Book | Kind | Edition | Version | Last update |
Warhammer 40,000 (Core Rules Updates) | ||||
Warhammer 40,000 (Core Rules Updates) | Rulebook | 10 | 1.5 | December 2024 |
Q: | If an attack is subject to a rule that changes its Damage characteristic to 0, as well as another rule that applies a negative modifier to its Damage characteristic ‘to a minimum of 1’, what happens? |
A: | The Damage characteristic is changed to 0. |
Q: | If a Stratagem targets both one or more units from my army and one or more units from my opponent’s army, can I use an ability to modify that Stratagem’s CP cost? |
A: | Yes. |
Q: | If a Stratagem targets two or more units from my army, can I use an ability to modify that Stratagem’s CP cost? |
A: | Yes. |
Q: | If a model has a rule that allows it to shoot or fight after a certain condition is met (such as being targeted by an attack), how many times can it shoot or fight as a result of that rule within a phase? |
A: | As many times as the relevant condition is met, unless otherwise stated. |
Q: | When a rule allows a model to shoot or fight after being destroyed, but before being removed from play, does that model’s unit count as having been selected to shoot or fight? |
A: | No. As such, any rules with that trigger do not apply. |
Q: | When an attack targets a Leader unit that contains one or more models that have the CHARACTER keyword and one or more models that do not have the CHARACTER keyword, if that Leader unit is not an Attached unit, can that attack be allocated to a CHARACTER model in that unit? |
A: | Yes. |
Q: | Where on a model do I measure from when determining if something is within range of an Aura ability? |
A: | You measure from the base (or the closest point of any part of that model if it does not have a base), as described in Measuring Distances. |
Q: | After all modifiers are applied, can a Save characteristic ever be 1+ or better? |
A: | No. |
Q: | If a unit is destroyed and that same unit is later returned to the battlefield (e.g. Angron, Saint Celestine), do any persisting effects that applied to that unit when it was destroyed continue to apply (e.g. Judgement tokens, Oath of Moment)? |
A: | Yes, within the timing limitations of those persisting effects. Note that this does not apply when you are instructed to add a new unit to your army, such as when using the Astra Militarum Reinforcements! Stratagem. |
Q: | In some rules take effect at the start of a phase, turn or battle round and another rule takes effect during that same phase, turn or battle round without specifying the start, can that latter rule take effect before all of those other rules are resolved? |
A: | In most cases, no. Rules that take effect at the start of a phase, turn or battle round must be fully resolved before any rules that do not specify they take effect at the start of that phase, turn or battle round. The exception to this is that if you use a rule that takes effect at the start of a phase or turn and your opponent has a rule that is explicitly triggered as a result of your rule taking effect, their rule can take effect at the time stated. For example, if a Thousand Sons player uses the Doombolt Ritual to inflict mortal wounds on their opponent’s Adeptus Custodes unit, when one of those mortal wounds is allocated, their opponent could immediately use the Arcane Genetic Alchemy Stratagem to grant that unit the Feel No Pain 4+ ability against mortal wounds, since that Stratagem is triggered ‘just after a mortal wound has been allocated to an Adeptus Custodes model from your army’. |
Q: | If there are rules that take effect with the same timing as when Primary and Secondary Missions are checked for scoring VP, are such rules resolved before or after the Primary and Secondary Missions are checked for scoring VP? |
A: | Before. All rules take effect before any Primary or Secondary Missions are checked for scoring VP. |
Q: | If a Stratagem used in the Command phase does not explicitly state that it is used in the Battle-shock step or at the end of the Command phase, is it always used in the Command step? |
A: | Yes. |
Q: | Each time a unit becomes Battle-shocked, do the effects of any previously used Stratagems that are still affecting that unit stop applying? |
A: | No. |
Q: | As all objective markers begin the battle in the contested state, is it ever possible for a player to control that objective marker before the end of the first player’s Command phase? |
A: | No. |
Q: | If a unit from your army has a rule that allows it to be the target of a Stratagem, even if that Stratagem has already been used by you earlier that phase, what happens if you have not used that Stratagem yet that phase? Can you use that Stratagem again later in the phase as a result? |
A: | No, unless that later usage of that Stratagem also targets a unit with such an ability. |
Q: | If a rule would apply when a model or unit is destroyed, but another rule is also preventing that model or unit from being destroyed, does the former rule take effect? |
A: | No, unless that model is only temporarily prevented from being removed from play, at which point such a rule would take effect. |
