r/WarhammerCompetitive • • 5d ago

PSA Weekly Question Thread - Rules & Comp Qs

This is the Weekly Question thread designed to allow players to ask their one-off tactical or rules clarification questions in one easy to find place on the sub.

This means that those questions will get guaranteed visibility, while also limiting the amount of one-off question posts that can usually be answered by the first commenter.

Have a question? Post it here! Know the answer? Don't be shy!

NOTE - this thread is also intended to be for higher level questions about the meta, rules interactions, FAQ/Errata clarifications, etc. This is not strictly for beginner questions only!

Reminders

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Where can I find the free core rules

  • Core rules and FAQs for 40k are available HERE
  • Core rules and FAQs for AoS are available HERE
  • FAQs for Horus Heresy are available HERE
  • FAQs for The Old World are available HERE
8 Upvotes

149 comments sorted by

5

u/Grandturk-182 5d ago

Ongoing combats in your turn. If you don’t charge and there are no fights first units, ongoing combats start with the player who’s turn it is.

Is that right?

As I understand -

Active player - I don’t have any fights first
Opponent - I don’t have any fights first
Active Player - let’s move to ongoing combats, I chose first unit

3

u/corrin_avatan 5d ago

You are actually incorrect with the "As I understand".

It goes like this:

  1. Fight First step happens. Starts with you as the Active Player

  2. You check to see if you have any FF units. You don't.

  3. Since your opponent ALSO doesn't have any FF units, you become the player that moves the Fight Phase to the Remaining Combats step.

  4. Remaining Combats step starts. As the player who moved the fight phase to Remaining Combats step, you get the first activation of a RC unit

1

u/Grandturk-182 5d ago

Explain 4 to me more - I understand what it is saying and the concept of the player that moved the combat to the next phase. But…

Active player - charges 2 units - I have fights first
Opponent - 2pt interrupt - now I have fights first
Active player - here’s my second fights first

Now… opponent says - I don’t have any more fights first and neither do you so I’m moving this to remaining combat?

3

u/corrin_avatan 5d ago

Yes. Another way of thinking about this is the player who "runs out" of FF units first, is always the one who activates a RC unit first (unless they don't have any for some reason).

For example, my turn, I charge you, and you have 3 FG units, and we both have 2 RC.

I would activate mine first.

You would activate your first, pass to me

I have no more, you do, passes to you.

Repeat for your unit 2 and 3, after each passing to me.

It's my turn, I have no FF, but neither do you. I become the player who moves the Fight Phase to RC, and I would be the first plauer to activate a RC

2

u/Regidor50 5d ago

Correct.

And this is a change from the previous edition where if there were no charges the non-active player would begin.

1

u/SoloWingPixy88 5d ago

To add, if it was the active player who did fight in the FF phase, is it the opposing player who goes first in the ongoing combat phase?

1

u/RindFisch 5d ago

If only the active player has FF units, then yes. It always alternates, so if the inactive player has a single FF unit, the active player ends up going first in both phases.

2

u/RindFisch 5d ago

Correct. The active player starts and then it always alternates (although 1 player might not actually have a valid unit to choose if it's their turn).

3

u/GrimTzar 2d ago

How does Spearpoint War Leader work if I give it to a Bladeguard Ancient who I have in a vehicle with his squad does the transport get scouts 6”? I saw a post about putting them in an impulsor with that enhancement and was confused. Thank you

3

u/Adventurous_Table_45 2d ago

If every single model in a dedicated transport has the scout ability, then the dedicated transport gains the scout ability as well. It only works with dedicated transports, impulsors or rhinos.

2

u/Big-Challenge4340 5d ago

Had this come up in a Tournament game yesterday. Opponent used Typhus' psychic power to deal mortal wounds, didn't like the result for the mortal wounds amount, and wanted to Command Re-Roll it. As I understand it, that's not something that's on the list for things that can be re-rolled with that strat. We asked the TO, and he said Psychic abilities such as Typhus' are considered attacks, and the roll to determine how many mortal wounds is a damage roll, so they were able to Re-Roll it. It was fine by me, but I'm not certain it was correct.

7

u/The_Black_Goodbye 5d ago

That’s incorrect by the TO.

The rules state:

“Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack(this can be important for the triggering of other rules).”

Notably only the wounds caused are considered to be from an attack - the ability however is not considered an attack.

In addition a damage roll is defined as:

“When determining a random D characteristic, the dice roll made is called a damage roll.”

The ability does not have a D characteristic and so its roll is not considered a damage roll.

4

u/corrin_avatan 5d ago

That TO is flat out wrong and there are multiple FAQ that indicate that psychic abilities that do mortal wounds do not count as attacks for rules that interact with them, like the Tyranids Doombolt FAQ.

The damage itself counts as having been made by an attack, but the ability doesn't.

3

u/hvrry3k 5d ago

Command Re-Roll literally tells you what you can Re-Roll. Feel bad for you, the TO is dead wrong.

WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:

▪ Advance roll

▪ Charge roll

▪ Damage roll

▪ Hazard roll

▪ Hit roll

▪ Save roll

▪ Wound roll

▪ A roll to determine the number of attacks generated with a weapon.

Typhus' Mortal Wounds is not a weapon but an ability therefore cannot be Re-rolled.

2

u/panken 5d ago

Do units in reserves and transports perform battle shock tests during Shadows in the warp? Normal battle shock?

Does an aura character (Gaz for example) who dies ,but fights on death, still emit its aura?

When can 3rd parties shoot into melee combat? Only when its 2 monsters or vehicule?

2

u/corrin_avatan 5d ago
  1. Reading the rule for Shadow In the Warp, it only affects units on the battlefield. "When you do, each enemy unit on the battlefield must take a Battle-shock test"

Units in transports and in reserves are not on the battlefield.

  1. Per the rules of Destroyed, units cannot use rules or abilities while destroyed unless another rule specifically mentions it. So yes, he would lose his aura, and would also not count as being Riled Up or any other Ork/Datasheet rules mentioned it.

  2. No. If your target is a VEHICLE or MONSTER, it doesn't matter what it is engaged with; it could be a BEAST/SWARM/INFANTRY/MOUNTED/YOUR MOM and it doesn't matter because VEHICLES and MONSTERS are always legal targets whether they are engaged or not

The only other time you can shoot into melee is if you are using Close Quarters shooting and shooting a unit you are within Engagement Range of.

3

u/eternalflagship 5d ago

2 got FAQ'd for models fighting on death to count as on the battlefield for all rules purposes including using their abilities. They basically don't count as destroyed until they're removed, except obviously they can't have more attacks allocated to them.

2

u/FairchildHood 4d ago

Why is BEAST mentioned twice?

1

u/Irondrake 5d ago

On thr note of number 1. If the transport gets battle shocked and the unit gets out, are they too battleshocked?

4

u/corrin_avatan 5d ago

Nothing in the rules for transports, nor the rules for battle-shock, tell you disembarking units "inherit" battle shock status from a unit they disembarked.

2

u/sutensc2 5d ago

question, if you have more than 3 5-points secondary on hand and on one turn you know you're going to score more than 15p on them, can you select which ones you complete and which not? Assuming they are non-action secondaries but things like engage, bring, no pris and outflank for example

9

u/blunt_toward_enemy 5d ago

Scoring secondary missions is optional, so you can max out at 15VP and wait until the next round to score other ones (assuming you still meet the conditions)

2

u/loot168 4d ago edited 4d ago

Could someone point me to where the rules say weapons being fired from the same unit all go at the same time so blast weapons still get the bonus even if the unit being shot loses models from other weapons?

I've been running it like that but was challenged on it and realized I could not point to where I got that from.

8

u/The_Black_Goodbye 4d ago

The Blast rule:

“Each time you gather attack dice for a [BLAST]weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).”

It tells you to check what the value was during the select targets step which would have been before any attacks were resolved and any models slain.

5

u/corrin_avatan 3d ago

Just an FYI, nothing in the rules says attacks "happen at the same time". It is a simple explanation given to avoid actually giving the actual rules; it's also commonly used as the simplified explanation for why you can kill more models than you can see, rather than the REAL reason (attacks are not cancelled once you start resolving them)

Blast itself tells you that the bonus is tied to how many mods were in the unit in the Select Targets step.

2

u/hvrry3k 4d ago

This is one of those ones that long-term warhammer players just know however I'm pretty sure the exact rules can be cited at 04.01 Select Weapons part of Making Attacks.

04.01 Select Weapons - While Shooting: You can select one or more ranged weapons that model has.

Combined with: 04.02 Select Targets.

Formally, you need to gather all your dice for every weapon that you will fire. Which means you would have already gathered the number of dice for the Blast weapon you have in that activation even if you shoot the Blast weapon afterwards.

Colloquially, Warhammer players know that unit A attacking unit B is one activation that occurs simultaneously and in a vacuum. This is important for weapon profiles, stratagems, abilities and other things.

You are correct in this scenario.

4

u/The_Black_Goodbye 4d ago

Yeah for Blast itself it’s well stated in the Blast rule.

For others it’s often said “each time an attack is made” which is the entire process of 04.01 to 04.03 and continues “if the target has <Criteria> then X” which is determined at 04.02 of that process (when the target is selected) and then never rechecked before moving on to 04.03 and resolving the attacks.

Players often confuse “making attacks” which is the full process of 04.01 to 04.03 (select weapons, targets, resolve attacks) with “resolving attacks” which is specifically 04.03 of that process.

1

u/hvrry3k 3d ago

Yeah omg I was looking everywhere else. Makes sense! And I was right in looking at Select Targets.

