͘

All other
out of se-
quence events with cross
-
phase

interactions (like moving via means of Vectored aa-
n
e
uvring Thrusters

after having shot in the shooting phase
) still follow
all
the rules

of
the mother
-
pha
se (in this case the movement phase)
unless otherwise stated͘

18.

aodels having to disembark from a surrounded vehicle can be placed as long as they
can end up
in a legal place and
more than 1 inch away from any enemy models͘

19.

Units that are deployed as a single ΗdropΗ but are then treated as separate units from
that point onwards, are not considered separate units until the game begins e͘g͘ for the
purposes of having 50% in reserve vs on the table
͘ Cor instance, setting up a un
it of
three Wyverns that then count as 3 separate units afterwards, will count as 1 unit to-
wards the 50% rule for tactical reserves͘

20.

When an ability or stratagem allows you to

add

a model to the unit, you can never set
up a model within 1 inch of enemy m
odels
unless when

th
e

unit

the models get added
to

was already engaged in combat͘

21.

Where abilities

(like Early Warning hverride)

and stratagems (like Corewarned
, Auspex
Scan,
͙
) would interact with Reinforcements, only consider those units that arrive on
the
battlefiel
d after the start of the first
(player)
turn
͘

22.

Cor the purposes of tactical reserves, count the 50% towards all those units that are not
set up prior to the start o
f the
first (player) turn͘

23.

Abilities or stratagems that allow you replace destroyed units with identical units, or
that allow you to place new units on the battlefield always cost reinforcement points
(Send Ln the Next Wave, Endless Swarm,
͙)͘
When you
simply add or replace models in
a unit, there is no need to set aside reinforcement points

(
The Dead Walk Again

is an
exception to this and you need to set aside reinforcement points for taking the model
count beyond starting strength numbers
)
͘

24.

Attacks t
hat generate extra hits only ever generate a single extra to hit roll even though
the initial attack consisted out of D6/D3/
͙
or could be replaced by 3 attacks like is the
case for aortarion

s Silence for instance

or the Ceet attack for Lmperial Knights
͘
Ln such
case only ever apply a single extra hit roll following the profile of the attack that
generated the extra hit͘ These attacks cannot be replaced with another type to
generate more attacks͘

25.

When rules for stratagems and abilities clash

in regards to
timing, like is the case for
Sporefield and Cind The Best Spot, players roll
-
off to see which takes precedence͘

See
the Deploy
ment Clarification section for
when one or more of these clashes would
occur͘


26.

Where abilities, rules,

or stratagems interact when a

model is slain,
use the profile as if
the model had one wound remaining in case of models with a degrading profile͘



tage
8

27.

Where abilities, relics

or warlord traits let you generate command points, bear in mind
that your model w
ith
the ability, item

or WL trait must be
deployed
on the table for it to
be used (Ielm of the third eye, Kurov

s Aquila,
͙)͘

28.

When
you use a Stratagem
, ability, relic or psychic power

to remove a unit

from the
battlefield and set it up again, any persistent eff
ects
(such as aura buffs that are not
inherent to the unit, psychic powers
that had been cast upon it or one of its model
s,
except where it concerns wounds

that have been suffered
) are lost͘

29.

aodels entering play via relics, abilities or stratagems, like is

the case for

Cloudstrike

for instance, always do so counting as moved their maximum distance͘

30.

Daemonic ritual is also subject to the limitations for reinforcements, meaning if you
perform a daemonic ritual in battleround 1, you are limited to setting th
em up in your
deployment zone͘

ahVEaENT tIASE

1.

Units can only embark in the movement phase

or
with an action that specifically allows
them to do so outside of the movement phase
͘

2.

Lf a unit is unable to re
-
establish coherency with its
move
, it
cannot move͘
N
ote that the
rules concerning unit coherency apply any time that a unit is moved, including charging,
piling
-
in, consolidating, etc͘ Again, if a unit cannot end such a move in unit coherency, it
cannot make the move͘

3.

Lf a flyer type unit cannot complete any kind of legal move, it is destroyed
at its original
starting position for explosion purposes and other special rules͘͘

4.

A unit arriving on the table as reinforcements can benefit from abilities that allow it to
move Ζas if it were the movement phaseΖ, such as is the case for Warptime or Iive
Commander͘

5.

Cor a unit with Cly, measure both horizontal and vertical distances when

moving in or
amongst terrain features͘

6.

When transports start

their movement phase within 1 inch of enemy models
, embarked
pa
s
sengers

can freely disembark, following all the normal rules to do so, before the
transport falls back and as such
disembarking mo
dels
are not subject to any of the
fallback restrictions͘

7.

Always consider the base to check if models are forced to move off the battlefield, or
the hull in case of vehicles that do not have a base͘ Cor other models that don

t have a
base, the same rule ap
plies, and not a single part of the model can be hanging over any
of the table edges͘

8.

A flyer can pivot even if it is completely surrounded by enemy models͘

9.

You cannot surround your own transports with models and then disembark a model so
it is auto
-
slain͘

10.

Cor the purposes of determining whether a Clyer has moved over a certain unit, count it
as doing so if any part of the flyers base has moved over said unit͘

11.

Cor the purpose of Tactical reserves, a
ny unit that arrives on the battlefield during a
player

s first turn must be deployed wholly within the controlling player

s deployment
zone (even if its ability would normally let it be set up anywhere)͘ This does not apply to
a Genestealer Cults unit tha
t is being set up according to the Cult Ambush ability, or to
units that are set up after the first battle round has begun, but before the first turn
begins (such as those set up via the Corward hperatives or Strike Crom the Shadows
Stratagems)͘

Nor does i
t apply to units that were already on the board and are using
abilities like Teleport Shunt, tsychic towers like Da Wump, stratagems like Upon Wings
hf Cire

or
Tide hf Traitors
,

or relics like Veil of Darkness or Dark aatter Crystal͘
Bear in
mind that unit
s that are set up again
via abilities, powers, relics or stratagems
cannot
then move again for any reason

other than to make charge moves and completing the
fight sequence

even though they started on the board to begin with
͘

Cult ambush is the


tage
9

only excepti
on to this rule͘ Units making use of Cult Ambush are allowed to move after
being set up again as per the Cult Ambush table͘

12.