Q: | If a model is subject to two rules that set a characteristic to a particular value (e.g. the Norn Emissary’s Singular Purpose ability and being Battle-shocked), which rule is resolved first? |
A: | The order is determined by the active player, or if it is at the start or end of a battle round, players roll off to determine who chooses. In the example, in the controlling player’s turn, they could choose for the Battle-shocked rule to take effect, setting the Objective Control characteristic to 0, and then the Singular Purpose ability to take effect, setting the final Objective Control characteristic to 15. In their opponent’s turn, however, their opponent could choose to apply the rules in the opposite order, resulting in a final Objective Control characteristic of 0. |
Q: | If both players have rules that they can optionally decide to activate or not (e.g. Ork players calling a Waaagh!) and those decisions are made at the same time, in what order must those players decide whether to use such rules? |
A: | If it is during a player’s turn, that player decides first, then their opponent does. If it is not during a player’s turn, the players roll off and the loser of the roll must decide first, followed by their opponent. |
Q: | Each time a unit from a player’s army shoots or fights, if an enemy unit is destroyed by those attacks while there are still unresolved attacks left to make against it, do those remaining attacks need to be resolved? |
A: | No, although if any of those attacks are made with weapons with the [ONE SHOT] ability, those weapons will still have been shot. Similarly, Hazardous tests will need to be taken for any weapons with the [HAZARDOUS] ability making those unresolved attacks. |
Q: | If a rule adds to the Damage characteristic of an attack (e.g. the [MELTA] ability) and another rule changes the Damage characteristic to 0 (e.g. the Thousand Sons Destined By Fate Stratagem), will the final Damage characteristic be 0? |
A: | No, rules that change the Damage characteristic to 0 take effect first, then other modifiers are applied, including the [MELTA] ability. In the example, if the attacking weapon had the [MELTA 2] ability, the Damage characteristic would be changed to 0 first, then the [MELTA 2] ability would add 2 to the Damage characteristic, for a final Damage characteristic of 2. |
Q: | Can a MONSTER or VEHICLE unit that is within Engagement Range of one or more enemy units be targeted with the Fire Overwatch Stratagem because of the Big Guns Never Tire rule? |
A: | No. Big Guns Never Tire allows a unit to shoot in its controlling player’s Shooting phase, but such rules do not take effect in other phases. |
Q: | Can rules that specify they only take effect in the controlling player’s Shooting phase be used when shooting with the Fire Overwatch Stratagem, e.g. the Firing Deck ability? |
A: | No, as per out-of-phase rules. |
Q: | Can I make a ‘reactive’ move (i.e. a move or other form of repositioning triggered by an event such as an enemy unit ending a move within a certain distance of my unit, e.g. Grey Knights’ Mists of Deimos Stratagem, Kroot Trail Shapers’ Trail Finding ability) when an enemy unit disembarks from a TRANSPORT that has already moved this phase? |
A: | No, as that disembarking unit has not made a Normal move, it only counts as having made one. |
Q: | After my unit disembarks from a TRANSPORT that has not yet moved this phase, my unit must make a Normal or Advance move. When it ends that move, can an enemy unit make a ‘reactive’ move? |
A: | Yes, provided the conditions of that reactive move are met. |
Q: | When making a Consolidation move towards an objective marker, can my model move in any direction as long as it ends closer to that objective marker and remains within range of it? |
A: | Yes. Note that if that model cannot end that move any closer to that objective marker (e.g. because it is already in base-to-base contact with that objective marker, or on top of it), it cannot make that Consolidation move, but its unit has still Consolidated. |
Q: | If I set up a TRANSPORT using the Rapid Ingress Stratagem, can units embarked within that TRANSPORT disembark that phase? |
A: | No. |
Q: | If a rule enables a unit to make an out-of-phase ‘surge’ move determined by a dice result (e.g. the D6" move enabled by Khorne Berzerkers’ Blood Surge ability), when a model makes such a move, does it have to move the full distance allowed by the dice result? |
A: | No, it can move any distance up to the result. |
Q: | If a rule enables a unit to make an out-of-phase ‘surge’ move determined by a dice result (e.g. the D6" move enabled by Khorne Berzerkers’ Blood Surge ability), can I choose not to move the unit after seeing that dice result? |
A: | Yes, but your unit still counts as having made that move, even if you choose to move it 0". |
