Book | Kind | Edition | Version | Last update |
Core Book update |
Core Book update | Rulebook | 9 | Indomitus 1.7 | January 2023 |
This glossary contains a number of terms that you will encounter within Core Book and in supplementary products, such as Codexes. These are intended to provide precise definitions to aid in resolving some of the more complex rules interactions that may arise, and players should feel under no onus to memorise this list.
Active player: The active player is the player whose turn is currently taking place.
Advances/Advanced: If a unit makes an
Advance in its controller’s
Movement phase, until the start of that player’s next
Command phase, that unit, and every model in it, is said to have Advanced.
Against (an attack): When making an attack, if a
saving throw is made, that saving throw is said to be made against that attack.
Armour saving throw: An armour saving throw is a saving throw made using a model’s
Save characteristic.
Army: A player’s army consists of every model in their army roster and any models added to it over the course of the battle.
Army Faction: An army’s
Army Faction is a single Faction keyword shared by every unit in that army.
Attack: An attack is either a ranged attack or melee attack depending on which type of weapon is used to make it.
Attack’s characteristics: When resolving an attack made with a weapon, that attack is considered to have the same characteristics and abilities as that weapon. If any changes are made to the characteristics or abilities of an attack, those changes do not apply to the weapon it is made with, nor do they apply to any other attacks made with that weapon.
Attacker/Attacking unit: When resolving an attack, the model making the attack is the attacker and that model’s unit is the attacking unit.
Attacking with a weapon: When resolving an attack made with a weapon by a model, that model is said to be attacking with that weapon.
Aura: A rule that is classified as an aura can affect multiple models or units that meet its criteria and are within a set distance of the model it is on (including that model itself). If a model is within range of multiple auras with the same name, it can only be affected by one of those rules at any one time (see
Aura Abilities).
Automatically hit: If an attack automatically hits, the hit roll is automatically successful.
Automatically passes: See ‘Automatically successful’.
Automatically successful: If a roll is automatically successful, do not roll any dice. If a hit roll is automatically successful, move straight to the wound roll. If a
wound roll is automatically successful, move straight to the allocation of that attack. If a
Morale test for a unit is automatically successful, no models flee and
Combat Attrition tests are not taken for that unit. If the Combat Attrition tests taken for a unit are automatically successful, no models flee that unit as a result of those tests. Any rules that take effect on a particular dice result or roll result do not take effect if the roll they refer to is automatically successful.
Automatically wound: If an attack automatically wounds, the wound roll is automatically successful.
Battle round: Each
battle round is made up of two turns, yours and your opponent’s.
Battle-forged CP bonus: In a player’s
Command phase, if their army is
Battle-forged, they gain 1
Command point.
Bearer: The bearer of a weapon, or a Relic that replaces a weapon, is the model that is equipped with it. The bearer of any other piece of wargear, or a Relic that does not replace a weapon, is the model that has it.
Can Fly: Refers to any model or unit that has the
FLY keyword.
Cannot be Affected by Psychic Powers: If a unit cannot be affected by psychic powers, then it cannot be selected as the target for a psychic power, and if they are in range of a psychic power that is an
aura ability, that aura ability does not apply to that unit. If such a unit is the closest visible enemy unit to a
PSYKER unit when it manifests
Smite, then that power does nothing. Each time a unit is selected to shoot or fight, if it is under the effects of any psychic powers that would affect its attacks (e.g. a Blessing that increases their Ballistic Skill) then none of those rules apply when resolving attacks that target a unit that cannot be affected by psychic powers.
Improving WS, BS and Sv characteristics: When improving a WS, BS or Sv characteristic, subtract the appropriate amount from the number before the plus sign. For example, improving a WS of 3+ by 1 would result in a WS of 2+.
Reducing WS, BS and Sv characteristics: When reducing a WS, BS or Sv characteristic, add the appropriate amount to the number before the plus sign. For example, reducing a WS of 3+ by 1 would result in a WS of 4+.
Improving an AP characteristic: When improving an AP characteristic, subtract the appropriate amount from the characteristic. For example: improving an AP of -1 by 1 would result in an AP of -2; improving an AP of 0 by 1 would result in an AP of -1.
Reducing an AP characteristic: When reducing an AP characteristic, add the appropriate amount to the characteristic, to a maximum of 0. For example: reducing an AP of -1 by 1 would result in an AP of 0; reducing an AP of 0 by 1 would result in an AP of 0.
Improving an invulnerable save: When improving an invulnerable save, subtract the appropriate amount from the number before the plus sign. For example, improving an invulnerable save of 3+ by 1 would result in an invulnerable save of 2+.
Reducing an invulnerable save: When reducing an invulnerable save, add the appropriate amount to the number before the plus sign. For example, reducing an invulnerable save of 3+ by 1 would result in an invulnerable save of 4+.
Or better (WS, BS, Sv characteristics & invulnerable saves): When referring to the value of a WS, BS or Sv characteristic, or an invulnerable save, a better value is one with a lower number before the plus sign. For example, a WS of 2+ is better than a WS of 3+.
Or worse (WS, BS, Sv characteristics & invulnerable saves): When referring to the value of a WS, BS or Sv characteristic, or an invulnerable save, a worse value is one with a higher number before the plus sign. For example, a WS of 3+ is worse than a WS of 2+.
Or better (AP characteristics): When referring to the value of an AP characteristic, a better value is one with a higher number after the minus sign (note an AP of 0 can be considered to be an AP of -0). For example, an AP of -2 is better than an AP of -1, and an AP of -1 is better than an AP of 0.
Or worse (AP characteristics): When referring to the value of an AP characteristic, a worse value is one with a lower number after the minus sign (note an AP of 0 can be considered to be an AP of -0). For example, an AP of -1 is worse than an AP of -2, and an AP of 0 is worse than an AP of -1.
Casualties Suffered: When a rule refers to the casualties suffered by a unit, it is referring to the number of models that were destroyed.
ChargingCharge Distance: The result of a
charge roll is the maximum distance, in inches, each model in the charging unit can move, and is sometimes referred to as the unit’s charge distance.
Charge move: Move made in the
Charge phase as part of a
successful charge.
Has charged: If a unit makes a
charge move in a turn, until the end of that turn, that unit, and every model in it, is said to have charged.
Has been charged: If a unit was the target of a successful charge during a turn, until the end of that turn, that unit, and every model in it, is said to have been charged.
Close combat weapon: Default melee weapon that a model is equipped with if it has no other equipped melee weapons.
Combat Attrition test: Dice roll made for a unit in the
Morale phase to see how many models
flee from that unit.
Considered to be (dice roll}: See ‘Treated as (dice roll)’.
Consolidation move: 3" move that must end with the model closer to the closest enemy model (see
Consolidate).
Controller: A unit or model's controller is the player whose army that unit or model is a part of.
Counts as (dice roll): See ‘Treated as (dice roll)’.
CP: Command point.
D3: To roll a D3, roll one D6. Treat a roll of 1-2 as 1, 3-4 as 2, and 5-6 as 3. Any modifiers or rules that apply to the roll or to the dice result are applied to the final value, after the conversion (see
Dice).
Damage roll: When determining a random Damage characteristic, the dice roll is called a damage roll.
Declaring a charge: When a player
declares a charge with a unit, that unit is also said to be declaring a charge.
