FORAY Roleplaying Journal 
Q and A with Da Boyz
PART 4
The Big Monster Q&A File

Warhammer Master List of Approved Q&A

General
1) There are three things that allow a unit to strike first in the first
turn: Charging, Special Abilities (like Skaven Assassins), and Special
Magic Items (Helm of Many Eyes).  In subsequent turns, it would be
Initiative, and the latter two.  Then there are double-handed weapons
too....
When situations come up like this, who would go first? 
Roll a D6 each time a situation comes up. Magic items will always take
precedence over non-magic abilities though.

2) The High Elf book suggests getting permission to use special
characters.  The Bretonnian book says you need to get it.  Is it an
actual rule that you need permission for all armies?
As a general rule, players must agree before a battle whether they will
be using special characters or not.  This is being added to all new
printings of all books, too.

3) There are some monsters not listed in the new Battle Book Bestiary
which appear in other books  IE., Lammasu, Great Taurus, etc.  Are they
subject to the Bound rules (like say a Wyvren), or not Bound (like a
Dragon)?
Assume all dragons are not subject to the Bound Monster Rules, but all
other monsters not covered in the Beastiary are subject to them.

4) Hippogriffs are given different point values in different sources.
Which value is correct.
145 points is correct in all cases.

5) A Model charges down from Flying High to attack a model that causes
Terror.  The charging model fails its Terror Test.  What does it do?
It lands on the ground where it was intending to & flees 3D6", towards
their starting table edge if possible.  The unit that was charged does
not get to pursue.

6) Resolving attacks w/ units on flying stands.  What is the base width
of the flying stand?  Do you assume that any models forward of the edges
of the stand are "in contact" with the enemy, or is it the models in
_actual_ physical contact (actually touching the flying stand)?
We roughly place the models into a line as close as we can, then assume
the unit stretches between the extremities of the bases.

7) If the general is flying high and dies, does the army need to panic?
Yep!  The sight of your general plummeting from the skies, a bloody
wreck of flesh, is too much for most troops to bear!

8) Laid to Rest: In a Challenge, what determines who attacks first?
It's worked out as for a normal attack (charger goes first, unless he
has a 2 handed weapon, etc).

9) When a template hits a unit in combat or a chariot, there are special
rules that make it different from normal shooting.  Even though cannons
have no physical template, should the up to 10" path of the cannon be
taken as a template?
This is a good one!  It's not strictly covered in the rules, but around
the offices and in the studio we take 
the path of a cannon to be one long template.  If in doubt, imagine the
template to be the width of a range ruler or normal tape measurer (about
one quarter inch wide) and as long as the path the ball takes from its
initial bounce to the point it comes to rest.

If the path crosses, for example, two horses and the yoke of a chariot,
then roll to wound each horse and the chariot.

10) In the commentary on the rules (page110) it says that rank bonus is
lost for the entire     combat if the unit is flanked.  If I lap round,
thus negating my opponent's rank bonus, and he later beats me (forcing
me to get my "lappers" back into formation),is his rank bonus still gone
for the duration of the combat?
There's a bit of a misunderstanding here.  Ranks bonus is only negated
when a unit is actually charged in the flank, not merely when a unit is
lapped round.  Be sure to read the book carefully.  Distinctions like
this are often present, but overlooked.

11) In Warhammer, because of modifiers to the hand to hand to hit roll
and other circumstances such as defending an obstacle, an attacker could
require a to hit roll of 7+ or more.  Does this mean that the defender
cannot be hit?
This is a situation that did not come up in any play testing and so was
left out of the rules in the interest of space.  Since then, a number of
magic items have been introduced which could make it impossible to
strike blows against a model.  If this situation comes up, use the
shooting rules to hit.  Therefor, a model which would only be hit on a
7+ (impossible on a d6), a 6, followed by a further 4+ is required.  See
page 28 of the Rulebook for a more detailed explanation.

12) Daemons are said to have magical attacks that can effect models that
can normally only be hit by magic weapons.  Are other creatures that
have "magical" attacks able to do the same?  Dryads are a good example
of this.
No. Only attacks which are specifically detailed as being able to affect
creatures like ghosts, wraiths, and the like are able to do so.  A bit
of background that describes the attack or model as magical just isn't
enough.

13) Is there anything stopping an allied character from joining a unit
from the main army?
There is a strong smell of cheddar here!  While there is nothing
technically stopping this, it was never the intention of the rules to
allow this.  Normally when players do this it is with the idea of trying
to get around some other rule.  Be warned!  If players in your group are
doing this, they probably have some other, not quite illegal tricks up
their sleeves.

14) Can a unit of troops in my Empire army be led by an allied High Elf
character?
Yes.  Allied characters can join and lead units from the main army like
any other character.  This does tread that fine line of what is fun and
what is beardy!  There will be circumstances where it is perfectly
appropriate to put an allied character in a unit, even to lead it.
Perhaps you are playing a scenario where an Empire army has ventured far
from home and Dark Elf assassins have taken out their leaders.  They
will need help to get the evil black hearted elves back for what they
have done.  In order to help them, a High Elven hero has offered to lead
a unit of swordsmen into battle against his dark cousins.

You should feel free to use the many and varied rules that make up
Warhammer  to make a better gaming experience.  If you think you may be
going over the top or taking too much advantage of a particular rule,
ask your opponents what they think.  You might also stop and ask your
self "Would I want someone to use this rule against me?  Would I still
have fun?"  If the answer is no, you have probably gone too far!