Units
with models

that are
unable to move, like units with models
within 1 inch of
enemy units

that are blocked from moving
, or
units that do not have coherency,

cannot
embark

onto a transport
͘

t
SYCILC tIASE, tSYKER
S AND

StELLS

1.

Smite can be used on units within
1”
of friendly units
͘

2.

Where models or units have abilities that allow them to deny a psychic power, as is the
case for Ne
cron Gloom trism or Khorne Clesh Iounds for example, the deny the witch
attempt is subject to the 24Η range limitation unless the ability states another range͘

3.

tsychic towers cannot be cast when a unit with tsychic Abomination would be the
target of a psyc
hic power that works on the nearest unit͘ Do note that powers that do
not directly affect the unit with tsychic Abomination, still take effect͘ This happens for
instance when a unit that is the target of
a charge or shooting attack from a unit with
the psy
chic abomination rule would have altered characteristics, improved save, add
modifiers to their rolls, and/or cause them to re
-
roll dice or any other such effect͘


4.

tsychic towers with the same name that are scattered across several books/releases
and migh
t even work on different keywords count as the same spell and cannot be cast
more than once͘ This is the case for instance with aiasma of testilence from the
Deathguard and Chaos Space aarines releases respectively͘

5.

When Vortex hf

Doom would affect multiple units, roll a separate D3 for each affected
unit͘

SIhhTLNG tIASE

1.

Use the following sequence to make interactions in the shooting phase

* Choose Unit to shoot with

* Declare Targets

and which weapon will fire at which unit

* Use
stratagems, rules and abilities that kick Ln when targeted

* Resolve shots

2.

Unless otherwise stated,
Supercharged
tlasma Guns that roll a 1 will kill a vehicle
outright
͘

3.

Remember that the restriction on when you can fire at a character is checked on a
model

by model basis in the firing unit͘

Also remember the restriction on targeting
characters is based on the wound characteristic on its profile and not its current
wounds͘

4.

Remember that weapons that d
o
not use or need LhS
can
not

target characters

as long
as they are
not

the closest
visible

unit
͘

Units targeted by units that do not need LhS,
that are currently
in terrain and out of LhS, will still benefit from cover

if they fit all
criteria to obtain cover
͘

5.

To determine LhS from a model and whether

an enemy is obscured or not, con
sider
every part of both models
͘

The base never comes into play when checking LhS, and is
just used for range͘

Bear in mind that for models without a base,
you check LhS to the
model (this includes sponsons

and turrets and the like), range from the weapon (this
includes sponsons and turrets and the like) onto the hull (disregarding sponsons, turrets
and the like)͘

6.

When a unit can fire twice, work out both shooting attacks immediately
one
af
t
er
another before

moving on to another unit
, unless the power or ability states otherwise
͘

The second attack can target another unit freely, unless
stated otherwise͘



tage
10

7.

When only characters

with less than 10 wounds

remain in an army, they can be freely
targeted, including by
weapons that do not need LhS͘

8.

aodels with more than two weapons can freely decide which weapon to fire at which
unit͘

Remember though that units must fire all the
ir

ranged weapons if they elect to
shoot͘ This means one
-
use only weapons must be fired the fi
rst time a unit elects to
shoot

as well
, barring restrictions on the weapon itself͘

ASSAULT tIASE

1.

The player performing hverwatch actions decides in which order units shoot͘

2.

Units that have a rule or ability to charge more than

2D6Η such as the Brass
ScorpionΖs

3D6Η charge,
or effects that grant +1 to charge moves or the like,
are still
only allowed to declare charges if they are within 12Η from the enemy͘

3.

Remember that a
unit that charged can only fight the units it charged in the same turn͘
Lf you pile into another unit, you still cannot attack it until the next turn͘

This is
important for units like Berserkers for instance͘ Even if they fight twice they still cannot
allo
cate attacks to units they haven

t charged͘

4.

Ieroic Lntervention only applies

in your opponents charge phase regardless if
your
opponent
declared

a
charge

or not
͘
A charging unit may
not
allocate attacks to a unit
that joined combat by means of Ieroic Lnter
vention

unless if the character was also a
target of the initial charge
͘
A character
already
within 1 inch of an enemy unit cannot
perform a Ieroic Lntervention͘

5.

Units

completely

out of LhS

can
not be affected by overwatch fire

unless the

weapon
allows for shooting

at units out of LhS
͘

6.

Lf a character charges into a unit, it can be the subject of overwatch fire even though it
is not the closest visible
enemy
unit
͘

7.

A unit that would no longer be in coherency due to overwatch or such can stil
l opt to
charge

if the charge move will allow it to restore coherency
͘ Similarly, if

a unit finds
itself

out of

coherency in the fight phase,
models in that unit are still allowed to make
any tile Ln and/or Consolidation moves

as long as they can restore coherency
͘

Lf this is
impossible, no model in the unit can move at all

9.

When two units are equidistant, the player controlling a unit can freely choose which
unit to pile in towards͘

10.

Cor interactions like determining the range a
nd engagement for assaults that involve
vehicles, including those with the hover rule, consider the hull to be the downward
projection of its hull
-
features (disregarding sponsons, spikes, antennas, turrets, and so
on) onto the floor (current level in case
of vehicles with fly)͘ Ln the case of interactions
with other models, including other vehicle models, these can fit where they can fit

(like
underneath tank tracks)
, even if this would mean that would end up inside or on the
downward projection of the hull
͘
This does not automatically lock the vehicles in
combat, they can still move away from said models if they are able to

move when
considering all other factors
͘

11.

When a

unit that charged that turn find themselves no longer within 1 inch of enemy
units when

they are elected to fight (casualty removal,
͙),
simply follow the Cight thase
Cight Sequence and proceed with pile
-
in moves and so on to determine if the unit gets
to swing that turn͘ Lf a unit has an ability (perhaps activated by a stratagem) that allows

it to be selected to Ηfight againΗ this turn, this overrides normal restrictions on needing
to be within
1”
of an enemy unit to be selected to Ηfight againΗ



tage
11

12.