Q: | If my opponent uses the Fire Overwatch Stratagem to shoot at a unit from my army and destroys one or more of its models, and I then use a rule that enables that unit to make an out-of-phase ‘surge’ move (e.g. Khorne Berzerkers’ Blood Surge ability) that brings my unit within Engagement Range of one or more enemy units, can any models in my unit continue to resolve the move that triggered that use of the Fire Overwatch Stratagem (i.e. a Normal, Advance, Fall Back or Charge move)? |
A: | No. Conversely, if your opponent used the Fire Overwatch Stratagem at the start of your unit’s move, and that ‘surge’ move was insufficient to bring your unit within Engagement Range, your unit can continue to resolve that original move as normal. |
Q: | Can models overhang the edge of the battlefield? |
A: | Yes, as long as the model’s base or hull (see ‘Hull’ in the Rules Commentary) is wholly on the battlefield. |
Q: | When a model overhangs the edge of the battlefield, how does that affect its visibility? |
A: | That model’s player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model. |
Q: | In the Deploy Armies step, if a model has to be set up in your deployment zone, can parts of that model overhang your deployment zone? |
A: | No, unless that model is too large to do otherwise, in which case, as much of that model as possible must be set up within your deployment zone. |
Q: | If a model is within range of multiple objective markers, when determining Level of Control over those objective markers, does that model’s Objective Control characteristic count towards each of them? |
A: | Yes. |
Q: | When determining if a unit that is partially within (but not wholly within) a terrain feature is visible to another unit, is true line of sight used as normal? |
A: | Yes. |
Q: | When making a Normal move, is it ever possible for a model to move a distance in inches greater than its Move characteristic? |
A: | No. |
Q: | Can a unit with a minimum Move characteristic be affected by a rule that would cause it to move less than that minimum Move characteristic? |
A: | No. |
Q: | When a rule instructs a player that they must set up a unit on the battlefield (e.g. disembarking from a destroyed TRANSPORT, Emergency Disembarkation, a Drop Pod’s Drop Pod Assault ability), if there is not enough space to set up every model in that unit while adhering to any limitations on where those models can be set up, what happens to the unit and the models that cannot be set up? |
A: | The unit can still be set up, but any models that cannot be are destroyed (see ‘Set Up on the Battlefield’ in the Rules Commentary). Those models are considered to have been destroyed by the opponent’s army, but not by any specific models or units. |
Q: | If a unit Falls Back, one or more models from that unit are destroyed, and then one or more models are returned to the battlefield, does the unit and/or those returned models still count as having Fallen Back that turn? |
A: | Yes. The same is true for any other type move. |
Q: | If a unit Falls Back and then becomes a repositioned unit (see ‘Repositioned Units’ in the Rules Commentary), does it still count as having Fallen Back that turn? |
A: | Yes. The same is true for any other type of move. |
Q: | Can models be returned to a unit that is on the battlefield, but was not on the battlefield at the start of the phase? |
A: | No (see ‘Adding Models to a Unit’ in the Rules Commentary). |
Q: | A TRANSPORT arriving from Strategic Reserves must be set up wholly within 6" of a battlefield edge; does this also apply to units that disembark from that TRANSPORT in the same turn? |
A: | No. Such units disembark normally, provided they are set up more than 9" horizontally away from all enemy units. |
Q: | When a TRANSPORT with multiple embarked units is destroyed, do all of those units have to disembark before rolling for mortal wounds? |
A: | Yes. |
Q: | When a TRANSPORT with multiple embarked units is destroyed, who decides the order in which those units disembark? |
A: | That TRANSPORT’s controlling player decides. |
Q: | When using a TRANSPORT’s rule that allows a unit to be split before the battle (e.g. Adepta Sororitas Immolators, Drukhari Venoms, etc.), what is the points value of half of that split unit for the purposes of placing it into Strategic Reserves? |
A: | Halve the points value of the original unit for the purposes of the 25% Strategic Reserves limit. |
Q: | Can the Fire Overwatch Stratagem be used to shoot at a unit that just disembarked from a TRANSPORT? |
A: | Yes. This includes units that just disembarked from a TRANSPORT that arrived from Reserves in the same phase. |
Q: | Can a unit embarked within a TRANSPORT make use of any rules it has to affect that TRANSPORT? For example, if a Lieutenant is embarked within a Rhino, does its Target Priority ability let that Rhino shoot and declare a charge in a turn in which it Fell Back? |
A: | No. The only rules that take effect while the units possessing them are embarked within a TRANSPORT are those that explicitly state that they take effect while such a unit is embarked. |
Q: | A unit that arrives from Reserves counts as having made a Normal move; can it embark within a TRANSPORT as a result? |
A: | No. |
Q: | If a rule allows a unit to make a Normal, Advance or Fall Back move outside of its controlling player’s Movement phase, just after making that move, can that unit embark within a friendly TRANSPORT model? |