Skaven
1) What happens to a Giant Rat/Rat Ogre unit when you lose enough
Packmasters to get below the 6-1 ratio?
Nothing, aside from the leaderless Giant Rats/Rat Ogres having to use
their own Leadership if all Packmasters are dead!
 

High Elves
1) Do White Lions get their normal attacks in addition to their special
attack or is it that their special attack is their attack?
White Lions still roll 1 die to attack regardless of which of their
special attacks they are using.

Bretonnia
1)  What are the Laws of Chivalry as they apply to losing the Blessing
of the Lady of the Lake?  Or can the Blessing simple never be lost?
The latter - the Bretonnian player is assumed to have demonstrated
sufficiently chivalrous behavior already.

2) In the Bretonnian lance formation, who is considered to be actually
touching the foe?  We know that the outer edge can attack, but does this
mean that, since the models themselves are not in contact things like
the Talon of Death will not work?  Would it be best to assume that the
models who got to attack the enemy are considered to be touching the
enemy ahead of them?
Yes, assume any figures in combat are in base to base contact for all
purposes.

3) Does the Green Knight get his 2+ save against "instant kill, no
wounds applied" spells & magic items?
The Green Knight's save is in fact a regeneration effect, and can be
taken whenever he dies, no matter what killed him.  It doesn't prevent
him from dying, it just keeps him from staying that way.
 

Undead
1) We could really use a "Rapid Fire" covering what is living & what is
not (undead) (esp. Undead & Nagash!).  It would settle many arguments!
In the mean time, which of the following would be considered "living"?
- Nagash
- Vampires
- Liches
- Ghouls
No for all, except Ghouls 

2) Does the -1 to hit a Zombie Dragon in combat apply to its rider as
well?
Yes.  A models which is in contact with the Zombie Dragon is taken to be
fighting it.  Therefor, the -1 to hit applies to any attack the model
makes for as long as he remains in contact with the beast.

3) If an undead wizard declares that he is trying to raise a new unit
through one of his spells, and fails to get 5 models, can he opt to put
them into another unit instead?
No.  Once the player says he is raising a new unit, he will have to roll
the bones and accept his fate.

4) The Undead Book explains the Necromancy spells in greater detail than
Warhammer Magic.  Curse of Years does not affect non-living targets.
Summoning spells can raise catapults and fix chariots (good thing too
with the low toughness!).  Warhammer Magic makes no mention of this.
Are the expanded entries in the Undead Book still valid?
Yes, unless they contradict Warhammer Magic.  This means that catapults
can still be raised and the Vermin Lord is safe from the Curse of Years.
You Undead players should be good sports and let your opponents read
your book!

5) Spell Allocation for the Undead: Undead Wizards can draw from 3
different decks (Battle, Dark, Necromantic).  What are their options?
Draw _all_ spells from 1 deck. Aside from the Beastmen Shamans, all
wizards draw spells from a single deck.

6) When summoning undead, 5 models must be created to form a new unit.
Cavalry count as 2 models.  Does this mean I need to roll a 10 on the
dice, or just 6 (to see how many I summon)?
In this case, the number needed is 10.  You must be able to summon at
least 5 complete models, not just 5 "models worth."  Cavalry count as
two models, so a roll of 10 still only gets you 5 models, but 5 must be
summoned.  Screaming Skull Catapults and chariots are exceptions.  You
need only summon one complete model (including its crew) to succeed in
summoning new catapults and chariots.

7) Wraiths and Ghosts have special rules that force their opponents to
make a break check even if they beat the ethereal creatures (assuming
they are not destroyed).  If the Wraiths or Ghosts lost the combat, but
their enemies failed this special break check, are they allowed to
pursue?
Technically, though it seems a bit odd, they are still allowed to
pursue.  It is a perfectly reasonable house rule to say that they cannot
pursue, but your opponent must agree to play this way.

8) Ghosts are not listed as one of the troops which are affected by
VanHel's Dance Macabre.   Is this an oversight?
No.  They cannot be affected by VanHel's Dance Macabre.  They are
perhaps best used as a rear guard defense for your screaming skull
catapults.
 

Empire
1)  Flagellants, halflings, Empire dwarfs, and ogres have no champions.
Can a human champion who is properly armed and equipped join these units
and lead them?
In theory yes, as long as the champion is able to select all the
required equipment that the unit he is leading has.  Some unscrupulous
players may try to use this rule to give some hideous advantage to these
troops that was never intended.  While it is technically legal game
play, it should be discouraged.

2) Do the rules about a detachment using parent unit leadership scores
apply to skirmished detachments? That is to say, can a skirmished bow
detachment use the Ld of a parent Halberd unit?
No.  Skirmishers are totally unable to benefit from the Leadership value
of nearby detachments.  Their scattered and hectic formation is not well
suited to being commanded by others.

3) Detachments for the Empire:  Wording states the detachment may take
any Ld based tests on the Ld value of the parent regiment, including any
bonuses that apply for standards, magic items, & so forth.  Does this
mean "bonuses" to the value (like the Crown of Command raising the value
to 10) or to all attendant special effects that in some way relate to
Ld? (ala the Dread Banner - would it make the Detachment also cause Fear
as well?
Magic Items that directly effect the Leadership of the main unit will
also affect the detachment units.  Only the numerical leadership value
applies to the splinter units in a detachment.  Other factors affecting
the leadership of the parent unit including banners, fear, etc. will
make no difference.   Other items will not affect other detachment units
as the detached units are considered to be separate units for all other
purposes.  If the parent unit has the Crown of Command, detached units
can use the Ld of 10, but it will be modified as normal.  Only the
actual parent unit with the Crown gets the unmodified 10 Ld.  