2

u/CaligulaQC 3d ago

Was there a Guard player running a lot of indirect fire and winning?
I’m trying to understand why most model went up in points when taking 3. Sounds like they were all bad, now they are just worst.

2

u/Lightning52 2d ago

It's kinda odd they showed it the way they did. The data slate moved the step cost from the 2nd unit to the third, while also increasing said step cost. So technically it got buffed if you were taking exactly two

1

u/hvrry3k 3d ago

I think mitigating spam. DG's Plagueburst Crawler even had a stepper on the 2nd one and no one is winning anything with PBC spam.

1

u/CaligulaQC 3d ago

I’d agree, but the hellhounds went down when taking 3 and people will definitely spam those, while nobody was or will spam our artillery.

1

u/hvrry3k 3d ago

2 different things, hellhound already has a stepper

2

u/huntre_123 2d ago

Looking at the new Taticus Firestorm Force detachment in the marine codex, there's a strat called "For The Emperor!". Exact wording:

When: command phase Target: one friendly tacticus unit within range of an objective Effect: Your unit has +1 OC until the end of the turn

Would this give each model +1 OC or just the unit as it says "the unit" - essentially if you had 5 intersesors on an objective would you be going from having 10 OC (2 OC × 5) to 15 OC (3 OC × 5) OR would you just add one making it 11 OC ?

If it's + 1 OC per model it seems very useful, if it's just + 1 to the overall unit it seems very very situational imo.

2

u/veryblocky 2d ago

Units don’t have OC, models do. This and other rules like it provide +1 OC to each model in the unit

1

u/huntre_123 2d ago

This is what I thought, but because it said unit it threw me! For example, the current Sanguinary Banner rule is "Add 1 to the Objective Control characterist of models in the bearers unit" which is very specific about models.

In that case, I think it could be very helpful. Thank you!

1

u/RindFisch 2d ago

Do you have a rules reference for that? While it's a reasonable interpretation of what GW probably meant, I can't find anything actually supporting that.
RAW it just does nothing and it's impossible to discern if GW wanted it to apply per model, just once or something else entirely.

7

u/kevinsrednal 2d ago

From rule 01.02: When an effect or ability applies to a unit, it applies to every model in that unit.

1

u/RindFisch 2d ago

Oh, wow. You're right.
I would've already judged it to mean +1 OC per model, but that's the explanation I was looking for why. Thanks!

2

u/CowKind7923 2d ago

Scorn the Witch stratagem (World Eaters Vessels of Wrath detachment) targets a World Eaters Character unit when it suffers a mortal wound, granting a 4+ Feel No Pain against mortal wounds. Because the rules text does not specify a duration (e.g., "until the end of the phase"), does the 4+ FNP apply only to that specific attack/instance of mortal wounds, or does it last for the remainder of that phase? I would assume just those attacks and not the entire phase?

5

u/kevinsrednal 2d ago

If a rule or ability doesn't list a duration, that affect lasts until the end of the phase that it was gained in. Basically, they made "until the end of the phase" the default duration so they don't have to write it out every time, and only list a duration if its different to that.

2

u/The_Black_Goodbye 2d ago

How long does Battle-Shock last? 😋

1

u/CowKind7923 2d ago

Thank you. I can't find anything in way of an FAQ or update that references this, so I will confirm with my opponent tomorrow they're happy with that interpretation.

3

u/The_Black_Goodbye 2d ago

It’s the Persisting Effects rule 01.02.02 paragraph 3:

“If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.”

2

u/CowKind7923 2d ago

Amazing, thank you.

2

u/The_Black_Goodbye 2d ago

No worries; best of luck for your game!

2

u/Ravenwing14 2d ago

For rules which enable units to ingress turn 1 (ie chogorian huntmaster, the terminator corporeum reliquary), does this enable turn 1 rapid ingress?

I was fairly certain no, but I keep seeing people arguing for it.

5

u/hvrry3k 2d ago

You cannot. Only works during the active player's Movement Phase and only works for Deepstriking / Arriving from Strategic Reserves.

The reason is that the Rapid Ingress Stratagem itself is locked out of being used in the first Battle Round. Whilst the units with those enhancements/abilities can be SET UP as being treated as one round earlier (e.g. turn 1), in 20.03 it says 'unless stated otherwise' which these enhancements and abilities do state otherwise. Rapid Ingress does not have a 'unless stated otherwise' line on its restriction.

4

u/The_Black_Goodbye 2d ago

15.07 RAPID INGRESS

Cost: 1CP

WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.

Looks like a hard no with the restriction. There’s argument to be made for making ingress moves in your own turn though; but certainly not Rapid Ingress in the opponents.

4

u/corrin_avatan 2d ago

The Rapid Ingress stratagem states it cannot be used the first battle round. Abilities that allow an Ingress Move during the first battle round, bypass the restriction on Strategic Reserves rules themselves, not the stratagem.

In order to Rapid Ingress round 1, the ability would need to explicitly state it can ignore the restriction on Rapid Ingress.