Deny the Witch test: 2D6 roll made in an attempt to prevent a psychic power from being manifested — must exceed the result of the roll made for that power’s
Psychic test.
Detachment: When building a
Battle-forged army, units are organised into
Detachments using the
Battlefield Roles shown on their datasheets.
Detachment Abilities: Detachment abilities are abilities gained by units in a Battle-forged
KEYWORD Detachment. Detachment abilities are not gained by units in
Auxiliary Support,
Super-heavy Auxiliary and
Fortification Detachments.
Detachment Rules: Detachment rules are ones that are available to a player for having a particular
KEYWORD Detachment in their army. This keyword will be specified by the Detachment rules in question. Detachment rules can include Detachment abilities, Stratagems, Warlord Traits, Relics, and so on.
Dice Results
Dice result: A dice result is the value shown on a single dice, regardless of the number of dice that make up the roll, before any modifiers are applied.
Roll result: A roll result is the final result of a roll, after any dice that make it up have been added together, before any modifiers are applied.
Total: A result is the final value of a dice roll after all modifiers have been applied.
Discard lowest/highest dice result: If multiple rules instruct the player to discard the lowest/highest dice result for a dice roll, the active player decides in what order those rules are resolved, and each of those rules takes effect one after the other.
Double: When making a dice roll, a double is a roll that includes any two dice of the same result.
Draw a line: When instructed to draw a line between two points, draw the imaginary straight line, 1mm wide, between those points.
Eligible target: When a model shoots with a ranged weapon, an eligible target is one that is not within
Engagement Range of any units from your army, and has at least one model that is both within that weapon’s range and visible to that model (unless otherwise specified).
End of the phase: Rules that specify that they take place at the end of a phase only take effect after any other actions that would take place in that phase have been completed. This means that it is not possible for a player to make use of any rules that would take place during a phase once an end of phase rule has taken effect.
Enemy: An enemy model or unit is one not in your army (see
Units).
Engagement Range: Engagement Range is 1" horizontally and 5" vertically.
Equipment: A model’s equipment includes all of the weapons it is equipped with and all of the wargear it has.
Fails to manifest: If a
PSYKER does not successfully
manifest a psychic power, they are said to have failed to manifest it.
Fell Back/Fallen Back: If a unit Falls Back in its controller’s
Movement phase, until the start of that player’s next
Command phase, that unit, and every model in it, is said to have
Fallen Back.
Fights: When a unit fights, models in that unit
pile in,
make attacks, and
consolidate.
Friendly models/friendly units: Two models or units are considered friendly to one another if they are in the same army (see
Units).
Full wounds remaining: A model has its full wounds remaining if it has the same number of wounds remaining as its
Wounds characteristic.
Half-strength: If the number of remaining models in a unit is less than half that unit’s
Starting Strength, that unit is said to be below
Half-strength.
Heroic Intervention: 3" move that must end with the model closer to the closest enemy model (see
Performing a Heroic Intervention).
Heroically Intervened: If a unit
performs a Heroic Intervention in a turn, until the end of that turn, that unit, and every model in it, is said to have Heroically Intervened.
Highest dice result: If a rule refers to the highest dice result and a dice roll involves multiple dice, if more than one of those dice have the same value, and that value is the highest, the active player selects one of those dice to be the highest dice result.
Hits: If a hit is scored, the attack is said to have hit.
Ignoring wounds: If a rule states that a model does not lose a wound, itis classified as ignoring that wound. Each time a model would lose a wound, it cannot make use of more than one rule that would allow them to
ignore that wound.
Immediately: See ‘When’.
In terrain: A model is in terrain if it is partially on or within a
terrain feature. A unit is in terrain if any model in that unit is partially on or within a terrain feature.
Increasing the range of an aura: When increasing the range of an
aura, the increase applies only to the initial range of the aura, and not any aura effects that it might bestow on the affected units.
Inspiring Leader: Warlord Trait available to all
WARLORDS (see
Inspiring Leader).
Invulnerable saving throw: An
invulnerable saving throw is a saving throw made using a model’s invulnerable save instead of its
Save characteristic.
Keyword: Units have
keywords on their
datasheets. If a rule specifies that it applies to a model/unit with a keyword, it only applies to a model/unit that matches that keyword (i.e. has it on its datasheet). Pluralisation of keywords does not affect their ability to be matched.
Keyword Detachment: A
KEYWORD Detachment is a
Detachment in a
Battle-forged army where every model in that Detachment shares that
KEYWORD, not including any models that specify that they do not prevent a Detachment from gaining its Detachment rules.
Keywords — comma-separated list: A rule with a comma-separated list of keywords, or two keywords separated by the word ‘or’ (e.g. ‘an
IMMORTALS,
DEATHMARKS or
LYCHGUARD unit’) matches a model or unit if any one of those
keywords matches that model or
unit.
Keywords — multiples: A rule with multiple adjacent keywords (e.g. ‘an
AELDARI GUARDIANS unit’) only matches a model or unit if that model or unit matches each of those
keywords.
Lowest dice result: If a rule refers to the lowest dice result and a dice roll involves multiple dice, if more than one of those dice have the same value, and that value is the lowest, the active player selects one of those dice to be the lowest dice result.
Maximum value: If a rule states that a random characteristic or dice roll has its maximum value, determine its value as if each dice that makes up that characteristic or dice roll was rolled and its result had the highest possible dice value (e.g. D3 becomes 3, 2D6 becomes 12 and 3+D3 becomes 6).
Melee attack: An attack made with a
melee weapon is a melee attack.
Melee weapon: Weapons with a type of Melee are melee weapons.
Minimum Move: If a model has a Move characteristic that includes two values with an intervening dash, the lower number is its minimum Move characteristic and the higher number is its maximum Move characteristic. A maximum Move characteristic functions the same as a
normal Move characteristic. If a model has a minimum Move characteristic, in its controller’s
Movement phase that model must move at least that distance. If it cannot, and the
Strategic Reserves rules are not being used, that model is destroyed.
Minimum value: if a rule states that a random characteristic or dice roll has its minimum value, determine its value as if each dice that makes up that characteristic or dice roll was rolled and its result had the lowest possible dice value (e.g. D6 becomes 1, 2D6 becomes 2 and 3+D3 becomes 4).
Model destroys a model: A model is considered to have been destroyed by another model when the former is destroyed by an attack made by the latter, as the result of a
mortal wound inflicted by a rule that the latter is using, or as the result of any other rule the latter is using that explicitly states that an enemy model is outright destroyed.
Model destroys a unit: A model is considered to have destroyed a unit when that model destroys the last remaining model in that unit.
Model’s phase/unit’s phase: When a rule refers to a model’s/unit’s phase, that rule is referring to the relevant phase of that model’s/unit’s controller.
Model’s type: A model’s type refers to the name of the characteristic profile used by that model.
Modifying characteristics: Strength, Toughness, Attacks and Leadership characteristics can never be modified below 1. Characteristics with a value of ‘-’ can never be
modified.
Morale test: Dice roll made in the
Morale phase for each unit that has suffered casualties that turn. If unsuccessful, results in a
Combat Attrition test for that unit.
Mortal wounds: Saving throws of any kind cannot be made against damage inflicted by
mortal wounds, although rules that allow models to ignore wounds can be used. Mortal wounds are applied one at a time and are not lost if a model in the unit is destroyed — continue to apply them until they are all resolved or the unit is destroyed.