Dwarves and Dwarven Runes
1) Can the Master Rune of Flight pick out characters in units?
Yes.  Nasty indeed!

2) Do Engineering runes make the war machine they are on magical?
Yes.  This really should be a house rule only and should be agreed upon
prior to the game.

3) Do Engineering runes make the shots of war machines they are on
magical?
The Rune of Burning does, yes.  In all other cases no.  As above, this
should really be a house rule.

4) Are war machines with Runes on them "Magic Weapons?"
No.  Even if your group or club agrees that the machines are to be
treated as magical in nature, they should not be treated as "magic
weapons."  This means that other magic items which negate magic weapons
will not negate or destroy these war machines.

5) Can the sword of destruction negate Engineering Runes?
Yes.  The Sword of Destruction is not specific to magic weapons, so that
is fine.  Again, this assumes you play by the house rule that runes make
a war machine itself magical.

6) The Dwarf Rune of Warding seems to give multiple dispels (one per
ward).  Is this correct, or does the overall rule of no more than 1
dispel allowed overrule that?
It is an exception - I would perform this type of dispel by rolling all
the dice for the runes all at once (ie., 3 dice for 3 runes of warding),
so that it still "feels" like a single dispel.

7) Dwarf dispells:  Against regular magic, the "base" value is a 4+.
Against High Magic spells, is it still a 4+ or is it 5+?
4+

8) Same subject - can Dwarfs add power cards to boost their dispells?
Yes, just like any other army in the situation without any Wizards.
 

Chaos
1) In the new Realm of Chaos supplement, Hellblades are described as
causing d3 hits in one place and d3 wounds in another.  Which is
correct?
D3 Wounds. (bloody editorial mistake!).

2) In the new Realm of Chaos supplement the description for the Chaos
Reward Breathe Fire states that it is used "in the same way as a
dragon."  Does this mean it can be used in hand to hand combat?
Yes.  A follower of Chaos with this reward is "naturally" able to breath
his flaming attack.  He does not have a clumsy bow or other missle
weapon to fiddle with and can just open up and say "ahhhh!"
 
3) The Crush attack of a Juggernought is phrased a bit differently than
other "no save" attacks or attacks which "automatically wound."  Does
the wound inflicted bypass both the toughness roll and the armor save
roll?
Yes.  Such is the might of the Crush that no body or suit or army can
withstand its fury!
 

Wood Elves
1) Wood Elf Glade Riders do a Feigned Flight, but result in running off
the board, ditto Pursuers. 
Are the Glade Riders then destroyed?  We can't think of how to bring
them back onto the board with out the Pursuing unit touching them, as
the Riders can't move from the spot when they are normally placed back
on the board.
Strictly speaking, they aren't fleeing, so they are not destroyed.  I
would place the Glade Riders 1" from the Pursuers on the table edge on
their return.

2) Wardancers using Storm of Blades.  Do all of members of the unit get
to attack the designated enemy, or just the ones who are actually
touching the enemy unit?
Only those in base contact.

Orcs & Gobbos
1) Can a Giant pluck a man-sized guy off of other bits (monsters,
chariots, Screaming Bell, horse, Juggernought, Disc of Tzeentch)?
No.  Any model which is all one thing, all one model, is not able to be
affected by this attack.  A crewman for a cannon or similar war machine
could be picked out, but a crewman on a chariot cannot be. 

2) Can an Orc/Goblin army have more than one Warlord?  There is no "1"
noted by the title as in other books...
No, just 1.

3) For special Goblin units that state a "Goblin Mobz" unit must be
taken to take the special unit (like Doom Divers), would anything but
"vanilla" gobbos count?  Or would say a Night Gobbo unit count?
Only regular Gobbos.
 

Lizardmen
1) Can Salamanders Move & Fire?  Ditto Stand & Shoot as a Charge
Response?
Yes for both.  Remember that standing & shooting is worked out before
chargers move, or as soon as they move into range.

2)  Is there any sort of governing/guiding principle for the number of
skinks on a stegadon?
As long as each Skink has enough space to stand up then it is fair
enough!  You can even make "double-decker" howdahs if desired.  10 would
seem to be a practical upper limit, but there is nothing wrong with
20-30 even!

3) When coldblooded creatures are called upon to make a Ld test with
something that states   "use 3 dice" do they use 3 or 4 (since they
normally use 3)?
They still use 3 dice.  This is another case of magic beating the
mundane.4) Also, if the magically induced test dictates the use of "2d6"
do coldblooded creatures still use 3d6?
Again, the magical effect will override the normal rules which apply to
the lizardmen.  Use 2 dice.

5) If a skink character rides a stegadon, is the stegadon's cost paid
for out of character points  or regimental points?
Pay for the actual stegadon from the regiments.

6) When firing a bolt thrower at a skink/kroxigor unit, where does the
shot go?
Randomize between the Skinks & Krozigor as normal.  If a Skink is hit,
randomly determine which one to see if the next target will be another
Skink or a Kroxigor.

7) Skink armor saves cannot be modified by the strength.  Wood Elf bows
give a -1 to save, but not from strength.  Does this -1 affect the save?
No.  They always save on a 6.
 

Magic Items and Spells
1) There are many items which "kill" target (Master Rune of Death,
Hellfire Sword, etc) but do not specify that the target must be a living
model.  Should "slain", "dead", etc be also interpreted as destroyed
(like in the case of a war machine)?
Yes.  Treat all "killed" or "dead" results as "destroyed."  Some magic
weapons and spells are so powerful that they will rip apart or
obliterate wood and steel as easily as flesh.