Remember that models within range of enemy units IAVE to strike when it is their turn
to do so͘


a
hRALE

1.

aodels fleeing as a result of a failed morale test cannot be brought back into the game
by means of Reanimation trotocols, an Apothecary

s Narthecium, or any similar
abilities
͘



STRATAGEaS

1.

Stratagems like

Lndomitable Guardians

and

Counter
-
hffensive
’,
that interrupt the al-
ternating flow of the fight phase, cannot be used in conjunction with each other to
make units in your army fight one after the other
͘ Stratagems like these never

stack

.

2.

Stratagems with the same name that are sca
ttered across several books (like Veterans
hf The Long War or hrbital Bombardment just to name a few

but not the case for
Webway Assault, Webway Strike and Webway tortal, which have a different name
) are
still considered the same stratagem even when

they t
arget different keywords, meaning
only one instance of these stratagems may be played per phase/battle as the stratagem
describes͘


3.

Stratagems that allow you to buy extra relics can be used even if you didn

t
or couldn

t
choose to take a relic in your army

in the first place͘

4.

Stratagems will indicate when they can be used͘ Unless specified otherwise, they may
not
be used before the battle begins͘ As such, a command re
-
roll cannot be used before
the battle for any sort of roll
-
offs, including seize the initi
ative͘ You cannot use your
command re
-
roll stratagem to reroll opponents dice or reroll the dice to determine
when the game ends͘

Stratagems that occur outside of a given phase after the start of
the first battleround are also limited to one use per turn o
nly͘

5.

Unless they state otherwise, stratagems that do not list they target friendly or enemy
models or units, can only be used on models or units from your own army͘ Cor example,
in mirrormatches you are prohibited from using Tide hf Traitors on your oppone
nts unit
to remove it from the table, or using Linebreaker Bombardment on your opponents
Vindicators, or any other interaction of the sort͘

6.

When using Stratagems that allow units to set up elsewhere, like the Deathwatch

s Teleportarium or an
Eldar Webway S
trike

just to name a few
, units that will be set up in that fashion will
only count as one drop
towar
ds setting up your army first

no matter how many such units are selected to benefit from the strata-
gem
͘

7.

S
tratagems
used at the start or end of the battle round
do not count as

happening with-
in a phase
͘

Anything happening at the start or end of a turn
counts as happening within
a phase and is hence
affected by not using a stratagem more than once per phase͘

TERRALN

AT TIE ETC

GENERAL TERRALN CLAR
LCLCATLhNS

1.

W
hen Units attempting to charge an enemy unit that is up on terrain are unable to do
so because there is no space to
place them within
1”
of the enemy models,

wobbly
model applies
͘ After resolving overwatch, calculate the necessary

distance for the clos-
est
charging model to travel in order to complete a charge, assuming it could be placed
on the same level͘ Lf the charge distance is at least this much, the charge is considered
successful and the units are considered to be engaged͘
Note that this only ever ha
ppens
if your unit would be legally allowed to be placed there in the first place͘
hnly models


tage
12

that should have been able to be placed within
1”
of enemy models because of the
charge roll can be elected to fight said unit this turn͘ Do not
account for

pile in
moves
͘

Lt
helps to not actually move any models in the charge phase in this case and proceed to
place models where they should be when the results have been determined and casual-
ties have been removed
͘

2.

Note that only models within
1”
can fight wit
h enemy models͘ This basically means you
can only ever attack models on the same level

if there is more than
1”
distance be-
tween multi
-
level terrain
͘

3.

To determine whether a non
-
infantry model is 50% obscured in order to gain the bene-
fit of cover, you only
receive the benefit of cover if at least 50% of every model is ob-
scured from the point of view of the shooting model͘ Shooting is performed on a per
model basis, for ease of game play players should group firing models into ones that
provide the target uni
t cover, and ones that do not, prior to firing (similar to firing dif-
ferent weapons) then roll in two batches͘


Example: A Rhino is touching
, in or on

a terrain feature classified as woods, and has a
squad of terminators between it and the unit firing at it, obscuring 50% or more of the
rhino͘ The rhino would benefit from cover͘ Iowever, if three models in the firing unit
can see the rhino without 50% o
bscurement, the shots from those three models would
be rolled separately, and the rhino would not benefit from cover when making saves
against them
͘

Note that at the ETC, touching a terrain feature like a wall is enough for
vehicles to be claimed as in or
on terrain, due to the abstract nature and the quality of
terrain we see at ETC events͘

ChRTLCLCATLhNS

1.

A unit that starts its mo
ve within 1Η of a fortification

part of the opposing army
is not
subject to
the rules regarding Calling Back if there are no oth
er enemy units embarked
upon it or within
1”͘

2.

Enemy models
,
just like friendly models,

are allowed to move on
to

fortifications

bought
as part of the opposing army

as long as it doesn

t have a transport capacity͘

aLSSLhN
S, ARaY

AND

DEtLhYaENT
CLARLCLCATLhNS

aLSSLhN CLARLCLCATLh
NS

1.

When you draw the Ζtriority hrders Received (66)Ζ tactical objective, and draw an
objective that requires multiple units to complete, such as ΖIold the Line (43)Ζ, or an
objective that isnΖt completed using your own units, such as
Ζtsychological Warfare (55)Ζ
or ΖArea Denial (54)Ζ, immediately

redraw another card, put the drawn

objective card
back in your deck and
immediately let your opponent
reshuffle remaining cards͘

Ln
ΖSpoils of WarΖ ,

when the additional card from

Ζtriority h
rde
rs Received (66)Ζ is in the
11
-
2
6 ra
nge, your opponent can still score that card, in which case the bonus points are
lost͘

2.

Note that some objectives can be achieved on the opponents turn͘ This is the case for
instance for psychological warfare and for
defend objective X type cards͘

3.

Note that unless specified otherwise, Tactical objective cards always start counting from
the moment you dra
w them and cannot be scored retro
-
actively͘

4.