Move normally: Rules that refer to move/moves/moving normally are the same thing as making a
Normal Move, e.g. a rule that states ‘instead of moving this unit normally’ means ‘instead of making a Normal Move with this unit’. If a rule simply tells you to make a move as if it were the
Movement phase, but does not specify what kind of move is being made, it is a Normal Move.
Moved x" or more: Some rules require a unit to move x" or more, or are triggered when a unit moves x" or more, where x is a specific value listed in the rule itself. In both such cases, it is the displacement between the start and end of the move that is being referred to, and not the total distance moved. For example, in the former case, such a rule requires all parts of every model in the unit to end their move at least x" away from where they started. In the latter case, such a rule is triggered when all parts of every model in the unit have ended a move at least x" away from where they started.
Nearest: When resolving a rule on a model or unit that refers to the nearest model or unit, measure from the former to the latter.
Non-KEYWORD: A rule that specifies a non-
KEYWORD model or unit applies to a model or unit that does not have that
KEYWORD. For example, if a rule refers to a non-
VEHICLE unit, then it would only apply to. a unit if that unit did not have the
VEHICLE keyword.
Null characteristics: If a model has a Strength or Leadership characteristic of ‘-’ and that characteristic is required to resolve a rule, use the model’s Toughness characteristic instead. Note that the substituted characteristic cannot be
modified.
Objective marker: 40mm round marker used during certain missions. When measuring the range to an
objective marker, measure to the closest point. A model can never count towards controlling more than one objective marker at the same time.
Objective Secured: If one player has models with this ability in range of an objective marker and there are no enemy models with this ability in range of that marker, that player controls that marker (see
Objective Secured).
Out of coherency: Units that are not in
unit coherency in the
Morale phase are said to be out of coherency.
Overwatch attack: Shooting attack made by a unit that was the target of a charge, made after all targets of that charge have been declared but before the
Charge roll is made. If making a
hit roll, requires an unmodified roll of 6 to score a successful hit (see
Overwatch).
Pile-in move: 3" move that must end with the model closer to the closest enemy model (see
Pile-in).
Psychic test: 2D6 roll made in an attempt to
manifest a psychic power; the result must equal or exceed that power’s
warp charge value to be successful.
Random characteristic: A random characteristic is one that involves a
dice roll to determine its value, and is determined each time that characteristic is to be used (see
Modifying Characteristics).
Ranged attack: An attack made with a ranged weapon is considered to be a ranged attack.
Ranged weapon: Weapons with a type of
Rapid Fire,
Assault,
Heavy,
Pistol or
Grenade are considered to be ranged weapons.
Re-roll: When re-rolling a dice roll, all of the dice involved in that roll must be re-rolled. A
dice can never be
re-rolled more than once.
Regaining wounds: When a model regains a number of wounds, it regains up to that number of lost wounds. This cannot cause the model to have more wounds remaining than it started the battle with.
Reinforcement unit: Any unit that starts the battle in a location other than on the battlefield, and is not
embarked within a
TRANSPORT unit that does start the battle on the battlefield, is considered to be a Reinforcement unit. Any
Reinforcement units that have not been set up on the battlefield by the end of the battle count as destroyed.
Remained Stationary: If a unit
Remains Stationary in its controller’s
Movement phase, or its controller has not yet had a Movement phase, then, until such a point as any model in that unit moves for any reason, it is said to have Remained Stationary.
Removed from play: When a model is removed from play it is taken off the battlefield.
Resolving an attack: Resolving an attack is the same as making an attack.
Roll off: Both players roll one D6 — the player with the highest result wins. In the event of a tie, roll again (see
Roll-offs).
RP: Requisition point.
Setting up a Reinforcement unit: When a
Reinforcement unit is set up on the battlefield in a turn, it cannot make a
Normal Move,
Advance,
Fall Back or
Remain Stationary that turn, and counts as having moved.
Shoots: When a model
shoots with a weapon, you make a number of attacks with that weapon as defined by its type. When a unit shoots, any or all of the models in that unit can shoot.
Single target (model): When a model attacks with one or more ranged weapons, if all of the attacks made with those ranged weapons have the same target unit, that model is said to be shooting at a single target.
Single target (unit): When a unit is chosen to shoot with, if all of the models in that unit that are making attacks shoot at a single target, and that target is the same for all of those models, the chosen unit is said to be shooting at a single target.
Starting Strength: A unit’s
Starting Strength is the number of models in it at the point that it is added to your army.
Successfully manifested: When attempting to
manifest a psychic power, if the
Psychic test was successful and there was no successful
Deny the Witch test, then that power is said to be successfully manifested. Resolve its effects.
Suffered casualties: If a unit has fewer models remaining than its
Starting Strength, it is said to have suffered casualties.
Suffers damage: If an attack reaches the ‘
Inflict Damage’ step of the attack sequence, the model that the attack was allocated to is said to have suffered damage, even if that model subsequently uses a rule to either ignore the wounds inflicted or it uses a rule that means those wounds are not lost.
Target: When resolving an attack, the target unit of that attack is also known as the target.
Target of a charge: When a player
declares a charge with a unit, the target of that charge is said to have been declared as the target of a charge.
Transport capacity: A
TRANSPORT model’s
transport capacity will specify how many and what types of models can
embark within it. A unit cannot embark within a
TRANSPORT model if this would cause that model to exceed this limit.
Treated as (dice roll}: When a dice result is treated as another value, any rules that would have taken effect as a result of that value had it been rolled will take effect.
Unit: A group of models from the same
datasheet.
Unit CharacteristicsModifying a unit’s characteristic: When a rule
modifies a unit’s characteristic, it modifies that characteristic for every model in that unit.
Unit’s Leadership characteristic: This is the value of the highest Leadership characteristic of any of the models in that unit.
Unit’s Save characteristic: If a rule refers to a unit’s
Save characteristic, it refers to the most common Save characteristic amongst models in that unit. If two different Save characteristics are equally common amongst models in a unit, that unit’s controller decides which of those characteristics constitutes that unit’s Save characteristic for the purpose of such a rule. When a rule modifies a unit’s Save characteristics, it modifies the Save characteristic of every model in that unit.
Unit’s type: A unit’s type is the name printed on its
datasheet.
Unit coherency: The distance within which models in a unit must remain with each other. This is 2" horizontally and 5" vertically. Units must end any kind of move in
unit coherency.
Unit destroys a unit: A unit is considered to have destroyed another unit when a model in the former destroys the latter.
Unit within: A unit is within a specified distance if any model in that unit is
within that distance.
Unit’s Engagement Range: A unit’s
Engagement Range is the area covered by the Engagement Range of all models in that unit.
Unit’s equipment: When a rule refers to a unit’s equipment, it refers to all of the equipment of the models in that unit.
Visible: When resolving a rule on a model or unit that refers to a visible model or unit, the latter is visible if it is visible from the perspective of the former.
VP: Victory point.
Weapon abilities: Unless otherwise specified, the abilities listed on a weapon’s profile take effect each time an attack is resolved using that weapon profile.
Weapons TypesWeapons type: The weapon types are
Assault,
Heavy,
Pistol,
Rapid Fire, Melee and
Grenade. Each weapon type has different rules associated with it.
Weapons Type characteristic: A
weapon’s Type characteristic includes the weapon’s type and, if it is a ranged weapon, the
number of attacks it makes when the bearer shoots with it.