2) Morgiana's glance of froggy-ness- can this be dispelled in later
turns?  
- If not, do you get Victory Points for the frog as if you had killed
the Wizard?
No & No VP's

3) When casting a spell, must the player indicate his target when he
declares the casting?
Yes.  Though the rules do not state so specifically, it generally
accepted as good practice and sportsmanship to do so.  Players who
emphatically stick to their guns and claim they do not have to give a
target are not very pleasant individuals and should be made fun of
whenever possible.

4)  Who strikes first when you charge with a double-handed weapon and,
say, the Helm of Many Eyes (always strike first)?
You have to roll a D6 each time the situation occurs, to see which item
"wins out" in that case.  Magic items will always take precedence over
non-magic abilities though.

5) Is it correct to play that two models that get stuck by the Black Gem
of Gnar are, in effect, totally removed from the normal play sequence,
and therefor cannot be affected by anything in the game at all?
Correct.  The two models trapped by the Black Gem might just as well be
two indestructible statues.  They cannot do anything to each other or
the game going on around them.  The reverse is also true.  The events
unfolding around them in the game cannot, in any way, affect them.
Units may not use the leadership of trapped models.  If the models were
part of a unit, the unit may move on without them.  Should the models be
freed later in the game, they will have to make every effort to rejoin
the unit they were once in unless they are a model capable of acting on
their own (heroes, wizards, etc).

6) A wizard who is normally immune to psychology makes a bad roll on
the Potion of Knowledge.  Is he affected by stupidity even though he is
normally immune? (Liches for example)
This actually brings up quite an interesting general Warhammer rule of
thumb.  That is the idea that a magical effect overrides a non-magical
ability or effect.  This most commonly occurs when a magic item allows
double handed weapon armed troops to strike first, even before assassins
do.

In this case, the rule of thumb means that the model will still suffer
from stupidity.

7) The Plaque of Dominion - once per game, as a scroll, or can it be
used every turn?
The latter.

8) Talisman of Ravensdark/Scarecrow banner/etc - Do creatures which can
fly, but are not (using legs to charge) still be effected by these?
Yes - these items effect all creatures capable of flight, regardless of
their current mode of movement.

9) Warhammer Magic lists in the Summaries that the Skaven item Cloak of
Shadows is Skaven
Assassins only, but the actual card says nothing about restrictions.  Is
it now for anyone, Skaven only, or Skaven Assassins only?
Anyone now!

10) If a unit in on a hill that is effected by Assault of Stone, are
they effected by the spell?
Yep!

11)If a unit is moved via magic to engage an enemy unit in Close Combat,
does the unit being "charged" get it's normal charge responses?  What
about if the unit is moved via a teleportation effect (not just a
magical movement across the battlefield)?
No, as the enemy is moving too fast for the unit to respond.  

12) Evil Sunz Banner is not listed in the Magic Standards - is this
still "legal", or is it indeed gone?
It is indeed no more.

13) If a unit is "Held Fast", and fails a break check in H2H, is it
automatically destroyed?  Ditto for a unit frozen by a White Dragon &
other "unit cannot move" situations.
Yes, but White Dwarf 206 updates the White Dragon Breath rules.

14) If a fleeing unit is hit with a "cannot move" spell/effect, and is
charged whilst held fast, is it destroyed?
Yes.

15)  If you take an item that allows you to cast spells (not a bound
spell item), are you now a Wizard for purposes of taking Wizard Arcana?
No, as they lack the rigorous training required to master these items.

16) For Battle Magic spells - if you're dealt more than 1 of the same
spell, can you cast it more than once (ie., if you're dealt 2 Fireballs,
can you cast each Fireball once in that turn, for 2 total Fireballs?)
Yes, exactly so.

17) If a unit is "Held Fast", and fails a break check in H2H, is it
automatically destroyed?  Ditto for a unit frozen by a White Dragon &
other "unit cannot move" situations.
Yes, but White Dwarf 206 updates the White Dragon Breath rules.

18) If a fleeing unit is hit with a "cannot move" spell/effect, and is
charged whilst held fast, is it destroyed?
Yes.

19) Depending on the printing the Banner of Arcane Protection, it
affects 
a)Undead and Daemons
b)Undead and Wizards 
c) Daemons and wizards.
Which is right?
The banner will affect Undead and Daemons.  If you have any other
version, be an honest man (come on Undead players!) and make the
correction.
 

Both 40K & Warhammer
1) Can any spell/power cast with Total Power/Ultimate Force that is
"remains in play" be dispelled/nullified/removed otherwise on the same
turn that it was cast? (ie., what happens in Drain Magic/Energy Drain is
played later in the turn?)
Yes; Total Power/Ultimate Force has no effect on a spell after it has
been cast.

2) Laid to Rest: There is _no_ way possible to dispell/nullify a
spell/power cast with Total Power/Ultimate Force, correct?  Collars of
Khorne, etc - nothing can _dispell/nullify_ the power, all you can do is
try to protect against the effects.
The spell/power will be automatically cast.  This is not the same thing
as automatically working.  Being immune to psychics/magics (Collar of
Khorne, Talisman of Obsidian) will also prevent powers/spells cast with
TP/UF from working on those models.

3) Which special characters must take the items with which they are
listed? 
All special characters both games must take all the equipment they are
listed with.  They may not decide to drop or change any of it.  Here is
a list of which points values do & don't include equipment:
Inclusive:
Imperial Guard, Sisters of Battle, Chaos (40K), Bretonnia, Lizardmen,
High Elves (new)
Exclusive: Orks (40K), Space Wolves, Ultramarines, Eldar, Angels of
Death, Orcs & Goblin (WFB), Wood Elves, Skaven, Chaos (WFB), Undead,
Chaos Dwarfs, Dwarfs, Dark Elves, Empire.
 