Note that when placing objectives, they are always dropped in the

same

order͘ tlace
objective 1 first, followed by objective 2,
͙

5.

hbjectives can only

be

placed on the ground floor of the battlefield͘

6.

A model can move more than 9 inches in a phase in which it picks up the relic, just not
more than 9 inches once it has picked
up the relic͘

Bear in mind that units carrying the
relic cannot make use of powers or abilities like Gate hf Lnfinity or Da Wump͘



tage
13

7.

When a tactical objective cannot possibly be achieved, it may be immediately discarded
and another card may be drawn͘ As an ex
ample this would be the case if the opponents
army would entirely consist out of one or 2
-
man units with leadership 8 for instance
when you draw psychological warfare͘ Since it cannot be achieved
at any point in the
game from the point the card is drawn
you may discard and redraw͘
Lt is not the case for
instance when you draw objective X and objective X is currently out of movement reach
of any of your units even if the game would currently be on turn 7͘ The discarding is
only ever a consequence of intera
ctions with a specific army make
-
up at a given point in
time and not of players choices during a game͘

8.

Codex specific Tactical hbjectives cannot be used at the ETC͘ Use the general deck
instead͘

9.

Limits of Command is in effect: You cannot use the

re
-
rolls l
ike the

Command Re
-
roll
Stratagem to affect aission dice rolls͘ aission dice rolls include any dice rolls that are
made before the battle begins (such as those that determine who chooses deployment
zones or who gets the first turn), those that must be mad
e at the end of a battle round
(such as rolls that determine if the battle ends) or any rolls that determine how many
victory points are awarded to a player
.

10.

Ln a mission where Vanguard Strike
or Search and Destroy
deployment is in effect, the
player choos
ing table sides also chooses which way the line is drawn to divide the table
in
͘


ARaY

1.

Your army WARLhRD cannot be a unit that does not
count for Vt conditions
, like
Tyra-
nid spores
,
nor can it be a unit that cannot be targeted like a Ceculent Gnarlmaw
͘

2.

When supplying your armylist,
it is mandatory to
list which warlord trait and psychic
powers your models will have͘
You aAY htT to change warlord trait or psychic powers

prior to any battle, but if you forget to discuss with your opponent pregame, you will

default
to
what

i
s

listed

on your list during the game͘

This way there can be no surprises
during a game͘

3.

Lt is ETC tournament etiquette to state how many command points you have in your
army when: running through each other

s army list, when using or gai
ning command
points during the game, ͘͘͘ Clearly state

L have XXX Command toints left now

when-
ever a Ct use or gain happens in the game͘

DEtLhYaENT CLARLCLCA
TLhNS

1.

aodels need to deploy fully within their deployment zone

unless an ability states
otherwi
se
͘

2.

When deploying units, consider th
e following:

A transport and all units inside count as 1 unit choice

(
same rings true for units set up in
fortifications)
͘ tutting a unit in deepstrike

reserve or equivalent also counts as 1 choice͘
Units making use of an

infiltrate style

ability
also count
towards the number of units
deployed
even if

they are set up afterwards
͘

This is the case for
i
nstance for Ratlings
(find the best spot) or Assass
ins (concealment)

or Aeldari Rangers (appear unhidden)
͘

3.

When
one
deploy
s units onto the battlefield, whether this occurs at

the beginning of
the
game or during the game when reinforcement
s arrive, remember you cannot place
units in
a position they wouldnΖt

normally be able to move into
͘ As an

example,

you
cannot
deploy a non
-
flying vehi
cle on the top level of a ruin͘

4.

Where Tactical Reserves applies, do count units that start the game embarked on a
transport the same way you count the transport͘ Lf the trans
port is in reserves count
the units embarked as reserves, if it is deployed on the table

count the units embarked
as deployed on the table when determining 50% of an army͘ Always round up to


tage
14

determine how many units you have to put on the board͘ Units that

can split via
abilities like Combat Squad count as separate units for these purposes͘

5.

Units that can deploy via special abilities like a Nurglings aischief aakers or the Eldar
Stratagem thantasm, still cannot place any models within an inch of enemy model


Lf both players have units that can be set up after both armies have deployed, or before
the
start of the first battleround,
proceed to roll
-
off to decide who
starts placing

their
units with that specific ability first
, after which players alternate
putting down units
͘
͘

ADEtTUS CUSThDES

GENERAL

1.

When Unleash the Lions is used to split up
a squad into separate units, each of those
counts as a separate killpoint once they are destroyed from that moment on,
disregarding prior casualties

sustained
͘

2.

Units cannot
be chosen as a target for the

Stooping Dive
Stratagem if they are within
1”
of enemy models
͘

ADEtTUS aECIANLCUS


GENERAL

1.

Units affected by thosphor Weapons cannot benefit from cover for wounds caused by
those
weapons
͘

2.

Litany of the
Electromancer takes effect
directly when the canticle is picked, either at
the start of the battle round or whenever a canticle is changed during the game
͘ Enemy
units are only affected once

per turn by the Litany
͘

3.

The Scryerskull can only be used when Daw
n raid, Low Visibility or Cover hf Darkness
rules are in play͘

The command point used allows you to perform a shooting attack
ignoring the effects from aforementioned rules͘ Lt does not allow you to ma
ke extra
shooting attacks in any

phase͘


4.

Rotate Lon
Shield
s

costs 3 Ct when used on a Dominus knight class͘

5.

Knight of the Cog only applies if all

Questor aechan
icus Knights that are part of
the

Detachment

in
question benefit from the Canticles of the hmnissiah rule
͘

ADEtT
US

a
LNLSThRUa

GENERAL

1.

Saint Celestin
e is unique
͘

2.

When Saint Celestine would be holding the Relic when airaculous Lntervention occurs,
drop the relic anywhere touching her base before resurrecting her͘

Lf Celestine d
ies as
part of
overwatch
, she can still charge the declared unit when she resurrects (this
applies with or without her Gemini) provided she is
set up again
within 12 inches of said
unit
, and this can even gain her some movement as she could be placed closer to said
unit when she
resurrects than when she declared the charge
͘


3.

hnl
y units with the Acts hf Caith ability

can benefit from Saintly Blessings͘

4.