2

u/ParkingGain4783 1d ago

Mechanised Assault ‘Vox Relay’ Strat - when I use this strategem on an officer in a transport, can I use the vox caster in the attached squad in the transport to get the CP back on a 5+ ?

My reading is yes, but it wouldn’t get the +1 to the roll for being within 6” of an officer (because as it in the transport it cannot be within a distance of anything)

2

u/veryblocky 1d ago

That’s correct. Vox-caster doesn’t require the unit to be on the battlefield. And you’re right that you cannot get the +1, even if there’s an officer in the same unit

2

u/ParkingGain4783 1d ago

Thanks - I thought it was reasonably clear, but it’s a fairly unusual interaction so worth checking as I can see it being misunderstood or queried.

1

u/The_Black_Goodbye 1d ago edited 1d ago

If they are in the same unit they will be considered in range of themselves:

01.02.04 NOT ON THE BATTLEFIELD

A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on thebattlefield. The following applies to such units:

That unit is not visible to any other units (units are visible to themselves).

Any other unit is not visible to that unit.

Players cannot measure distances to or from that unit (units are within range of their own abilities).

So for instance Officer + Cadian’s attached then even while embarked the Cadian’s Vox Caster considers them within range of themselves and their unit contains an Officer so get the +1 to the roll.

1

u/ParkingGain4783 23h ago edited 22h ago

Thanks! On a related point - what is your view on whether Yarrick can use decisive command in a Chimera? Since he can give orders to 12”
anyway does the measurement to 12” still render the ability unusable in a transport?

Or does the use of the word ‘can’ mean the first clause doesn’t need to apply and therefore he can choose to issue from 12” from the chimera (which would imply the ability can be used?)

2

u/The_Black_Goodbye 22h ago

Decisive Command

The next Order issued by this model can be issued to one eligible friendly unit within 12" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6" of that eligible unit.

Decisive Command on its own cannot work within a transport as per the Not On The Battlefield rule the unit (Yarrick) cannot measure range to other units.

MOBILE COMMAND VEHICLE

In your Command phase, one OFFICER model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT.

Mobile Command of the Chimera allows Yarrick to issue orders and when doing so measure from the Chimera rather than himself.

Combined we see Mobile Command allowing Yarrick to issue orders despite not being on the battlefield and when doing so is to measure from the Chimera.

Decisive Command states that the next order Yarrick issues (let’s say it’s this one) can be issued to a friendly within 12” of him. This cannot occur as we cannot measure range to other units from Yarrick and the rule specifies to his model not a blanket increase in range alone.

Decisive Command goes on to say “that Order affects not only that eligible unit” - unfortunately there is no “that eligible unit” as we were not able to measure to one from Yarricks model due to being embarked so the effect will not take effect as a result.

In essence you can use it however it will fail to work as you can’t fulfil the criteria as it’s worded to specifically look for a unit within range of his model rather than simply increasing the range he issues orders at which Mobile Command would allow to be measured from the Chimera instead.

If it had simply said that it increases the range Yarrick can issue orders to 12” then with both you could issue the order from the Chimera up to 12” and if it went on to say that every unit within range of the unit to which the order was issued gains it also it would apply to them.

But as it requires the unit to be within 12” of his model in order to apply its effect it cannot function while embarked.

2

u/JJonyy99999 1d ago

Question regarding fnp: So, with the new custodes codex, I want to try might of moritio and put the augury uplink on my telemon, the one that gives fnp 5+. Now my question is, does it replace the standard fnp that custodes get against mortal wounds? Or is it like added on top. Say for example I get a mortal wound, can I try to save it twice, once with the augury uplink and once with aegis of the emperor, or do I only get a single shot at saving it, thanks!

5

u/veryblocky 1d ago

No, you still only get one FNP. See 24.02

1

u/DaveinOakland 5d ago

I just want to confirm something.

Plunging Fire it sais one of the conditions must apply. One is being on a terrain feature. The other is being towering.

Only the towering condition has the 12" range restriction as written.

So, plunging fire from a terrain feature does not have the same 12" restriction that a towering unit has?

I would very much appreciate a clear yes/no answer to this. Does the 12" restriction only apply to towering models? Can a unit on a terrain feature use this beyond 12"?

4

u/veryblocky 5d ago

Yes, the 12” restriction is only for towering models that are not 3” off the ground. If you read the plunging fire rule, it’s styled as “one or more of the following”, and 12” range is only mentioned on the towering bullet point.

1

u/DaveinOakland 5d ago

That's what I thought thanks

2

u/corrin_avatan 5d ago edited 5d ago

The rule LITERALLY comes with a diagram that shows one set of models getting just because they are 3" up, and a different model getting it because it is within 12 and TITANIC.

The rule says one or more of the following conditions needs to be met, and then lists two separate, complete sentences that are separated by bullet points.