When: If a rule states that it takes place when a certain trigger occurs, unless otherwise specified, that rule takes effect before any others.
Whole unit within: A whole unit is within a specified distance if every
model is within that distance.
Wholly in terrain: A model is wholly in terrain if it is entirely on or within a
terrain feature. A unit is wholly in terrain if every model in that unit is entirely on or within a terrain feature.
Wholly within: A model is wholly within a specified distance if every part of its base (or hull) is within that distance. A unit is wholly within if every model in that unit is
wholly within.
Within: A model is within a specified distance if any part of its base (or hull) is within that distance. A unit is within if any model in that unit is
within. When resolving a rule on a model or unit that refers to a model or unit being within a specified distance, measure the distance from the former to the latter.
Wounds: If a wound is successful, the attack is said to wound.
The rules in this section describe some of the more uncommon advanced rules, as well as rare situations that arise when one uncommon rule interacts with another, and how to resolve them.
Benefits of Cover When not in Terrain
Sometimes a rule will tell you that a model or unit gains the benefit of cover, even while they are not entirely on or in a
terrain feature. If a model or unit is under the effects of such a rule, and that rule does not specify what the benefits of cover are, when resolving an attack that model is assumed to be entirely on or within a terrain feature with the
Light Cover terrain trait for all rules purposes. This means that when an attack made with a ranged weapon wounds a model under the effect of this rule, add 1 to the
saving throw made against that attack (
invulnerable saving throws are not affected).
If a model or unit has a rule that only applies while it is receiving the benefits of cover, then that rule will apply while that model or unit is under the effects of any rule that states it gains the benefit of cover even while they are not entirely on or within a terrain feature.
- Benefit of cover even when not in terrain = Light Cover.
- +1 to saving throws against ranged weapons.
- Invulnerable saving throws unaffected.
Ignoring the Benefits of Cover
Some rules allow a weapon or model to ignore the benefits that a target might otherwise receive from being on or in a
terrain feature.
If a rule says that the target ‘does not receive the benefit of cover to its
saving throw’, then, when resolving an attack with that rule, the models in the target unit ignore all benefits received from
terrain traits that improve its saving throw (e.g.
Light Cover,
Heavy Cover).
If a rule says that the target ‘does not receive the benefits of cover that impose penalties on
hit rolls’, then, when resolving an attack with that rule, models in the target unit ignore all benefits received from terrain traits that impose penalties on hit rolls (e.g.
Dense Cover).
If a rule says that the target unit ‘does not receive the benefit of cover’, without specifying what benefits are ignored, then, when resolving an attack with that rule, models in the target unit ignore all benefits received from all terrain traits, including those that improve its saving throws, impose penalties on hit rolls and so on (e.g. Light Cover, Heavy Cover). Note that rules that say that the target unit ‘does not receive the benefit of cover’ do not enable a model or weapon with that rule to target a unit that would not normally be visible due to
terrain features with the
Obscuring trait.
- Does not receive the benefit of cover to saving throws = ignore Light Cover and Heavy Cover.
- Does not receive the benefits of cover that imposes a penalty on hit rolls = ignore Dense Cover.
- Does not receive the benefits of cover = ignore Light Cover, Heavy Cover, Dense Cover etc.
Improving the Benefits of Cover
Some models have abilities that improve the bonus a model receives to its
saving throw when it is receiving the benefit of cover — for example, ‘add 2 instead of 1 to saving throws for models in this unit while it is receiving the benefit of cover’. If a model or unit with such a rule is receiving the benefits of cover from a terrain feature with the
Light Cover or
Heavy Cover trait, then this rule is applied as written. If that model or unit is receiving the benefits of cover from any other terrain features with any other
terrain traits, you instead add 1 to its saving throws, in addition to any other benefits of cover that are gained from those terrain features. In either case,
invulnerable saves are unaffected.
- Add 2 to saving throws instead of 1 if receiving benefits from Light Cover or Heavy Cover terrain features.
- Add 1 to saving throws if receiving benefits from any other terrain features.
Units of Psykers
If a unit has more than one model with the
PSYKER keyword, you must select one of those models each time its unit attempts to
manifest or
deny a psychic power, before you take the
Psychic test or
Deny the Witch test. Measure the distance and check visibility using the model you selected.
Manifesting and Denying with non-Psykers
Sometimes a rule will allow a model that is not a
PSYKER to attempt to
manifest or
deny a psychic power. When resolving such abilities, it does so exactly as if it were a
PSYKER, and is affected by rules that modify
Psychic tests or
Deny the Witch tests, but it is not a
PSYKER for any other rules purposes.
- Units of PSYKERS: When attempting to manifest or deny a psychic power, first select one model in the unit to measure range and visibility from.
Shoot Again
Some rules allow units (or sometimes models or weapons) to shoot again in the
Shooting phase, or shoot ‘as if it were the Shooting phase’. Such rules cannot be used on a unit unless it is eligible to shoot at the time when that rule is used.
When a unit shoots again, any models in that unit that have already shot with any of the weapons they are equipped with earlier in that phase can shoot with those weapons one additional time. When a model shoots again, that model can shoot with any weapons it is equipped with that it has already shot with earlier in that phase one additional time. When a model can shoot with a specific weapon again, that model can shoot with it one additional time if it has already shot with it earlier in that phase.
If a rule allows a unit, model or weapon to shoot again, then it must completely resolve its first shooting attack before resolving the second. This can be at a different target. If a rule is used to make a unit shoot again at the end of the Shooting phase, the phase does not end until after all these rules have been resolved.
- Rules that allow a unit to shoot again can only be used on eligible units.
- Must completely resolve first shooting attack before starting the second.
- Can target different unit(s).
- Shooting phase does not end until after all units that are shooting again have done so.
Non-shooting Abilities
Some models and units have abilities that can be used instead of shooting with that model or unit. Such abilities can only be used in your
Shooting phase, but can be used even if your unit has no ranged weapons, or if it
Advanced or
Fell Back this turn, and such abilities can be used even while the unit is within
Engagement Range of any enemy units.
- Abilities used ‘instead of shooting’ can be used in your Shooting phase.
- Such abilities can be used even if unit Advanced, Fell Back or is in Engagement Range of enemy.
Always Fight First/Last
Some rules allow a unit from your army to always fight first in the
Fight phase, even if they didn't make a
charge move this turn. If the enemy has units that have charged, or that have similar rules, then alternate selecting units to fight with from amongst these units, starting with the player whose turn is taking place.
Similarly, some rules say that a certain unit cannot be selected to fight in the Fight phase until after all other eligible units have done so. If both players have units that cannot fight until after all other units have done so, then the players alternate selecting which of those units to fight with, starting with the player whose turn is taking place.
If a unit is under the effects of both a rule that always lets it fight first in the Fight phase, and a rule that says it cannot be selected to fight until after all other units have done so, it instead fights as if neither rule is affecting it.
Note that it doesn’t matter how many rules are affecting a unit that enable it to fight first, or how many rules are affecting it that say it cannot be selected to fight until after all other units have done so – if a unit is under the effects of one or more of both kinds of ability simultaneously, that unit instead fights as if none of those rules are affecting it.