Geminae cannot be chosen to carry any relics͘

5.

aartyrdom only applies when an entire unit is destroyed͘ Where it concerns a unit of
characters, all characters in the unit need to be slain before the stratagem can take
effect͘

ASTRA aLLLTARUa



tage
15

GENERAL

1.

aodels cannot move further once they have disembarked using Grav Chute Lnsertion
͘

2.

Cor every
point of
damage that would take Yarrick

s

last wound, roll once for his Lron
Will ability͘

3.

Commander task can give orders to his own Leman Russ tank͘

4.

Ratlings can
not

use their Shoot Sharp and Scarper ability

to move after firing overwatch
and
can never advance while using the ability͘

5.

Leman
Russes benefit from

Grinding Advance

even if they remain stationary͘

6.

When using the

Ambush

stratagem, note that it applies before units are

dropped

and
as such
this implies that
a unit being transported
must be a Tallarn unit and counts
towards

being one of the three

Tallarn

units set up in Ambush͘

Tallarn tanks being set
up this way can do so even if they carry sponsons and would not technically be able to
be set up͘


7.

Vostroyans using the

Repel The Enemy


rule can
fire all their non
-
pistol, n
on
-
grenade
weapons, all the
ir pistol weapons, or a grenade, following all the normal rules for
shooting͘

8.


hverlapping fields of fire


is checked on a model by model basis in a unit to determine
if a +1 to hit applies

to their target
͘

Do not apply a blanket +1 to hit to an entire units
shooting attacks when only some of the models in a unit are targeting the unit affected
by the stratagem͘ hnly one enemy unit can be chosen as the target of the stratagem͘

9.

The


Take Cover


stratagem on
ly applies to Astra ailitarum units͘

10.

When you select a character to benefit from the Dagger hf Tu

Sakh that doesn

t have a
regiment keyword, there is no restriction on the type of infantry unit you can bring in
along with the character, but the unit must b
e Astra ailitarum͘

11.

hnly one of each vehicle equ
ipment
can be bought per vehicle͘

12.

Units that do not have a

Regiment

keyword, like Commissar Yarrick, can
issue orders to
any
unit with the
regiment
keyword
using the

aaster hf Command warlord trait͘

13.

Resolve

the first order fully before issuing a second order using the

Laurels hf
Command

relic͘

14.

Send in the next wave does
not

require reinforcement points͘

15.

hnce you joined two infantry squads via the

consolidate squads

stratagem you cannot
further use the
stratagem on that consolidated unit͘

The consolidated unit will only
yield one killpoint once it is destroyed͘

16.

The

Relic hf Lost Cadia

can only be unveiled once each game͘

17.

A model with the Steel Behemoth rule can
not

fi
r
e overwatch
when it is
already
enga
ged
in combat͘

18.

A unit that fell back cannot be ordered to

aove aove aove

as it cannot advance that
turn͘

A

unit that advanced in the movement phase can

still


move move move

instead
of shooting
even though technically
it cannot shoot͘

19.

Kurov

s

Aquila does not apply to stratagems used before the start of the battle

like
when purchasing additional relics
͘
Ln addition, for stratagems used before the start of
the first battleround, only proceed to roll when the character bearing the relic is on the

battlefield

when said stratagem is used
͘

20.

hnly one Crusader squad can be affected by an Act of Caith per turn͘

21.

Steel Behemoth allows the tank to target

enemy

units within
1”
even if those units
would be within
1”
of other
friendly
units as well͘

BLhhD ANGE
LS

GENERAL



tage
16

1.

Blood Angels infantry
and BA biker
units within 6Η of a Sanguinary triest and Brother
Corbulo
only
get +
1

to their Strength characteristic
͘ Do not a
pply the bonuses from the
Blood Chalice and The Red Grail abilities

together
͘

2.

The Sanguinary triestΖs Blood Chalice and Narthecium and Brother CorbuloΖs
Narthecium/Red Grail only affect friendly BLhhD ANGELS LNCANTRY or BLhhD ANGELS
BLKER units͘

CIAhS DAEahNS

GENERAL

1.

Any model with the Nurgle and Daemons keywords will add to
Epidemius

Tally of
testilence
͘

The tally of pestilence ability only works when Epidemius is on the table͘

2.

When the Blue Scribes syphon an enemy psychic power using XiratΖpΖs Sorcerous
Syphon ability,
change associated faction keywords to those on the blue

scribes profile͘

3.

When performing Daemonic Ritual, take note that you cannot summon unique
characters to the battlefield that were originally in your roster or that were summoned
at a prior point in time of the battle͘

4.

A Brimstone Iorror is slain each time

it uses the Smite psychic tower, whether the
power fails or passes͘

5.

A Burning Chariot Θ Ierald of Tzeentch on Burning Chariot pay 15 pts for 3
accompanying Blue Iorrors͘

These Iorrors do not add any bonus besides granting the
irritating chant ability͘ Ran
ge for the ability is checked from the chariots base͘

6.

hnce cast, Virulent Blessing lasts until the start of the next psychic phase͘


7.

A Ceculent Gnarlmaw placed by Iorticulus Slimux costs reinforcement points as it is a
new unit͘

Lt cannot be summoned via D
aemonic Rituals͘

8.

A unit of tlaguebearers under the effect of the Locus of Virulence and Virulent Blessing
would be doing
4 damage for each wound inflicted
͘

9.

Where the Crimson Crown would interact with Death To The

Calse Emperor, work out
any extra attacks separately as they cannot generate extra attacks͘

10.

Warp surge and Ephemeral form do not allow one

s save to be better than a 3++ at any

given

time͘ Even in conjunction with the Lmpossible Robe, rolls of 1 and 2
are

still fail
ed
saves
͘

11.

Chaos Daemon stratagems only work on Caction Daemon keyword models͘ This
includes auras obtained by stratagems like Aura of Conjuration͘ The auras only ever
apply to faction Daemon models͘

12.

Where Sloppity Bilepipers

Disease of airth

i
nteracts with
a

harlequins Silent Shroud
aasque, disregard both abilities͘ Lnstead, the plague bearers roll 1 dice when making
their morale test͘

CRACTWhRLD ELDAR

GENERAL

1.