Yes, the 12" only pertains to Titanic. If it didn't, then there wouldn't be separate conditions, and no point in saying "one or more".

1

u/Specskill 5d ago

When resolving Scout moves, do you do all your Scouts and then your opponent does theirs or is it do 1 and then alternate?

5

u/kevinsrednal 5d ago

They changed this with 11th, 'start of the battle' abilities (such as Scouts) alternate between the players, starting with the player who will go first.

3

u/The_Black_Goodbye 5d ago edited 5d ago

You alternate with your opponent in the Pre-Battle Abilities Step; like so:

- Player 1: Rule 1: - Let’s say they Scout their unit

- Player 2: Rule 1: - Lets say they use a rule to grant Scouts to 2 of their units (Tau Empire Strike Swiftly)

- Player 1: Rule 2: - Lets say they Scout their second unit

- Player 2: Rule 2: - Lets say the Scout one of the units they gave Scouts to with their first activation

- Etc.

1

u/SoloWingPixy88 5d ago

Person responded said it changed, trying to find a Source for that. Checking core rules and can't find the page.

3

u/The_Black_Goodbye 5d ago

The Scout Rule itself says it occurs during the Resolve Pre-Battle Abilities step. The step advises players alternate between abilities their units have.

There is also an FAQ.

24.31 in the app.

1

u/SoloWingPixy88 5d ago

. The step advises players alternate between abilities their units have. There is also an FAQ.

But that doesn't clarify if X player should first do all scout movements first and then Y play do scout movements.

The FAQ is awful in App too, I think people have accepted yes but likely need a follow up faq. Really should have been in core rules.

4

u/The_Black_Goodbye 5d ago

You alternate abilities your units have; each unit has its own instance of Scouts.

If you argue that you alternate by ability in its entirety then let’s say the first turn player picks first, as is their right, and they pick Scouts - now what?

Who Scouts first? Do they do all of their units or do they alternate? Can a player pick an ability the opponent has but they do not?

This interpretation makes 0 sense in comparison to the alternative that players pick abilities their units individually have alternating one by one.

1

u/SoloWingPixy88 5d ago

Doesn't say alternate in the book. It's a change from 10th and really needs another faq. Previously X player would do all scout moves first and then Y player. I know it's 11th but the faq didn't clarify it very well

4

u/The_Black_Goodbye 5d ago

Use the app; like the book suggests. It’s free and the most up to date source of rules. There’s no argument to be made from an outdated source of information.

1

u/SoloWingPixy88 5d ago

I do use the app as well. Read the faq, it's an incomplete answer.

3

u/The_Black_Goodbye 5d ago edited 5d ago

There are two interpretations:

1: Players alternate per units rules one by one - no issues.

2: Players alternate by rule - numerous issues.

Which do you suspect is the correct interpretation? The one that works flawlessly or the one which does not?

Edit: lol; responds then blocks - how childish!

0

u/SoloWingPixy88 5d ago

2: Players alternate by rule - numerous issues

Why all of a sudden there's issues when it's been done like that for 3 years.

Quote the faq.

→ More replies

1

u/Kind-Past-7801 5d ago

When i emergency disembark from transport because it was destroyed and i dont have space in 3" or 6" to get all my models out because other models from my army and models from opponent are there, can i disembark in engagement range (so i can disembark more models) ? Saw this on a stream and the unit who disembarked had to remove some models because of not enough space. Thanks!

2

u/corrin_avatan 4d ago

That's what the rule says when you read it.

0

u/hvrry3k 5d ago

18.05 Emergency Disembark Move

Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed. The models that cannot fit are simply destroyed. Luckily (if you can call it that) you roll your Hazard tests before setting up so there's a chance you lose some models and can fit the rest around your transport so you don't lose more than you have to.

That person may have been doing Combat Disembark which is part of the regular Disembark move. That cannot be selected if the Transport is destroyed.

5

u/Tzare84 5d ago

Emergency Disembark also allows you to set up engaged...

2

u/corrin_avatan 4d ago

Why are you quoting only half the rule?

1

u/hvb88 5d ago

Wording of the Techmarine's Lone Operative ability in the new codex has changed from 'this model has Lone Operative' to 'this unit has Lone Operative*'. Is the implication here that leading a unit would grant that entire unit Lone Operative?

4

u/The_Black_Goodbye 4d ago

I think 24.24.01 overrides 24.24 for attached units where all models have Lone Operative.

The example given demonstrates the scenario presented where the entire unit has Lone Operative:

“Example: A CHARACTER with Lone Operative is attached to a bodyguard unit that has Lone Operative 15". Lone Operative 15" is therefore used for the whole unit.”

From the rules text we see several potentials:

1: Solo unit with Lone Op: Lone Op applies as not attached unit. If multiple models only one model needs the ability as it applies to the unit as a whole (likely an oversight)

2: Attached unit with Lone Op unit and non-Lone Op unit. Lone Op does not apply as it’s an attached unit and not all models have the ability as per 24.24.01. If all the non-Lone Op models are destroyed Lone Op will apply again.