*******

40K Master List of Approved Q&A

Chaos

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

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

3) Chaos Terminators can be upgraded to Noise Marines.  They can then
choose Noise Marine weapons.  Are there any limitations on the numbers
of Noise Marine weapons they can take, or are they bound by the regular
Noise Marine weapon restrictions?  
When upgraded in this manner, the squad may not mix some Noise Marine
weapons and some Chaos Terminator weapons.  It's all or nothing!  This
means that it is not possible to have a Doom Siren and a Reaper
Autocannon in the same squad.  In all respects, follow the options for
Noise Marines.

4) How would Destroy Demon effect a Demonically Possessed Vehicle (it
has no number of wounds for working out the power).
It doesn't have any effect at all.

5) Can you possess an Aspiring Champion with a Greater Demon?
Yep!  Though they are given the title Aspiring Champion, they are still
viable receptacles for possession.

6) Can a Chaos Lord take a mark of Tzeentch, upgrade to a Sorcerer, and
have the mark of Khorne as well?
Yes, but the scent of cheddar is overwhelming...  :)

7) Do hits against vehicles like tanks (those that do not fight back)
count towards Khorne summoning points?
No.  There's not much glory in that!

8) When taken as allies, do any hits/wounds/etc the allies cause count
towards summoning points?
Nope.  Chaos cares little for the efforts of those who do not consecrate
their kills to the Gods of the Warp.

9) Do Chaos Dreadnoughts, when possessed, still suffer from Fire Frenzy?
No.  The daemon within can show restraint.

10) How is the final point cost for a Possessed vehicle worked out?
Add in all the costs from the datafax (extra weapons or other options),
then "possess" the vehicle and multiply the cost at that point by an
extra 25%.  Then add the cost of any other vehicle wargear cards.

11) Chaos Terminators with Mark of Khorne - 2+ or 3+ save on 2D6?
3+ (only Abbadon's armor goes to 2+ on 2D6).  Chaos Armor is not
Terminator Armor.  Only Chaos Armored troops get the +1 to their save.

12) What is the Initiative value (if any) of a Demonically Possessed
vehicle?
Assign a value of 5 for hand to hand purposes.

13) If a unit/character/etc is stated as being immune to Leadership
based tests, or that it will automatically pass them, does this mean
they automatically ignore/pass Psychic Powers or esoteric weapons which
demand a Leadership test as part of the power/weapon effect?
No, they must take the test.  They are only immune to the Leadership
tests as described in the Rulebook. 

14) Along those lines, if they are immune, and don't need to take the
test (fear, terror, etc), do they still add to Slaanesh summoning
points?
No, as no test was made.

15) If a model is equipped with terminator armor can he still take
wargear cards that are weapons such as a Plaguesword? 
Normally this is allowed, but your group may wish to decide this for
yourselves.  As always, equipment like this must be modeled on the
figure.
 

Space Marines

1) When Space Marines fail a Fear, Terror, or other psychology test are
they broken or shaken?
They are shaken (not stirred).

2) When Space Wolf Wolfguard are put in Terminator armor  can they take
a Storm Shield with anything but a Thunderhammer (ie., could the take
Storm Shields and Assault Cannons, for example)?
No, only Thunder Hammer, as the Wargear Book states on page 69, you
cannot have anything but a Close Combat or Pistol weapon in your other
hand.

3) Can other SM Dreadnoughts be allowed to use the Lightning Claw/Heavy
Flamer arm option as Bjorn has?
Yes, it costs 37 points

4) Can Graviton Guns be used by Tech-Marines or Space Wolf Iron-Priests?
No, as they are not Tech-Priests or Squat Engineers - they simply do not
have access to that level of specialized equipment.  While they may have
one received the proper training, they are no longer in a position to
take equipment from the armories of Tech-Priests.

5) Can a character in Terminator armor teleport down with a Terminator
Squad?
No.  In your own games you may want to extend the rules to allow this if
the character pays the extra 50% cost to his points, but this is
strictly a house rule and your opponents should agree to it before play
commences.

6) What are the limits on what a Techmarine can repair? (ie., he can
only repair damaged areas, but as long as the area is still there can he
still repair it?
They can repair only damaged areas, not destroyed.  As long as something
remains to be repaired, he can have a go at it.

7) Can a Techmarine repair allied vehicles?
Yes, if they are Imperial vehicles.
8) Can Ragnar's Wolf Howl be uttered in the enemy's turn?  If so, do the
wolves get to charge in the enemy turn?
No way!
 

Orks

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

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

3) For Orks to take Imperial Vehicles, they must have Blood Axes in the
army.  Do Blood Axe Kommandos count?  And can da boyz take Space Marine
Dreadnoughts?
No & No!

4) How do Minderz factor into victory points?
Minderz do not count towards VP's at all.  VP's are secured only if the
Weirdboy/Warphead is killed.

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

6) Can Blood Axe Imperial vehicles use vehicle cards marked "imperial
only"?
No, Ork & Generic vehicle cards only

7) Does a model wearing Mega Armor suffer all the same restrictions that
a model in Terminator armor does? (no bikes, no grenades, etc)
All Terminator restrictions do apply to Mega-Armor as well.  Models in
Mega-Armor cannot throw grenades, hide, ride bikes,  be equipped with
jump packs, etc.
 