When using Battle focus, the unit can shoot with rapid fire, assault or pi
stols
without
any modifier if it is

making an advance͘ Remember that the unit still is affected by a
-
1
for shooting with a heavy weapon while moving and cannot shoot with heavy weaponry
at all while advancing͘


2.

A Wave Serpents

Serpent Shield ability can o
nly be

used in the owning players

shooting
phase

to function as
a weapon͘

3.

When Cortune is cast on a unit that already benefits from Spirit Stones, simply apply the
best modifier/save͘ Abilities like these never stack͘



tage
17

4.

Apply Cortune after all

wound
s have

been all
ocated to a model,
this means after

applying
(multiple)
damage͘

5.

An Autarch does
have to pay for his

Corceshield
͘

6.

Swooping Iawks
do not count destroyed if they skyleap as long as they arrived before
the end of the third battleround
͘
The unit will

count as destroyed if they are not on the
table when the battle ends͘

7.

A unit may use its warpjump generator when falling back͘

8.

The Eldar Bonesinger datasheet can be used at the ETC
͘

9.

The tath hf Command can only be used for command points spent by the play
er
invoking the Warlord Trait͘

10.

When using thantasm and setting up units again, they can
not

be set up elsewhere than
on the battlefield

even

if the unit has an
ability that would allow it, as locale for setup
cannot be changed͘

11.

The use of thantasm needs to
be declared after both sides are deployed
, at the
beginning of the first battleround

but before the start of the first
turn͘ Eldar players
need to state they will use thantasm

before any potential dice
-
off has occurred to
determine who gets to setup units
outside of the normal deployment phase
, like those
occurring before the

start of the first turn͘ Ln case of an Eldar on Eldar game, if one
player does not declare the use of thantasm, the player making use of the Stratagem
sets up his units before continui
ng the roll
-
off͘ Lf both players declare, the roll
-
off
to
determine who gets to setup units outside of the normal deployment phase

decides
who gets to set up a unit via phantasm first͘ Alternate units making use of phantasm
before proceeding to other units

that are setup before the start of the first turn͘

12.

Cire and Cade cannot be used when a unit is

engaged

in combat͘

13.

The Yncarne can heroically in
tervene on the turn it is setup but still cannot be setup
elsewhere than in your deployment zone if she is setup during the first battleround͘

14.

When setting up an Aeldari Webway Gate,
place it so that
the distance between the
two nearest parts of the model

that are on the table are



apart
͘

DARK ANGELS

GENERAL

1.

AsmodaiΖs Exemplar of Iate, EzekielΖs Book of Salvation, and
a
Deathwing/Rav
enwing
ApothecaryΖs Narthecium only affect friendly
DARK ANGELS LNCANTRY or DARK ANGELS
BLKER units
͘
͘

DEATIWATCI

GENERAL

1.

Ln
tercepting Volley and Auspex Scan cannot be combined to target the same unit
͘

2.

tassengers from open topped transports targeting a Corvus Blackstar with a
n

Lnfernum
halo
-
launcher will also suffer an additional

1 to hit
͘

3.

When a Xenophase

Bade would interact with a Shadowfield, all the successful
shadowfield saves must be rerolled͘

D
RUKIARL

GENERAL

1.

An Archon will
not
lose its shadowfield save when it suffers a mortal wound
͘



tage
18

2.

State on your armylist if Combat Drugs will be determined randomly
͘ Ln any other
instance, Combat Drugs chosen need to be listed on the armylist but can be changed
freely before the battle subject to the res
trictions mentioned on page 87
of the
Drukhari Codex͘

Note that you must cycle through all 6 of the combat drugs be
fore you
can
choose a bonus that has alr
eady been taken by another unit͘ This also applies after
the first 6 combat drugs are chosen, then the cycle starts again until all 6 are chosen
again, and so on͘

3.

The aaster of tain ability does not work cumulative
͘ Apply the bonus once regardless
how many haemonculi or characters with the ability are in range͘

4.

Cor Alliance of Agony to be used, a haemonculus AND a Succubus must be chosen (and
thus present) in your army͘
Each time this stratagem is used, a DLCCERENT
Iaemonculus
and Succubus must be chosen than those already having a warlord trait
͘
aultiple
warlord traits chosen this way are not cumulative unless specifically stated so

(meaning
that even if you have multiple choices of Diabolical Soothsayer, you will o
nly ever
generate D3 command points extra)
͘

5.

Stratagems that are used at the start of the battleround, like
Architects of tain or
Iyperstimm Backlash
, can only be used once each

battleround͘

6.

Check after making all the attacks with an hssefactor if the condi
tions are met to make
the ro
ll to see if the unit suffers one

additional mortal wound͘

7.

Where No Escape is concerned, do reroll the dice in
case

of a tie until
the roll
-
off has a
decisive winner
͘

8.

The Agents of Vect stratagem can only be used if you have a
Kabal hf The Black Ieart
detachment in your army͘

Agents of Vect can be used to counter Agents of Vect being
played͘

9.

When a roll
-
off occurs to see if a unit can fall back from combat via the No Escape rule,
and a player announces the use of a re
-
roll (via
a Ct or otherwise), the other player
must decide if he will also re
-
roll the dice (via a Ct or otherwise) BEChRE any of the re
-
roll results have been determined͘

10.

When a 2
-
5 is rolled for Agents of Vect, the Ct

s for your opponent do not count as
spen
t
͘ Do

not roll to recuperate those Ct with warlor
d traits, relics, or abilities͘

11.

Units with the Airborne rule from a Red Grief Cult Detachment still cannot perform
charge moves͘

12.

Charging units affected by The Vexator

aask count as having the ability to strike first
and will follow the normal fight sequence

(after all charging units have fought this unit
can be selected to fight)

instead of striking after all eligible units have done so͘

GENESTEALER CULT

GENERAL

1.

A unit

under the effect of aind Control counts as a unit from your army for the duration of resolving the
power and is thus subject to restrictions on shooting when being within
1”
of an enem
y

unit͘

GREY KNLGITS

GENERAL

1.