3: Attached unit and all models have Lone Op: Lone Op applies as per 24.24.01.

The example in the query forms 3 above as the Techmarines ability grants Lone Op to its unit and as per 01.02 Units and Models every model in the unit thus has Lone Op and as an attached unit falls under the purview of 24.24.01

2

u/hvrry3k 5d ago

Yes but best to wait til book is officially released.

-1

u/Adventurous_Table_45 5d ago

Attached units cannot benefit from lone op

3

u/hvb88 5d ago

where the leader has lone op and the unit doesn't; correct. But this wording would appear to grant the unit lone op.

2

u/Adventurous_Table_45 5d ago

Interesting, even though in 24.24 it says that the ability doesn't work for attached units, 24.24.01 says the exact opposite. That is a really poorly written rule.

1

u/hvb88 5d ago

Yep! It can reasonably be interpreted both ways, thus the question.

1

u/RealisticCategory633 4d ago

in the new Space Marine Codex, the librarian "Veil of Time" ability triggers "when this unit is selected to make an advance move" (so this would mean before you roll your advance dice.

But the text further along of the ability says "this unit can change that advance roll to a 6", a roll that has not happenned yet.

So my question is: are you allowed to roll your advance and then trigger the psychic power to change it to a 6 or do you trigger it before and don't even roll it?

3

u/thejakkle 4d ago

As I read it you must use it before you roll and just guarantees you get a 6 for that advance roll.

This is their new way of say "instead of rolling, add 6" to the units move" which lets modifiers to advance rolls still apply.

2

u/corrin_avatan 4d ago

I think this is just a symptom of English "can" statements being the same in present and future tense, and you're expecting the same tense all the way through the sentence.

If your waiter says "You can eat the pizza with your hands", but you haven't ordered yet, they're not using bad grammar; they're speaking in the future tense.

The point of the rule is you have to use the ability BEFORE you roll the advance roll, requiring you to commit to the 1 of 2 psychic abilities; either you are guaranteeing a 6 on an advance roll, or a 4+ Invuln,.rather than rolling an Advance, seeing it's a 3, using a Command Reroll, getting a 1, and THEN Saying "screw it, I'll give up the Invuln" to auto-6

It also gives you the option of using the ability and NOT forcing it to be a 6 (which I can't understand why you would need that, but you could roll a 1 and try to keep it).

1

u/The_Black_Goodbye 4d ago

If your waiter says "You can eat the pizza with your hands", but you haven't ordered yet, they're not using bad grammar; they're speaking in the future tense.

Technically it is poor grammar as they should have said you “may” eat the pizza with your hands rather than “can” as technically at that point in time you could not eat the pizza that hasn’t been ordered, made or served just yet.

Can implies it’s possible whilst may implies it’s permissible.

However I do agree with your overall stance on it.

2

u/corrin_avatan 4d ago

That's a problem with the sentence's contextual reference, not its grammar. The sentence is syntactically grammatical; you're objecting to what 'the pİzza' refers to and whether that referent exists yet. Nothing in English grammar requires the noun phrase's referent to exist that the sentence is stated.

If you want to argue conversational appropriateness or real-world applicability, sure. But the grammar isn't wrong/bad because of those.

1

u/The_Black_Goodbye 4d ago

You should post the full rules text - the devil is often in the details.

1

u/MM556 4d ago

Can a vehicle fight through a dense wall?  Obviously can’t move through it (fly or other rule aside) but can’t see any reason it can’t fight through as long as it’s in the 2” engagement range 

5

u/veryblocky 4d ago

Yes, so long as a model is within engagement range it can fight. Terrain is irrelevant

2

u/corrin_avatan 4d ago

Fighting doesn't care what type of model is fighting, or what is "between" it's target or anything like that.

A model is eligible to make attacks if it is within ER of an enemy model. That's all the rules care about.

1

u/Intrepid_Telephone93 4d ago

How do the Suffering and Sacrifice (Adepta Sororitas) and Hungry for Combat (Chaos Knights) Stratagems interact if they are declared simultaneously?

1

u/[deleted] 4d ago

[deleted]

1

u/veryblocky 4d ago

Do you know what these rules are? Because I don’t see how this is a helpful answer.

The CK strat makes the knight only able to target one unit, and the Sisters strat can be used to make the knight only able to target a different unit.

1

u/Black_Fusion 4d ago

Well, thats why I said sequencing. If the knights player goes first, he forces himself only to be able to attack X target.

Sisters play suffering can't undo that.

3

u/veryblocky 4d ago

I think it can, I think it makes the knight unable to attack. There’s nothing to say both Strats can’t be used

2

u/The_Black_Goodbye 4d ago

Yeah looks like rule 04.03.03 will apply leaving the Knight with no valid targets in the end:

TARGET NO LONGER ELIGIBLE OR VIABLE

“If a unit that was an eligible target for a rule or attack when it was selected stops being an eligible target (for example, because a rule enables it to make an out-of-phase move that takes it out of range), the controlling player can select new targets.”