Vehicles

1) How many wounds (if any) do Dreadnoughts have?
2 wounds (Chaos, Space Marine, and Ork) - Eldar Dreadnoughts have no
crew, so no wounds

2) If a vehicle moves, can it go into Overwatch?  What about if it was
transporting troops - could they go into Overwatch if the vehicle moved?
Yes, as long as it does not fire any of its weapons that turn.  No, the
transported troops cannot go in to Overwatch if the vehicle moves.

3) Can troops charge out of a vehicle, or can they only do a regular
movement when disembarking?  Can troops with Jump Packs jump directly
from a transport vehicle?
No, they cannot charge from a vehicle, as all chargers must move before
all other movement.   And no jumping directly out of vehicles either.

4) When figuring out if a vehicle has been damaged (for VP purposes),
does a hit that Ablative Armor stopped count (ie., do you count the
vehicle as damaged if the armor was penetrated, or only if an actual
roll was made on a damage table)?
Actual damage must be done.  It's not enough to blow off the Ablative
Armor.

5) Can a Skimmer be Rammed?  And can it perform a Ram on another
vehicle/building?
No (except the Falcon and Falcon variants) & Yes

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

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

8) Hit & Run Attacks - can you perform more than 1 per turn?  Does the
bike have to "hit" the closest enemy model?
No & Yes.

9) Can you fire a heavy weapon from inside a vehicle?  (ie., marines
riding in a Rhino).  If so, are there any restrictions (barrel size vs
vision slit, etc).
Yes, but only if the vehicle remains stationary (remember only weapons
actually mounted on a vehicle can fire if the vehicle moved).  There are
no restrictions on muzzle caliber, etc. though.

10) Can a passenger in a vehicle use a Jump Pack to jump directly from
the vehicle?  Or must they move off on foot, & jump next turn.
They can leave the vehicle and then make a normal move immediately.
This means they can use jump packs in the same turn as leaving the
vehicle.  They cannot, as mentioned above, jump directly from the
vehicle. 

11) When a Distort Cannon hits a vehicle, and gets the "into the warp"
result, the entire vehicle is destroyed, correct?  (not just the
location).
No, just the location.  Treat the D-Cannon "destroyed" result as a "6"
on the datafax for that location.

12) Are there any limits as to what can be transported in a vehicle?
Specifically can Genestealers, Demons, Hybrids, Snotlings & Nurglings,
and other odd creatures?
Players must agree beforehand if they want to put bizarre creatures into
transport vehicles, otherwise only troops listed on the vehicle
datafax/description can be transported.  Obviously monsterous creatures
cannot be transported at all though.

13) Vehicles cannot transport allied troops, correct?
Correct.

14) When ramming does the rammer have to physically move at least 10" on
the table top before a ram can be made?
No.

15) If not, how does one determine if a model is moving at least 10"?
Use the speed band you are in.  If the model will be moving at least 10"
that turn, it counts to be able to ram.

16) Is there anytime when a Falcon can be rammed?  If so when?
Yes.  When the Falcon is stopped, or traveling at slow or combat speeds
it can be rammed.

17) Can Space Marines rapid fire vehicle mounted boltguns, bolt pistols,
and storm bolters (like bikes and dreadnought stormbolters)?
No.  A Marine can only rapid fire his bolt weapons.  Dreadnoughts never
get to rapid fire.

18) When a vehicle moves out of control, is there any effect on
shooting?  If so, what?
There is no effect on shooting.  

19) Blind Grenades (and other leave in place - non solid - templates)
seem like they should provide cover.   Does a vehicle get to claim cover
behind one if line of sight is partially obscured?
No, Blind Grenades do not provide cover.
 
 

Eldar

1) If a Warp Spider warps out of Hand to Hand combat, is he broken?
Yes, and the enemy gets to take free hacks on him before he leaves too!

2) Jetbikes - where do the actual points come from when buying them for
a Guardian Squad? (Squad points or Support points)
Squad points (they are listed in the support section incorrectly).

3) Do Mandiblasters get to fire at each enemy charging at the user, or
just one shot?  Ditto for when the user is charging a group of enemy
models.
Just one shot - it's worked out just like normal shooting.

4) The way the Falcon turret weapon target rules are written, it seems
the gunner gets to ignore the normal "choosing a target" rules.  It is
written that the tank shoots at a "point" in line of sight and range and
can fire at targets within 6" of this point.  Does this mean I can
pop-up, pick a point way in the back of the enemy lines (between a
commander and psyker for example) and then let fly on any models within
6" of that point?  Really? 
No.  You cannot pick a target "point."  You must select a target model
as normal in 40K.  The wording in the White Dwarf may seem to indicate
otherwise, but really is should be played like any other weapon in this
respect.

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

6) Are anti-gravity platforms (and other support weapons) treated as
squads for purposes of choosing a target?
They are to be targeted as vehicles.  Bear in mind that they are not
actually vehicles, just that they are targeted as vehicles.

7) When the Falcon crashes, models "will be hit as if the Falcon had
collided with them."   Does this bypass the normal initiative check? 
No.  Models get to avoid the incoming Falcon as normal.

8) Is the Pulse Laser a heavy weapon or support weapon (or something
else)?
It is a support weapon.  Sorry, but no Malfunction card here!
 

Hand to Hand Combat

1) How does a figure On Fire fight in Hand to Hand combat?
It cannot be attacked or attack anyone else while on fire.  It counts as
WS 0 if needed.