Note that the
Counter-offensive Stratagem requires you to select a unit that is eligible to fight. This means that if a unit is under the effects of a rule that says that it is not eligible to fight until after all other eligible units have done so, then unless that unit is also under the effects of a rule that lets it fight first, you will not be able to select that unit to use the Counter-offensive Stratagem.
Some examples of rules that always allow a unit to strike first include
Martial Superiority and
Veil of Time (see
Codex: Space Marines),
Precognitive Strike (see
Codex: Necrons), etc. Also note, as per the core rules, that units that have charged fight first in the Fight phase, and for the purposes of this Rare Rule this is considered to be a rule that lets a unit always strike first.
Some examples of rules that always make a unit strike last (or say a unit cannot be selected to fight until after all other eligible units have done so) include
Tempormortis (see
Codex: Space Marines),
The Armour of Russ (see
Codex Supplement: Space Wolves),
Obeisance Generators (see
Codex: Necrons), etc.’
See also
Designer’s Commentary on that topic.
- If both players have models that fight first/last, alternate selecting units to fight, starting with player whose turn is taking place.
- If a unit can always fight first but must also fight last, it fights as if not affected by either rule.
Fighting with Individual Models
Normally units are selected to fight, but some rules instead specify that only one model in a unit can fight (or can fight again - see below). In these instances, that model is allowed to make a
pile-in move, but must still be in
unit coherency at the end of its move. It then makes a number of attacks with its melee weapons, as specified in the
Make Close Combat Attacks section of the
Fight phase. Finally, that model can make a
consolidate move, but must still be in unit coherency at the end of the move.
- Some rules enable an individual model in a unit to fight — such a model piles in, makes close combat attacks, then consolidates.
- Pile-in and consolidate moves must end in unit coherency.
Fight Again
Some rules allow units to fight again in the
Fight phase, or fight ‘as if it were the Fight phase’. Such rules cannot be used on a unit unless it is eligible to fight at the time when that rule is used. Remember that a unit is only eligible to fight if it is within
Engagement Range of an enemy unit, or if it made a
charge move in the same turn. In addition, all the normal targeting rules apply to a unit that is using a rule to fight again (e.g. if the unit made a charge move this turn it can still only target enemy units it declared a charge against or that
performed a Heroic Intervention).
If a rule allows a unit to fight again, then it will
pile in,
make close combat attacks and
consolidate again. Treat each time a unit is selected to fight as a separate unit being selected to fight for all rules purposes. This means that after it has fought for the first time in a phase, your opponent can choose an eligible unit to fight with before you fight with your unit for a second time (you need not consecutively use both of the unit's opportunities to fight — unless of course there are no other eligible units to select to fight with). If such a unit charged this turn, it will still fight both times before any units that did not charge. Note that any rule that interrupts the normal sequence of who fights first can be used to fight inbetween the unit's first and second fight.
If a rule is used to make a unit fight again at the end of the Fight phase, and the unit ends its consolidation move within Engagement Range of any enemy units that have not yet been selected to fight during this phase, those units are now eligible units and your opponent can fight with them before the phase ends.
- Rules that allow a unit to fight again can only be used on eligible units.
- Fight again = pile in, make close combat attacks and consolidate again.
- Each time a unit fights again it is treated as a separate unit being selected to fight.
- Fight phase does not end until every unit in Engagement Range that has not yet fought has done so.
Attacker’s Priority
While resolving attacks, you'll occasionally find that two rules cannot both apply — for example, when an attacking model with an ability that enables it to always score a successful hit on a 2+ targets a model that has an ability that states it can only be hit on a 6+. When this happens, the attacking model’s rules take precedence.
- If attacking model and target unit have conflicting rules, the attacking model’s rule takes precedence.
Morale Priority
While resolving
Morale tests, you'll occasionally find that two rules are in direct conflict and cannot both apply - for example, when a unit is being simultaneously affected by one rule that says it automatically passes Morale tests and another that says it automatically fails Morale tests. When this happens, rules that say a unit automatically passes a Morale test always take precedence over rules that say a Morale test is automatically failed.
Similarly, rules that say no models flee from a unit always take precedence over rules that say that a number of additional models flee that unit.
- If a unit is affected by conflicting rules, those that automatically pass Morale tests or cause no models to flee take precedence.
Resurrected Models
Some rules resurrect or return models to their unit in the same turn they were
destroyed. For the purposes of
Morale tests, such models do not count as having been destroyed this turn — exclude them when determining if a unit has to take a Morale test, and when determining what to add to a D6 roll when taking a unit’s Morale test. For the purposes of allocating attacks later during the same phase, such models do not count as having lost any wounds or as already having had any attacks allocated to them this phase.
- Exclude models that were destroyed and returned to a unit in the same turn for Morale test purposes.
- Models that were destroyed and returned to a unit do not count as already having lost wounds/having already had attacks allocated to them during this phase.
Explodes
When
destroyed, some models have an ability that gives them a chance to explode (or crash and burn, or lash out with death throes etc.) and inflict
mortal wounds on nearby units. If a model has such an ability and is destroyed, then it is always the player controlling that model who rolls to see if it explodes (or similar), and it is always this player who rolls to see if nearby units suffer damage, and if they do, how much damage is inflicted.
- If a model could explode, controlling player rolls the D6.
- If a model explodes when destroyed, controlling player rolls to inflict damage on nearby units.
Desperate Breakout and Rules that Prevent Falling Back
Some rules either prevent enemy units from
falling back, or when a unit is selected to Fall Back, triggers a
roll-off, test or other dice roll that can result in the enemy unit being unable to Fall Back. In either cases, a rule that prevents Falling Back takes precedence over
Desperate Breakout Stratagem. This means, in the first case, that using the Stratagem on a unit would not enable it to Fall Back - you would be spending
CPs only for the chance to destroy some of your own models. In the second case, if the Desperate Breakout stratagem is used on a unit, then after rolling to see if any models in that unit are
destroyed, any roll-off, test or other roll is then triggered and resolved (which may result in the unit not being able to Fall Back). Note that in either case, if a rule prevents a unit from Falling Back, no models in that unit can make (and hence end) a Fall Back move, so no additional models in that unit are destroyed, but the unit the Stratagem was used on will still be unable to do anything else this turn.
- Rules that prevent Falling Back take precedence over the Desperate Breakout Stratagem.
Manifesting Priority
While
manifesting a psychic power, you’ll occasionally find that two rules are in direct conflict and cannot both apply - for example, when one rule says that a psychic power cannot be
denied and another rule says that a psychic power is denied (or resisted). When this happens, rules that say a psychic power cannot be denied take precedence over rules that say the psychic power is denied.
- If a psychic power is manifested and is affected by conflicting rules regarding whether it can or cannot be denied, rules that say that the psychic power cannot be denied take precedence.
Multiple Attacks that Inflict Mortal Wounds
Some attacks can inflict
mortal wounds either instead of, or in addition to, the normal damage. If, when a unit is selected to shoot or fight, more than one of its attacks that target an enemy unit have such a rule, all the normal damage inflicted by the attacking unit’s attacks are resolved against that target before any of the mortal wounds are inflicted on it.
- If a unit can make multiple attacks that inflict mortal wounds, all of the normal damage inflicted by all of the attacking unit’s attacks is resolved before any of the mortal wounds are resolved.