A: | Yes, unless explicitly stated otherwise. |
Q: | When a TRANSPORT is equipped with additional ranged weapons due to the Firing Deck ability, do those weapons benefit from any extra abilities or rules that might be conferred on them by the embarked models? |
A: | Only if those embarked models’ rules explicitly state that they still apply while embarked within a TRANSPORT. |
Q: | Can a TRANSPORT use the Firing Deck ability to shoot with a weapon equipped by a model that Fell Back this turn? Can a TRANSPORT use the Firing Deck ability to shoot with a weapon equipped by a model that Advanced this turn if that weapon does not have the [ASSAULT] ability? |
A: | Yes in both cases. |
Q: | Are the limits placed on Reserves and Strategic Reserves separate? |
A: | Strategic Reserves units are also Reserves units. As such, any restrictions placed on Reserves by a mission pack (e.g. Chapter Approved: Pariah Nexus) also apply to Strategic Reserves. |
Q: | Do units in Reserves meet the requirements for being eligible to shoot? |
A: | Yes, units in Reserves are eligible to shoot. However, unless at least one model in a unit has an eligible target for one or more of its ranged weapons, that model’s unit cannot be selected to shoot. |
Q: | When a unit is set up on the battlefield from Reserves, it is unable to move for the rest of the phase. Can such a unit make use of an ability in another phase to let them move (e.g. the Lieutenant in Phobos Armour’s Strategic Dispersal ability)? |
A: | Yes. |
Q: | If a unit is in Reserves and some of the models in that unit have the Deep Strike ability, but not all of the models have it, can that unit be set up on the battlefield using the Deep Strike ability when arriving from Reserves? |
A: | No. |
Q: | If a unit from your army has a rule that allows it to be set up on the battlefield from Reserves in the first battle round, can that unit be set up in the Reinforcements step of your opponent’s Movement phase, using the Rapid Ingress Stratagem? |
A: | Yes, unless that rule explicitly states that it applies in your Movement phase, in which case it is prevented by the restrictions for out-of-phase rules. |
Q: | When setting up a unit from Strategic Reserves, does the entire unit have to be set up within the necessary distance of one or more battlefield edges? |
A: | When setting up that unit, it must be set up wholly within the distance specified from one battlefield edge. This can mean that a unit can be set up wholly within the distance specified from one or more battlefield edges, but you only measure the distance from one of those battlefield edges. |
Q: | If a model is too large to be able to set it up within the restrictions described by Strategic Reserves, can it still be placed in Strategic Reserves and later be set up on the battlefield? |
A: | Yes, but it must be set up so that it is touching your battlefield edge (while still being more than 9" from all enemy units and adhering to any other placement limitations). During a turn in which such a large model is set up on the battlefield, that model’s unit cannot do any of the following: make a Normal, Advance or Fall Back move; Remain Stationary; make any attacks with ranged weapons; declare a charge. |
Q: | Do AIRCRAFT models that have been set up in Reserves count towards the limits on how much of a player’s army can be placed into Strategic Reserves? |
A: | No. In the Declare Battle Formations step, AIRCRAFT models only count as being in Reserves, not Strategic Reserves. They only start to be treated as being in Strategic Reserves after the battle has started. |
Q: | If a unit that started the battle on the battlefield is later placed into Strategic Reserves, in what battle rounds can it be set back up on the battlefield? |
A: | If the mission pack allows it (e.g. Chapter Approved: Pariah Nexus), then in any battle round (provided that unit has a rule that describes how it will arrive from Strategic Reserves). Otherwise, from the second battle round onwards. |
Q: | If a rule that takes effect once per battle explicitly gives a player more than 1CP in a battle round (e.g. the Imperial Knights Code Chivalric army rule), does that rule ignore the limitations on how many CP a player can gain in a battle round? |
A: | Yes. |
Q: | Is it possible for a unit to be made to take Battle-shock tests in both the Command step of the Command phase and the Battle-shock step of the Command phase? |
A: | Yes. |
Q: | If a rule takes effect in your Command phase and doesn’t explicitly state that it happens in the Battle-shock step or at the end of the Command phase (e.g. the Tyranids Shadow in the Warp army rule), does it always take place in the Command step? |
A: | Yes. |
Q: | Can a unit be made to take more than one Battle-shock test in the Battle-shock step of the Command phase? |
A: | No, but a unit can be made to take more than one Battle-shock test in all other phases, as well as the Command step of the Command phase. |