2) If an Assassin in hand to hand combat is hit by a template and they
make their dodge, where, if anywhere, do they go?
They the nearest edge of the template, remaining in hand to hand with
the same enemy if possible.  If not, the opponent does not get free
hacks as the assassin leaves.  The Assassin may not use this movement to
get into hand to hand combat with another opponent.

3) Who gets to follow up after one guy in a multiple combat kill the
foe?
Only the model that killed the enemy gets to follow up.

4) The rules for Hatred allow a re-roll in the "first round" of hand to
hand.  Is this every first round of each hand to hand, or just once the
very first round a model is engaged?
Every time a new engagement begins the re-roll is allowed.  This means
that if the model with hatred fights another model for two turns he will
get to re-roll during the first turn, but not the second.  If that same
model goes on to fight someone else later in the game, he will get to
re-roll again in the first round of this new engagement.
 

Psychic Powers and the Psychic Phase

1) If a figure/unit is moved out of Hand to Hand combat via a psychic
power, are they still Broken?  What if the power was used by someone
outside the unit to move the unit?
No in both cases.

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

3) Demonic Attack - Does the "rule" of 1 & 6 hold here (ie., if you roll
a 1 do you always get dragged off into the warp, even if you're a Level
4 Psyker & only used 1 Force Card)?
No.  It will automatically nullify the power though (unless it was cast
with Ultimate Force).

4) Can you Assail an enemy off the table edge?  If so, does he count as
dead for VP's?
No.  Psychic powers can never be used to move models off the table.
 

Oddball Stuff

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

2) Can IG Primarus Psykers ride in Rough Rider Command Units?
Technically no, but for a friendly game this could be quite a lot of
fun!

3) Can Overwatch shots be taken on a enemy teleporting or landing from
Flying High directly into Hand to Hand combat with the Overwatching
model?  
Nope, Warp Spiders are the only exception to this rule.

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

5) What is a large target in 40K (for +1 to hit)?
Land Raiders (or larger, if we make anything bigger); Buildings, and any
creatures elephant sized or larger (no creatures currently fit this)
 

Tyranids

1) Can a model with the Regeneration bio-morph  roll for each wound
counter they have at the end of the Tyranid player's turn, or can they
only regenerate when they go over their number of wounds?
The model does not have to wait to "die" first.  It can regenerate any
lost wounds it has until it is well and finally dead.

2) Can they use psychic powers while regenerating (on their side)?  Do
any remain in play powers still remain while regenerating?  Essentially,
do they still count as psykers while down.
No, they are "temporarily dead" while regenerating and cannot use any
psychic powers at all.

3) When attacked in close combat while down regenerating, how is the
combat worked out? (Free Hacks?)
Enemy attack them as if they were vehicles, so the enemy will get 1 hit
per Attack on its profile
 

Sisters of Battle

1) Can _any_ character benefit from Sacred Rites if within the range of
the person or squad invoking them, including allies or Assassins?
Aside from the characters the Codex states cannot benefit from the
Rites, yes, other Imperial Characters will benefit from them.
Non-Imperial allies will not though.  Note that any character who leaves
coherency with the unit loses the benefit though.  Assassins are still
an iffy topic though - they don't seem pious enough

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

Culexis Assassin

1) Do users of force weapons never add their power when attacking the
assassin, or only on a 2+?
If a Culexus Assassin is hit by a force weapon, then the Etherium will
save him from the psychic effects of the attack on a 2+. So if a 2 or
more is rolled, the attacker may not add his mastery level to the
strength of the attack or use force cards to enhance the attack.
Essentially the Etherium drains the force weapon, turning it into a
common or garden sword, axe or staff.
 

2) Must the Assassin pick the closest target for his Blast ability?
No the Assassin is a character he may choose which squads, vehicles etc
he wishes to fire the Animus Speculum's psychic blast at.  It is not in
any way taken to be a heavy weapon.
 

3) Must the targets of all the Blast shots taken in one turn be
nominated before taking the first shot?
Yes, nominate all shots before firing.  This is good practice for all
things with multiple shots/weapons such as battle tanks and Dreadnoughts
etc.
 

4) When charging a psyker,  if the psyker is totally surrounded by
friendly models, i.e. there is  no exposed base at all, can the Assassin
use "slip by" to attack?
Okay I can see what is going on here. There is an Eldar Farseer being
manhandled across the battlefield by 10 Eldar models all forming up in a
sort of beehive formation so that there is not way the Farseer can be
attacked without first stripping of two layers of Eldar. Well I can see
how this argument
goes. (lights, camera ACTION).

Assassin Player (hereby known as AP): Look!  My Culexus can slip by your
bodyguards, so you should move your models and let my Assassin charge
your Farseer.

Eldar Player (hereby known as EP): No.  It doesn't say that in the
rules.  It doesn't say you can move models. If you can't get into
base-to-base contact then that's just tough - nayuugh (childish noise,
last heard in the school playground).

AP: Come on!  You're just abusing the rules.  Just because your models
are like that doesn't mean that they are actually in those positions. I
mean they're moving across the battle field, shooting weapons etc. My
Assassin should be allowed, to get him.

EP: No, no you're wrong.   You must have seen it on the TV and in films
when the President or someone important is escorted away from a
dangerous situation by CIA bodyguard (a bit like in that bad film with
Charlie Bronson, the one where Charlie Bronson's wife plays the First
Lady). Well that's what my Eldar are doing, they're crowding around the
Farseer, making sure he can't be got at by your nasty Assassin.

AP gives up.  Later on in the game, the Farseer goes to cast the power
Destructor.

AP: No, I protest you can't do that.  It'll hit your bodyguards, so
Nayuugh (see earlier note).