Scoring Additional Hits
When a model makes an attack, some rules will let that attack score one or more additional hits on a particular
hit roll (e.g. ‘each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit’). If the attacking model is also benefiting from any other rules that trigger on a particular hit roll (e.g. ‘each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target’), then only the original attack benefits from those rules. If any additional hits are scored as the result of a particular hit roll, those additional hits are not considered to have been made with any hit roll – they simply hit the target and you must continue the attack sequence for them (i.e. make a
wound roll).
- If a hit roll scores additional hits, those additional hits do not benefit from any other rule that triggered on the original attack’s hit roll.
Stratagems that Gain or Refund CPs
The advanced rules for
Command points state that you cannot gain, or have refunded, more than 1 Command point per battle round because of any rules (other than via the exceptions listed
here, such as the
Battle-forged CP Bonus). However, there are a small handful of Stratagems that let players gain or refund several Command points when used (e.g.
Feeder Tendrils in Codex: Tyranids). So long as such a Stratagem is used during a phase (i.e. it is not used ‘before the battle’ or ‘at the end of a battle round’), the limit of gaining or refunding 1 Command point per battle round does not apply to any Command points gained via Stratagems.
- The limit of gaining or refunding 1 CP per battle round does not apply to any CPs gained via Stratagems that are used during a phase.
Moving Through Models
Some models have a rule that enables them to ‘move through/over models’, or ‘move through/over models as if they were not there’. Sometimes such a rule will only apply to specific types of movement (e.g.
Normal Moves,
Advance moves,
charge moves etc.) while other times it will apply to all types of movement. In any case, when moving a model with such a rule, it can be moved within
Engagement Range of enemy models, but it can never finish a move on top of another model, or its base, and it cannot finish a Normal Move, Advance or
Fall Back move within Engagement Range of any enemy models, and it can only end a charge move in Engagement Range of units it
declared a charge against that phase).
- Models that can move through/over enemy models can also be moved within Engagement Range of enemy models.
- Models cannot end a move on top of another model.
- Models cannot end a Normal Move, Advance or Fall Back move within Engagement Range of any enemy unit.
- Models can only end a charge move within Engagement Range of enemy units that they declared a charge against that phase.
Attacks That Make Multiple Hit Rolls
Some rules, typically weapon abilities, tell you to roll more than one
hit roll for each attack made, e.g. ‘each time an attack is made with this weapon, make 2 hit rolls instead of 1’. In these cases, each hit roll is treated as a separate attack that is made against the same target. As such, all normal rules that are triggered by attacks, or that apply to attacks (such as
re-rolls or modifiers conferred by other rules) apply to each ‘hit roll’. Note that these additional attacks do not themselves result in more hit rolls being made.
Some rules can generate additional attacks during the attack sequence itself, e.g. ‘after resolving all this model’s attacks, it can make a number of additional attacks against that enemy unit equal to the
number of attacks that did not reach the
inflict damage step of the attack sequence during that fight.’ In these cases, these additional attacks can never benefit from rules that let you roll more than one hit roll for each attack being made – they can only ever generate one additional hit roll for each attack being made – but all other rules that are triggered by attacks, or that apply to attacks (such as re-rolls or modifiers conferred by other rules) apply to each additional hit roll. In addition, these additional attacks cannot themselves trigger any rules that would generate any further additional attacks.
- If a rule tells you to make more than one hit roll for each attack made, each hit roll is treated as a separate attack made against the same target.
- If a rule generates additional attacks during the attack sequence, those additional attacks never benefit from rules that tell you to make more than one hit roll for each attack made, and they can never themselves generate additional attacks.
Charging Aircraft
It is not normally possible to end any kind of move within
Engagement Range of an enemy
AIRCRAFT model. However, many
AIRCRAFT models have an ability (e.g.
Airborne) that specifically says that they can only be charged by enemy units that can
FLY. Such rules take precedence over those in the Core book, and units that can
FLY can indeed
declare a charge against an
AIRCRAFT model, and they can end a charge move within Engagement Range of it.
- Units that can FLY can declare a charge against AIRCRAFT models.
Disembarking Large Models
Some models are so large that when they are
disembarking from a
TRANSPORT model it is not possible to set them up wholly within 3", typically because the disembarking model is itself larger than 3" in all dimensions. In these cases, set such a model up with its base (or hull) within 1" of its
TRANSPORT model’s base (or hull), and not within
Engagement Range of any enemy models.
- If it is impossible to set up a disembarking model wholly within 3" of their TRANSPORT model because it is too large, set it up within 1" of its TRANSPORT model instead.
Resolving Abilities when Moving off the Edge of the Battlefield
Some models, typically
AIRCRAFT, have rules that are used after they have finished making a move in the
Movement phase, such as dropping bombs on a unit they have moved over. If a unit has such a rule and it can move off the edge of the battlefield (such as is the case with
AIRCRAFT when the
Strategic Reserves rule is being used), then for the purposes of those rules, that unit’s move is considered to have finished when it touches the edge of the battlefield; such rules are then resolved, and the model is then removed from the battlefield.
- If a unit can move off the edge of the battlefield, it can still resolve rules that are triggered at the end of its move before being removed from the battlefield.
Shooting Whilst Embarked on a Transport
Some rules, such as Open-topped, enable units to shoot and make ranged attacks even while
embarked within a
TRANSPORT model. Each time such an embarked unit is selected to shoot, the following rules apply to it:
- Stratagems cannot be used on that unit in order to affect its attacks, and you cannot use the Command Re-roll Stratagem to affect any dice rolls made for its models’ ranged attacks.
- Measure distances and draw line of sight from any point on the TRANSPORT model when models in that unit make the ranged attacks.
- If the TRANSPORT model made a Normal Move, Advanced, Fell Back or Remained Stationary this turn, embarked units are considered to have done the same when they make ranged attacks.
- While the TRANSPORT model is within Engagement Range of any enemy units, unless the ability that the TRANSPORT model has that allows its passengers to shoot whilst embarked states otherwise, then models in embarked units cannot make ranged attacks, except with Pistols.
- Unless specifically stated otherwise, the embarked unit is not affected by the abilities (including aura abilities) of any other unit, even if that unit is also embarked within the same TRANSPORT model.
- If the unit was under the effects of a rule when it embarked on the TRANSPORT model (such as rules bestowed on it during the Command phase, by a psychic power or a Stratagem etc.) those rules do not apply to that unit whilst it is embarked.
- Any abilities (including Detachment abilities) that models in an embarked unit have, or that their weapons have, continue to apply when they make ranged attacks.
- If a restriction applies to the TRANSPORT model, that same restriction applies to units embarked within it. For example, if the TRANSPORT model is not eligible to shoot with because it has Advanced or Fallen Back this turn, its passengers are not eligible to shoot with.
- If a TRANSPORT model is under the effects of an ability which would apply a modifier to a hit roll, wound roll or damage roll when making a ranged attack, the same modifier applies each time an embarked model makes a ranged attack.
Preventing Reinforcement Units From Setting Up
Some rules prevent
Reinforcement units from setting up on certain parts of the battlefield e.g. ‘enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit.’ Such rules always take precedence over rules that instruct you where you can set up Reinforcement units (e.g. ‘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" away from any enemy models’. The only exception is units that are
arriving from Strategic Reserves that are set up within 1" of their own battlefield edge and wholly within their own deployment zone – in this case, the Strategic Reserves unit can be so set up, despite any rules enemy models have that would otherwise prevent it from being set up.