A unit
redeploying
by
using the Gate count
s as having moved͘

2.

A unit drafted from the list on page 181 that becomes a Grey Knight tsyker only knows
the smite tsychic tower and cannot generate from Sanctic͘

3.

Ieed The trognosticars can only be used on units that are currently on the battlefield͘

IARLEQULNS



tage
19

GENERAL

1.

Where Sloppity Bilepipers

Disease of airth

interacts with
a

harlequins Silent Shroud
aasque, disregard both abilities͘ Lnstead, the plague bearers roll 1 dice when making
their morale test͘

2.

A Solitaire making use of the Blitz ability c
an advance as part of that Blitz move͘

IERETLC ASTARTES

GENERAL

1.

Tide of

Traitors does not require reinforcemen
t

points to be paid͘

2.

When Lord hf Terror would interact with ATSKNC, the space marine player must reroll
both die͘

3.

Any CSa Detachment can include
Cabius Bile without losing its legion trait͘ Lgnore
Cabius Bile when determining if you have the necessary keywords to make up a CSa
Detachment͘

4.

Eye of Night cannot be used on characters that are also vehicles unless if they are the
closest enemy model to
the relic
-
bearer͘

IERETLC ASTARTES


CACTLhN DEATI GUARD

GENERAL

1.

Curse of the Walking tox can bring a unit of toxwalkers above their starting strength

but reinforcement points need to

be paid for each model added
͘

2.

Use the pointcost
f
rom the index to buy
the wi
n
gs upgrade for a Daemon trince͘

3.

aortarionΖs ΖIost of tlag
u
esΖ triggers in each players Cight thase͘

4.

The ΖCugarisΖ IelmΖ only extends aura abilities themselves͘ Cor instance, the Lord of
ContagionΖs NurgleΖs Gift ability stating that All DEATI GUARD
units within 7Η of a
friendly Lord of Contagion are affected, would extend to 10 inches instead͘ Lt does not
have any bearing on range checks͘ Cor instance, the Nurgle

s Gift tells you to roll a dice
for each enemy unit that is within 1Η of any affected fr
iendly units͘͘͘Ζ͘ That range is NhT
extended to 4 inches because of the Cugaris Ielm͘

Also note it has no bearing on
warlord traits and psychic powers as those are not listed in the
unit

s

datasheet͘

5.

hnly generate a single extra to hit roll for
every attac
k

that trigger
s

Death To the Calse
Emperor by aortarion
using Silence
͘

IERETLC ASTARTES


CACTLhN EatERhRS CIL
LDREN

GENERAL

1.

When ausic of the Apocalypse comes into play, the attack may
only
target the
unit that
triggered the ability
͘

Note that the
ausic of the Apocalypse
ability is only trigger
e
d by
things that count as an attack͘ Lt wouldn

t trigger off of Cabius BileΖs Enhanced Warriors
ability for instance͘ Lf ahTA comes into play outside of the shooting phase,
Noise
aarines ar
e still not able to

target enemy characters that arenΖt the closest model͘

Also
bear in mind only a single model can use a grenade, even when multiple models are
eligible for ahTA͘

ahTA is not triggered when models flee the battlefield as a result of
a failed morale test͘

IERETLC ASTARTES


CACTLhN TIhUSAND ShN
S



tage
20

GENERAL

1.

The aspiring sorcerer also benefits from All Ls Dust
͘

2.

aagnus

trimarch of the Thousand Sons ability
only applies to dice rolled to see if the
psychic test is manifested or not, you do not get to reroll dice
when resolving the
manifesting power as a result of aagnus

ability͘

3.

Brotherhood of Sorcerers only increases ranges for the target of the spells, not for its
effects͘ Cor instance, do not apply wounds for models within 9 inches of a target of
Lnfernal Gaze
͘ The range described in the spell
to apply mortal wounds
remains 3
inches͘

IERETLC ASTARTES


CACTLhN WhRLD EATERS

GENERAL

1.

Kharn himself will never be affected by his

The Betrayer

Rule͘

2.

When Khorne Berserkers charge, resolve their Blood Cor

the Blood God rule
as follows:
t
he unit
is selected to fight twice as a separate unit having charged that turn
͘ Ln case the
unit did not charge, it can be selected to fight twice per the normal Cight Sequence͘

3.

Units making use of Warptime

cannot also advance as part of that move͘

LNQULSLTLhN

GENERAL

1.

Greyfax

s tsyocculum rule does not override the restrictions on powers like Smite
͘

NECRhNS

GENERAL

1.

aulti
-
wound models returning via Reanimation trotocols do so with
their full

wound
complement͘

2.

Any unit that benefits from a Ghost Arc

s Repair Barge rule can only do so once per
turn͘

3.

Lf the CΖtan Shard of the DeceiverΖs Grand Lllusion ability is used to redeploy a transport,
the disembarking passengers are also not allowed to charge in their firs
t turn͘

4.

State on your armylist if powers of the C

Tan will be determined randomly͘ Ln any other
instance, these powers
need to be listed on the armylist but can be changed freely
before the battle

subject to the restrictions mentioned on page 113 of the
Necron
Codex
͘

5.

towers of the C

Tan
are not subject to the rules for shooting and hence
cannot be used
in overwatch͘

6.

A Tesseract Vault cannot cast the same power of the CTan twice

per turn
͘

7.

When checking each enemy unit within
6”
for Lmotekh

s Lord of the St
orm ability, apply the effect to every
other unit than the initial target͘

hCCLCLh ASSASSLNhRUa

CULEXUS



tage
21

1.

The Culexus

Etherium rule is

subject to to
-
hit modifiers͘

hRKS

GENERAL

1.

The Big Gunz Θ aek Gunz

are always separate units from the Grot Gunners
͘


2.

tassengers of a Battlewagon do not benefit from aobile Cortress͘

3.

When Clash GitzΖs Gun
-
crazy Showoffs rule comes into play, target the nearest enemy
unit that is not within 1Η of a friendly hrk unit͘

4.