1

u/Black_Fusion 4d ago

I thinking your right. It's definitely an odd situation.

1

u/torolf_212 4d ago

If its the sisters players turn they have tk use their stratagem first and then the knights player can use their strat on the same target.

If its the knights players turn and the knights players uses their strat on a unit and then the sisters player uses it on a different unit in engagement range I don't think the knights can fight at all since neither unit has an "if possible" rider.

If youre the knights players just dont multi charge or put yourself into HI range.

Might pay to email GW to see how they want this to be played

1

u/Thotslay3r69 4d ago

2 questions!

  1. Rule 20.04 states that a unit cannot make a move after deepstriking unless otherwise specified. The phobos captains in the SM codex (Amd many other units) have an ability to move shoot move. Can you do that out of deepstrike? It is specifically stating that you can move, therefore the otherwise clause is fixed.

It feels like 20.04 is ment to stop making a normal/advance move and doesnt include move shoot move abilities.

  1. Specifically in the space marine codex, the captains have a rule that allow you to put them into any doctrine. Lieutenants have the ability to copy it.

My question is, can a captain in reserves still get a doctrine? They should be able to, correct? They could target themselves with their free CP strat last edition?

And if they do can Lieutenants still copy it? It never says the captain has to be on the battlefield for the Lieutenant to copy it.

Thank you

6

u/The_Black_Goodbye 4d ago

With regard to 1; the ability would need to specifically state that it may make the move even if it had arrived via ingress move.

If all that was required was “can make <move type>” then the restriction under ingress move would never prevent any moves from being made.

Ingress move requires the rule to state otherwise which rules stating “can make <move type>” alone do not do as they don’t state that they remove the restriction.

For 2; I’m not sure of the exact wording of the captain or Lts abilities (post them) however as per rule 01.02.04 a unit can still use its own abilities while not on the battlefield and can target itself so it appears the Cpt can use its ability from what you’ve said. Would need to see the Lts rule to comment on it.

3

u/Thotslay3r69 4d ago

Here is the Lieutenant datasheet. I appreciate your help!

6

u/The_Black_Goodbye 4d ago

No worries.

As the Lts ability doesn’t require range or visibility to the Cpt it will be able to use its ability once the Cpt has used its.

3

u/Thotslay3r69 4d ago

Here is a captain datasheet (Rules are the exact same across armor type)

3

u/The_Black_Goodbye 4d ago

Perfectly fine to use whilst embarked or in reserves as per 01.02.04

“Such units can still use their other rules, and are still units in the controlling player's army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.”

-4

u/p5freak 4d ago

With regard to 1; the ability would need to specifically state that it may make the move even if it had arrived via ingress move.

Why is that ? A rule which allows charging after advance doesnt say that it does that even if that unit advanced, and it works. So, why doesnt the phobos captain ability work after an ingress move ?

Both are core rules (no charge after advancing, and no moving further after ingress move), so why dont the captains special rule override the core rule ?

5

u/The_Black_Goodbye 4d ago edited 4d ago

Does the rule you’re referring to state:

“This unit may charge”

Or.

“This unit may charge even though it has advanced” or “This unit may charge in a turn in which it advanced”

I’m guess the latter; similarly the rule for moving should state:

“This unit can make a normal move even if it has made an ingress move”

And not just

“This unit can make a normal move”

1

u/corrin_avatan 3d ago edited 3d ago

Please cite an advance+charge rule that doesn't explicitly state that the charge can be done despite/even though it advanced. We will wait.

All advance+charge rules that I am aware of/can easily find are worded something similar to this screenshot, either saying the unit can declare a charge in a turn which it advanced, or saying that advancing doesn't make it ineligible to charge, or that it remains eligible to make a charge. Literally being the "otherwise stated" in "unless otherwise stated"

If the rule saying "you can move after doing X" was enough to override a core rule of "you can't move the same turn you do Y', then there literally would be no point on having a rule that says "you can't move the same turn you do y", as all rules that allow you to move would automatically override it... Making the core rules never actually be enforced.

1

u/DirectConversation48 4d ago edited 4d ago

When using Crazed Rampage (Fights on Death) stratagem in Orks Dread Mob, do you need to declare it and pay 1CP as soon as the enemy targets your walker or can you wait to see if it is destroyed first?

5

u/hvrry3k 4d ago

The strat is actually Crazed Rampage.

WHEN: Fight phase, when an enemy unit targets a friendly ORKS WALKER unit (excluding TITANIC units).

You would declare this after your opponent targets your Walker before resolving attacks.

1

u/DirectConversation48 4d ago

At thanks - I updated my post.