- Rules that prevent Reinforcement units from being set up take precedence over rules that allow Reinforcement units to be set up.
- Does not apply to Strategic Reserve units that are set up within 1" on their battlefield edge and within their own deployment zone.
Defensive Rules that Apply to Attacks with Specific Characteristics
Some rules only apply against attacks that have a specific characteristic. For example, ‘Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in this unit, that attack has an Armour Penetration characteristic of 0 instead.’ Each time you determine if such a rule is triggered, and so applies, always use the modified characteristics of that attack at the
Allocate Attack step of the attack sequence. In the example above, that means that if an attack which originally has an Armour Penetration characteristic of 0, but then is modified by another rule before the Allocate Attack step to be -1, then at the Allocate Attack step it would then trigger the ability and be changed back to 0 instead.
- To determine if a defensive rule applies against an attack, use the modified characteristics of that attack at the Allocate Attack step of the attack sequence.
Splitting Units with Pre-existing Rules Effects
Some rules enable one unit to split up into two or more smaller units. Each time this happens, any rules that the original unit was being affected by when it split, and which would continue to affect it for a specific duration (from abilities, Stratagems, psychic powers, etc.) continue to affect all of the individual units it split into until such a point as they would normally have no longer applied. For example, if the original unit was within range of an
aura ability when it split, any given individual smaller unit would only be affected by that aura ability if it was itself still within range of that ability after the split, whereas if the original unit was being affected by a psychic power that lasted until the end of that turn at the point when it split, all of the smaller individual units would still be affected by it until the end of that turn.
- Rules that affect a unit at the time when it splits into several smaller units continue to apply to all of those smaller units for the duration of that rule.
- Aura abilities only affect those smaller units whilst they remain within range of that ability.
Transports and Rules that Count as Remaining Stationary
Some rules allow a model to count as having
Remained Stationary, even if that model has moved during its
Movement phase. Even if a
TRANSPORT model is subject to such a rule, embarked models still cannot
disembark from that
TRANSPORT model during the Movement phase if that
TRANSPORT model has already moved, unless that
TRANSPORT model (or the models embarked within it) have a rule that explicitly allows them to disembark after the
TRANSPORT model has moved.
- Units cannot disembark from a TRANSPORT model after it has moved, even if that TRANSPORT model is under the effects of a rule that lets it count as having Remained Stationary even if it has moved.
Ignoring Wounds Vs Rules that Prevent Models from Ignoring Wounds
Some models have a rule that says that they cannot lose more than a specified number of wounds in the same phase/turn/battle round, and that any wounds that would be lost after that point are not lost. Similarly, some models have a rule that reduces damage suffered by a stated amount (e.g.
Duty Eternal). In any of these cases, when such a model is attacked by a weapon or model with a rule that says that enemy models cannot use rules to ignore the wounds it loses, that rule takes precedence over the previous rule, and if that attack inflicts any damage on that model, it loses a number of wounds equal to the Damage characteristic of that attack, even if it has already lost the specified number of wounds already this phase/turn/battle round.
- Rules that say models ‘cannot use rules to ignore the wounds they lose’ take precedence over rules that say that a model cannot lose more than a specified number of wounds in the same phase/turn/battle round, and also take precedence over rules that reduce damage suffered by a stated amount.
‘If Every Unit in Your Army’ Rules
Many armies have abilities that only apply if every model in your army has a specific keyword. For example, many units in Codex: Space Marines have the
Combat Doctrines ability, but this rule only applies if ‘every unit in your army has the Adeptus Astartes keyword’ (with a few listed exceptions). The condition of ‘every unit in your army’ is checked once, after you have selected your army, which happens at the end of the ‘Muster Armies’ step of the mission sequences used in a mission pack, and such rules either apply for the duration of the battle or they don’t. If the condition is satisfied at the end of this step, then those rules will apply throughout the battle, regardless of whether or not new units are added to your army during the battle that might not satisfy this condition. Similarly, if at the end of the ‘Muster Armies’ step, this condition is not satisfied, then it will not apply for the duration of the battle, even if during the battle you suffer casualties to the point where all your remaining units would start to satisfy the condition.
At the Start of, During and After Deployment
These terms are commonly used in many rules. We wanted to clarify when each of these happens in the mission sequences that appear in mission packs such as Open Hostility, Eternal War etc.
- At the Start of Deployment: A rule that happens ‘at the start of deployment’, is resolved at the start of the ‘Declare Transports and Reserves’ step of the sequence. Combat Squads (see Codex: Space Marines) is an example of just such a rule.
- During Deployment: A rule that happens ‘during deployment’ can happen any time between the start of the ‘Declare Transports and Reserves’ step and the end of the ‘Deploy Armies’ step. The rule itself will provide further details as to exactly when it is used, but typically if the rule lets you set a unit up in a location that is not on the battlefield, it happens during the ‘Declare Transports and Reserves’ step, otherwise it happens during the ‘Deploy Armies’ step. Teleport Strike and Concealed Positions (see Codex: Space Marines) are examples of just such rules that are resolved at different times; a rule such as Teleport Strike allows a unit to set up in a location that is not on the battlefield, and so is resolved in the ‘Declare Transports and Reserves’ step; a rule like Concealed Positions triggers ‘when you set this unit up’, which happens in the ‘Deploy Armies’ step.
- After Deployment: These rules, which also include wordings such as ‘after both sides have deployed’, ‘after both sides have finished deploying’ etc. happen in the ‘Resolve Pre-Battle Abilities’ step. The Lord of Deceit Warlord Trait (see Codex: Space Marines) is an example of just such a rule. After all of these rules have been resolved, the players move onto the ‘Begin the Battle’ step, and the first battle round begins (triggering any rules that are used ‘when the first battle round begins’).
Has Access to (Psychic Disciplines)
The term ‘has access to’ is sometimes used in rules, typically in conjunction with Relics,
Warlord Traits and other upgrades that allow
PSYKERS to know additional psychic powers. We wanted to clarify exactly what the term ‘has access to’ means.
- If a PSYKER unit’s datasheet says that it can know psychic powers from one or more psychic disciplines, then that PSYKER unit has access to those psychic disciplines.
- If a PSYKER unit has the option to know psychic powers from a different discipline in addition to the discipline(s) listed on their datasheet, then that PSYKER unit has access to that psychic discipline(s) as well.
- If a PSYKER unit has the option to know psychic powers from a different discipline instead of a discipline listed on their datasheet, then that PSYKER unit has access to that psychic discipline instead.
Example: An army includes two DARK ANGELS LIBRARIAN IN PHOBOS ARMOUR units. This unit’s datasheet says that each knows Smite and two psychic powers from the Obscuration discipline. As part of a DARK ANGELS Detachment, the player can choose for one, or both to instead know powers from the Interromancy discipline. The controlling player decides to do so with the first Librarian, but not the second. The first therefore knows powers from the Interromancy discipline and so has access to this discipline. The second knows powers from the Obscuration discipline, and so has access to this discipline. If the first PSYKER was also the bearer of the Tome of Malcador, it would know one additional psychic power from the Interromancy discipline, while if the second LIBRARIAN had this relic, it would know one additional power from the Obscuration discipline.
Rules That Count As Remaining Stationary
Some rules allow a unit to count as having
Remained Stationary, or count as if it had not moved, even if that unit has moved during its
Movement phase. The following rules apply to these type of rules:
- Such rules, if they apply in the Shooting phase, mean that a unit is eligible to shoot even if it has Advanced or Fallen Back this turn.