Q: | After a unit fights, is it required to Consolidate even if its controlling player does not want it to? |
A: | Yes, Consolidation for a unit is not optional. However, during that Consolidation, for each model in that unit, whether or not that model makes a Consolidation move is optional. |
Q: | If an Action states in its Units section that one unit can perform it, is it possible for multiple units to each be performing one instance of that Action? |
A: | No, only one unit from an army can be performing that Action at any one time. |
Q: | For Primary and Secondary Missions that award VP for destroying CHARACTER models or units, if those models or units are returned to the battlefield and then subsequently destroyed again, will such Primary and Secondary Missions award VP for them being destroyed again? |
A: | Yes, unless that Primary or Secondary Mission specifies otherwise. |
Q: | In the Muster Your Army rules, it says that no unit can have more than one Enhancement. If a unit is able to have two CHARACTER units attached to it in the Declare Battle Formations step, can each of those CHARACTER units have an Enhancement? |
A: | Yes, this restriction only applies in the Muster Armies step. |
Q: | Are all mortal wounds inflicted by a Psychic ability, including any caused to the unit with that ability, inflicted by a Psychic Attack? |
A: | Yes. |
Q: | Do Doombolt (psychic) and similar abilities count as Psychic Attacks for the purposes of the Feel No Pain ability against Psychic Attacks? |
A: | Yes. |
Q: | When Hazardous weapons inflict one or more mortal wounds as a result of a failed Hazardous test, if that weapon is also a Psychic weapon, are those mortal wounds inflicted by a Psychic Attack? |
A: | Yes. |
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.
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The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.
If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).
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The BLACK TEMPLARS keyword is used in the following Space Marines datasheets:
The BLOOD ANGELS keyword is used in the following Space Marines datasheets:
The DARK ANGELS keyword is used in the following Space Marines datasheets:
The DEATHWATCH keyword is used in the following Space Marines datasheets:
The SPACE WOLVES keyword is used in the following Space Marines datasheets:
In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.
If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:The REGIMENT keyword is used in the following Astra Militarum datasheets:
The CHARACTER keyword is used in the following Astra Militarum datasheets:
The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.The Thousand Sons channel their arcane power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge or ravage their foes with warpfire and mutation.
If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.WEAVER OF FATES (PSYCHIC) 2 CABAL POINTS |
TEMPORAL SURGE (PSYCHIC) 5 CABAL POINTS |
ECHOES FROM THE WARP (PSYCHIC) 6 CABAL POINTS |
DOOMBOLT (PSYCHIC) 7 CABAL POINTS |
TWIST OF FATE (PSYCHIC) 9 CABAL POINTS |
The ADEPTUS CUSTODES keyword is used in the following Adeptus Custodes datasheets:
The ANATHEMA PSYKANA keyword is used in the following Adeptus Custodes datasheets:
Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.
If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and:Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Monsters and war engines can dispense death from afar even as they trample the masses before them.
MONSTER and VEHICLE units are eligible to shoot in their controlling player’s Shooting phase even while they are within Engagement Range of one or more enemy units. Ranged weapons equipped by MONSTER and VEHICLE units can target one or more of the enemy units they are within Engagement Range of, even if other friendly units are also within Engagement Range of the same enemy unit. Each time a MONSTER or VEHICLE unit makes a ranged attack, if that unit was within Engagement Range of one or more enemy units when it selected its targets, unless that attack is made with a Pistol, subtract 1 from that attack’s Hit roll.Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.The GREY KNIGHTS and PSYKER keywords are used in the following Grey Knights datasheets:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Imperial Knights fight by a stringent set of codes to ensure that in addition to defeating the enemy, honour is always upheld.
If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must select one of the Oaths below to be active for your army. Models from your army with this ability gain the associated Oath ability, and you gain the associated Deed to complete.The SYNAPSE keyword is used in the following Tyranids datasheets:
Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.
If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.DOOMBOLT (PSYCHIC)
7 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER(excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, that enemy unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D3+3 mortal wounds; on a 6, that enemy unit suffers D3+6 mortal wounds.