The turn aob Up is used,
keep track of e
ffects
that appl
y to

specific models (one of the
units may be under the effect of Doom or aindwipe or the like)͘

L
f one of the units that
mobbed up advanced that turn, the
entire
mobbed up unit is prohibited from charging
that turn͘

The
mobbed

unit will only yield one
killpoint once it is destroyed͘

StACE aARLNES

GENERAL

1.

The Space aarine ApothecaryΖs Narthecium
only affects
friendly LNCANTRY
or
BLKER units͘

2.

A company champion does need to pay

the points for a combat shield͘

3.

hnly units currently on
the battlefield can make use of an Ζemergency teleportΖ by
means of a Teleport Iomer͘

4.

Count t
he grenade harness Θ wrist
-
mounted grenade launcher
as hav
ing At
-


StACE WhLVES

GENERAL

1.

Treat
Wolf Guard tack Leaders in Terminator Armor
as having the
T
erminator

keyword͘

2.

A Wolf triestΖs Iealing Balms only affect friendly StACE WhLVES LNCANTRY, StACE
WhLVES BLKER or StACE WhLVES CAVALRY units͘

TAU


GENERAL

1.

A drone controller does not affect the to hit roll required when performing hverwatch
͘

2.

A
Stimulant Lnjector w
orks like Disgustingly Resilient͘

3.

A Nova Reactor wound cannot be re
-
directed via Saviour trotocols͘

4.

Wounds can be redirected via Saviour trotocols even if the model redirecting the
wounds would already have suffered wounds͘

5.

Check for the range of Lnvocation hf Elements when range for the ability comes into
play͘ Check range in the movement phase for Zephyrs Grace, morale phase for Calm of
Tides, in the shooting phase for Storm of Cire and when a unit suffers a wound for Sense

of Stone͘

6.

Check for the range of
units

benefiting from either
Kauyon or aontka

when the use of
the ability is declared

when range for the ability comes into play͘

Note that in the case
of Kauyon all the
units within range are prohibited from moving at al
until the end of
the turn͘



tage
22

7.

Drones that can accompany units may benefit from special rules that allow the parent
unit to set up in a special manner, like is the case for aanta Strike͘

Cor the purpose of
deploying units, the Drones do not count as an extra d
rop

or the 50% reinforcements
rule

as they only count as a separate unit after they have set up͘

8.

A Dal

yth Sept unit can benefit from Adaptive Camouflage in its first turn when going
second͘

9.

A Breacher

Team can make use of

Breach and Clear!

when an enemy unit is in cover,
even when using a markerlight to negate the bonus to said enemy units saving throw͘

10.

hnly one enemy unit can be the target of focused fire͘ Define which unit is the target
when declar
ing the use of the stratagem͘

11.

Any Tau C
ommander can only take 4 weapon systems͘

12.

A DS8 Tactical Support Turret is removed as soon as the strike team loses coherency͘ A
support turret remains in play when it is the sole remaining survivor of the unit͘

13.

Drone
s bought for other units

do not

count for the Ηrule of 3Η since theyΖre bought as
wargear for that unit͘

14.

Longstrike

s Cire Caste Exemplar rule applies to any hammerhead, with the TX7 designation or otherwise͘

TYRANLDS

GENERAL

1.

Tervigons may spawn Gaunts

in such a way they end up
3”
away from an enemy unit
when it arrives in play itself that turn
͘

There is no restriction on the Gaunts needing to
stay 9 inch away͘

2.

Tervigons need to pay for their Stinger Salvo͘

3.

A
s long as a

aawloc
has arrived before
the end

of
t
he third battle round
, the

burrow
ing
ability
can be used after the third battle round

3͘ The aawloc

will
count as destroyed if
he is not on the table when the battle ends͘

4.

hld hne Eye is affected by his Alpha Leader ability͘

5.

Iaving more than 2 pairs o
f Scything Talons or aassive Scything Talons does not
provide any other bonus attacks͘

6.

A Broodlord is affected by the Brood Telepathy ability͘

7.

Units that spawn

a Spore aine on a miss do not need to pay reinforcement points for it͘

8.

A Tyrannocyte

can only ever carry one unit͘

9.

Units subject to instinctive behavior that must charge the closest unit can only declare a
charge vs that unit͘

10.

hnly units with the Iive Cleet keyword can be the target of Catalyst or Dominion͘

11.

A unit under the effect of hnsl
aught still cannot charge when

it had used

the aetabolic
hverdrive stratagem͘

12.

When using the Enemy Below stratagem, the Wormungandr unit can follow any aawloc,
Ravener or Trygon from the tunnels regardless of their hivefleet keyword͘

13.

Announce the use of ta
thogenic Slime
at the start of the s
hooting
phase
͘

14.

The Iive fleet Kraken adaptation lets units fall back and charge, as well as rolling 3D6
for advances

picking the highest result
͘ Lt does not confer permission to advance and
charge͘

YNNARL AELDARL

GENERAL

1.

Check soulburst ranges before resolving any actions
͘

2.

Units that cannot take a soulburst action cannot be the target of Word hf The thoenix͘



tage
23

3.

Units wanting to use Soulburst to fight must already be within 1Η of an enemy unit to be
able to do so͘

4.

When destro
ying a transport, models disembarking as a consequence are
not eligible
for

Soulburst͘

5.

A unit using soulburst to charge when it already fought in combat tha
t turn then cannot
fight again
͘

6.

When setting up the Yncarne,
do so using the position of the last
model in the unit͘

7.

When soulburst would trigger together with other actions that take place immediately

(like using Counter
-
hffensive
)
, the player whose turn it
currently
is decides which
simultaneous
actions to resolve first͘

Lf the soulburst

action triggers another soulburst,
but there would be a prior

immediate

action left to be triggered by your opponent,
resolve your opponents action first before the new soulburst action takes place͘

8.

Lf a Detachment in your army has an Ynnari character a
s a warlord, be advised that
Ynnari characters
still
cannot take relics or be attributed warlord traits from the
Craftworlds book͘


Приложенные файлы

  • pdf 9475884
    Размер файла: 724 kB Загрузок: 0

Добавить комментарий