EP:  Don't be silly.  The bodyguard will duck and the destructor will
fly over their heads.

AP: Well if that's your game, then I want to be able to charge my
Culexus Assassin next turn. He will be able to dive over the bodyguards
as they duck. You know a bit like when its 3rd Down in an American
football game and the team is one yard from the goal line and the
quarterback hands off the ball and some guy just flings himself over the
pack.
 

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

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

Necrons
1) If Scarabs are attached to vehicles, can they be shot?
Allow the enemy to try to shoot them, but there is a 50/50 chance of
striking the vehicle instead.  Risky stuff!

2) Can Scarabs on vehicles be attacked in hand to hand combat?
Yes.  It is assumed that the attackers scramble up and fight the Scarab.
There is no chance of striking the vehicle by mistake.

3) If a vehicle with an attached Scarab leaves the table can the Scarab
come back on its own?
No.  Tough luck for the little bug!

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

5) When shooting at a Scarab laden vehicle, is there a chance of hitting
the Scarab?
No.  You can shoot at the vehicle without any chance of hitting the
Scarab.

6) Since Necrons never use their Leadership, can they be affected by
psychic attacks which use Ld, like Smite?
Well, this one was rather hotly debated in the studio.  Originally they
were designed to be immune to any and all Leadership tests.  They simply
ignored whatever caused the test.  Now, in the full light of the sun
(and with the pints gone from our systems), the rule is that they are
indeed affected by things like Smite.  They are immune only to all
attacks or circumstances which induce break checks, fear, terror,
stupidity, or hatred.

7) Can Scarabs attach to Wraithguard?
There are not vehicles or structures, so no.

8) The rules for Necrons say that a model cannot use the strength of a
weapon when fighting them.  Does this mean that the modifier for a
double handed weapon (+2 S) does not apply as well?
Correct.  When enemies fight Necrons they must use the number printed on
their profile below the letter "S" with absolutely no modification at
all.  There is no circumstance where a model uses any value other than
that number.

It is interesting to note that the design concept calls for all weapons
which attack Necrons not only to change their strength value, but also
to remove all other special rules for the weapon.  A few examples: A
thunder hammer would not penetrate armor automatically nor would it
cause D6 wounds or have a -5 save modifier.  A chainsword would not be
strength 4 and have a -1 save modifier.

The idea was that whatever you were hitting with became a lump of metal
or piece or wood.  It is recommended that this idea be used as the rule
for your games, but be sure to get the permission of you opponent first.
 

Both 40K & Warhammer
1) Can any spell/power cast with Total Power/Ultimate Force that is
"remains in play" be dispelled/nullified/removed otherwise on the same
turn that it was cast? (ie., what happens in Drain Magic/Energy Drain is
played later in the turn?)
Yes; Total Power/Ultimate Force has no effect on a spell after it has
been cast.

2) Laid to Rest: There is _no_ way possible to dispell/nullify a
spell/power cast with Total Power/Ultimate Force, correct?  Collars of
Khorne, etc - nothing can _dispell/nullify_ the power, all you can do is
try to protect against the effects.
The spell/power will be automatically cast.  This is not the same thing
as automatically working.  Being immune to psychics/magics (Collar of
Khorne, Talisman of Obsidian) will also prevent powers/spells cast with
TP/UF from working on those models.
 

3) Which special characters must take the items with which they are
listed? 
All special characters both games must take all the equipment they are
listed with.  They may not decide to drop or change any of it.  Here is
a list of which points values do & don't include equipment:
Inclusive:
Imperial Guard, Sisters of Battle, Chaos (40K), Bretonnia, Lizardmen,
High Elves (new)
Exclusive: Orks (40K), Space Wolves, Ultramarines, Eldar, Angels of
Death, Orcs & Goblin (WFB), Wood Elves, Skaven, Chaos (WFB), Undead,
Chaos Dwarfs, Dwarfs, Dark Elves, Empire.
 

*********

Other Games Master List of Approved Q&A
 

GORKAMORKA
1) Do drivers get XP for ramming/running other models over?
No.  Drivers have to get their XP in good proper Orkie fashion like all
the other Orks. They must shoot or whack other models in hand to hand.
Ramming (or hitting with a wrekka ball) will not get the model any XP.
 

2) Is income generated from ransoms (and other lump sum payments)
"taxable?"
Some things are added to 'income' and are therefore subject to
deductions for booze, etc. Others are just added straight to your teef
hoard. Unless it says it is added to your 'income' there are no
deductions.
 

3) If you roll and hit the Gubbins, and penetrate, only to find there
are no gubbinz (so you then go to engine) do you need to roll to
penentrate again (against the  engines) or just accept the first roll? 
This is the procedure:
Roll to hit.
If hit, roll for location. This is the final location (gubbins goes to
engines and so forth). This is the reason we left a blank hit location
table on the Buggy Roster, so that if a vehicle doesn't have a
particular location you fill in the alternative location for that number
(i.e. write in Engines instead of Gubbins, withthe appropriate armour
value).  Work out penetration and damage.
 
 

EPIC
1) Are units on flak special orders allowed to fire at interceptors as
they are placed in position to attack their inteded targets?
No.  Since the flyers were not moved across the table, the flak units
are not entitled to a shot. Does Kharne re-roll his re-rolls on fumbles
or does he get just one re-roll per one rolled per round?
 
 
 

Tim Huckelbery 
Games Workshop USA Customer Service    
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Disclaimer: All answers are *unofficial* until they appear in White
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All Material is © Conrad Hubbard.
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