- Such rules, if they apply in the Shooting phase, mean that INFANTRY models do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
- Such rules, if they apply in the Shooting phase, mean that models do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
- Such rules, if they apply in the Charge phase, mean that the unit is eligible to declare a charge even if it has Advanced or Fallen Back this turn.
- Such rules mean that any other rules (abilities, Stratagems etc.) that are used or triggered when a unit Remains Stationary (e.g. Grinding Advance) can be used/are triggered.
- Even if a Reinforcement unit is subject to such a rule, that rule has no effect on that unit in the turn they are set up on the battlefield. This means Reinforcement units always count as having moved (i.e. they never count as having Remained Stationary). Remember that this also includes Repositioned and Replacement units.
- Even if a TRANSPORT model is subject to such a rule, embarked models still cannot disembark from that TRANSPORT during the Movement phase if that TRANSPORT has already moved, unless that TRANSPORT (or the models embarked within it) have a rule that explicitly allows them to disembark after the TRANSPORT has moved (but if a unit does so, it cannot then charge during the same turn).
- If a unit has disembarked from a TRANSPORT model, rules which allow that unit to be treated as though it has Remained Stationary have no effect.
- Even if a unit is subject to such a rule, it cannot start an action if it has Advanced or Fallen Back this turn, and any action that it is currently performing but has yet to complete will still fail if that unit makes a Normal Move, Advances, Falls Back, performs a Heroic Intervention or declares a charge.
Psychic Powers that Modify Characteristics and have Additional Effects Based on the Psychic Test
A few psychic powers that can modify one or more of a unit’s characteristics also have additional or boosted effects if the
Psychic test made to
manifest them is over a certain value. If that certain value is based on a characteristic that the same psychic power can modify, then the value required is that at the point when the Psychic test is made, not after it has been manifested. For example, imagine a psychic power that, if manifested, reduces an enemy unit’s Leadership characteristic. If that psychic power has an additional effect that inflicts
mortal wounds if the Psychic test exceeds the enemy unit’s Leadership characteristic, then the value required for this effect to apply is that of the enemy unit’s Leadership characteristic before it is reduced by this psychic power.
- If a psychic power can modify a characteristic and it has an additional/boosted effect on a given Psychic test result that is determined by comparing it to a characteristic value that the psychic power itself modifies, use the value before it is modified by the psychic power.
Preventing/Losing Objective Secured
Some units have the
Objective Secured ability, and other rules can bestow the Objective Secured ability onto a unit. A unit can even be under the effects of multiple rules that each bestow a unit with the Objective Secured ability, sometimes granting them additional bonus effects. However, there are also rules that can prevent units from being able to use the Objective Secured ability, or else that say a unit loses the Objective Secured ability.
While a unit is simultaneously under the effects of one or more rules that give it the Objective Secured ability, and one or more rules that either cause it to lose the Objective Secured ability or prevent it from using the Objective Secured ability, the rules that cause the unit to lose or prevent it from using the Objective Secured ability take precedence, regardless of how many different rules currently apply to the unit that grant it with the Objective Secured ability (e.g. one instance of ‘lose the Objective Secured ability/cannot use the Objective Secured ability’ takes precedence over two or more instances of ‘gains the Objective Secured ability’). Furthermore, if a unit was gaining any additional bonus effects because they gained the Objective Secured ability even though they already had this ability, while under the effects of any rules that cause it to lose or prevent the Objective Secured ability from working, it loses those additional bonuses.
Note that all of the above also applies to any other ability that is similar in effect to the Objective Secured ability (i.e. any ability that enables a unit to control an
objective marker it is in range of irrespective of the number of enemy models within range of the same objective marker, e.g. Defenders of Humanity).
- Rules that prevent the Objective Secured ability, or say a unit loses the Objective Secured ability, take precedence over all rules that grant the Objective Secured ability.
Modifying the Command Point Cost of Stratagems
Some rules can modify the cost of using certain
Stratagems, either by increasing or decreasing the cost of using a particular Stratagem, or by changing the cost of it to a new value (e.g. 0CP). If a rule instructs you to change the
Command point cost of a Stratagem with a specified value, change it to that value before applying any other modifiers that apply from other rules (if any) to the new value. All modifiers to the Command point cost of a Stratagem are cumulative; you must apply division modifiers before applying multiplication modifiers, and before applying addition and then subtraction modifiers. Round any fractions up after applying all modifiers. Regardless of the source, the Command point cost of a Stratagem can never be modified below 0CP.
- All modifiers to the CP cost of a Stratagem are cumulative.
- Apply rules that replace the CP cost with a specific value first.
- Apply all other modifiers to the CP cost (if any) in the following order: division, multiplication, addition, then subtraction.
- Round fractions up after applying all modifiers.
Rules that Dictate Wound Allocation Order
Some
CHARACTER units have abilities that dictate which models wounds must be allocated to first (e.g.
the Silent King’s Triarchal Menhirs,
Saint Celestine’s Geminae,
Chaplain Grimaldus’ Servitors, etc.). When such units suffer
mortal wounds, those mortal wounds are allocated in the same order that attacks are allocated.
Repositioned and Replacement Units
Some rules enable units to teleport or else be repositioned and set back up on the battlefield. Other rules enable units to removed from the battlefield and be replaced by a new, full-strength unit, which is then set up on the battlefield. If a rule causes a unit to be removed from the battlefield and subsequently set back up, the following rules apply to it:
- Rules that are triggered by or apply to units that are ‘set up on the battlefield as Reinforcements’ are also triggered by and apply to that unit when it is set up on the battlefield.
- Models in units that arrived as Reinforcements count as having moved a distance in inches equal to their Move characteristic this Movement phase. If the unit has a minimum Move characteristic, it counts as having moved its maximum Move characteristic.
- The unit cannot make a Normal Move, Advance, Fall Back or Remain Stationary that turn for any reason.
- If that unit was within Engagement Range of an enemy unit when it was removed from the battlefield, it does not count as having Fallen Back when it is set back up on the battlefield.
- If that unit Advanced this battle round, it still counts as having Advanced after it has been set back up on the battlefield.
- Any destroyed models in that unit when it is removed are still destroyed when their unit is set back up on the battlefield. If they were destroyed this turn, they still count towards any Morale tests taken this turn.
- Any models in that unit that have lost any wounds do not regain those wounds when they are removed, and will still have lost them when their unit is set back up on the battlefield.
- Any rules that unit was being affected by when it was removed, and which would continue to affect it for a specific duration (from abilities, Stratagems, psychic powers, etc.) continue to affect that unit until such a point as they would normally have no longer applied. For example, a unit that was within range of an aura ability when it was removed would no longer be affected by that ability if it was set up outside of that aura’s range, whereas a unit that was being affected by a psychic power that lasted until the end of that turn would still be affected by it until the end of that turn.
- If that unit was performing an action, that action immediately fails.
- Such rules can, if they occur in the Movement phase, be used on units that arrived as Reinforcements this phase and/or on units that have already been selected to move this phase.
Note that points 5-8 do not apply to any unit that has been set up because it is replacing a destroyed unit (including units set up via a rule that instructs you to remove a unit then set it back up at its full starting strength). These rules represent new units joining the fight, rather than the existing units being repositioned on the battlefield.