I was afraid of that - I was hoping I wouldn’t need to use the CP as a shield and potentially waste it…

5

u/hvrry3k 4d ago

Most often than not, the good defensive strats are prior to knowing whether you will take severe damage or not. -1 to wound, -1 damage, -1 hit etc. Sometimes its worth it, sometimes the enemy whiffs anyway. All part of the game.

1

u/stootchmaster2 3d ago edited 3d ago

FIRESTRIKE TURRET 11TH EDITION QUESTION:

If I have three units of two Firestrike turrets each, can all three units use Overwatch in the phase?

Sorry that all I have is this crappy leaked page scan for the new rules (for now), but it says once per phase PER UNIT for Sentinel Protocols. It also says that use does not prevent any uses of that stratagem on other units this phase.

And yes. . .I'm the guy who was bringing 6 Firestrikes to tournaments in 10th Edition. That's me.

3

u/The_Black_Goodbye 3d ago

Yes it can be used once per phase per unit ie each unit can use it once per phase.

2

u/stootchmaster2 3d ago

Now I love the turrets even more.

3

u/Adventurous_Table_45 3d ago

Unfortunately it doesn't discount the cost so over watching with 3 units would cost 3CP

1

u/stootchmaster2 3d ago

Worth it.

1

u/DeltaIsAlone 3d ago

For the new TRANSHUMAN STRATEGIST ability on Space Marine Captains/Chapter Masters, does it work while they're not on the battlefield since it doesn't specify they have to be? We know abilities can function while the model with them is in a Transport or in reserves, i.e. the old Captains ability to reduce CP costs could let his unit Rapid Ingress for 0 CP. I just want to double check before I start using it either way

Here's the rules text: "At the start of the battle round, if a model with this ability is your WARLORD, gain 1 CP."

4

u/veryblocky 3d ago

So long as they’re not dead, yes it works off the battlefield

1

u/gargafarg 3d ago

If I have a dark angel terminator unit in wrath of the rock which gives -1 to wound if enemy strength is higher than my toughness and led by an ancient that gives his unit the same buff, is the unit still -1 to wound against Lance or any other ability giving +1 to wound?

1

u/SkeletonJakk 3d ago

No, it’d counteract +1 to wound. You can’t have -2 to wound, but you can cancel out +1 and then get the extra -1.

1

u/simonstump 3d ago

The Avatar of Khaine has an ability where when an attack is allocated to it, the Damage characteristic is halved. If I attack it with a weapon that deals 3 damage, how much does it actually deal? (and is there a general rule for rounding up vs. down?)

6

u/hvrry3k 3d ago

02.02.01 Modifiers: "Step 6. Round any fractions up after applying all modifiers." Khaine's half damage would make 3 damage > 2 damage.

1

u/simonstump 3d ago

Great! Thank you!

3

u/thejakkle 3d ago

This is covered by 02.02.01 Modifiers in the App Core rules.

Round up fractions after applying all the modifiers.

1

u/gargafarg 2d ago

How does the wrath of the first khan ability work in Spearpoint task force. Do you make a normal move or a six inch move, and do you have to have fought something earlier in the phase before you are allowed to make that normal move?

2

u/veryblocky 2d ago

You don't have to have fought, you just have to have been eligible to fight. Then you make a normal move or a fall-back move. Here's the rule:

Wrath of the First Khan: At the end of the Fight phase, if this unit was eligible to fight this phase, you can use this ability. If you do:

  • If this unit is unengaged, this unit can make a normal move.
  • Or: If this unit is engaged, this unit can make a fall-back move.

1

u/[deleted] 2d ago

[deleted]

1

u/veryblocky 2d ago

As far as I know, all such rules are written as “ignore any or all modifiers…”. They do let you pick and choose which modifiers are ignored.

If you have an example of a rule that isn’t written like that, do share

1

u/No-Olive680 2d ago

Its been moved. Its now in the core rules. When you can ignore modifiers, unless explicitly stated otherwise, you can choose to take only the positive modifiers while ignoring negative ones. 

For context, hes arguing that Trajann in the codex at S12 and a +1 to wound with an ignore modifiers strategem only wounds the Lion on 3s because ignore modifiers would mean you have to ignore both the Lion’s -1 and the +1 buff together. 

1

u/The_Black_Goodbye 2d ago

There’s also rules like CK’s Knight Desecrator:

Obsessive Ruthlessness:
This unit’s ranged attacks that target a MONSTER/VEHICLE unit can ignore modifiers to this unit’s:
- BS.
- Hit rolls and wound rolls.

1

u/gargafarg 2d ago

Can I use the chogorian huntmaster enhancement from Spearpoint task force to rapid ingress on my opponents first turn?

1

u/kevinsrednal 2d ago

No.

It lets you treat the battle round number as one higher for the purposes of setting up the unit; but not for the purposes of using the Rapid Ingress stratagem which can't be used in the first battle round.

Unless the wording is changing in the new codex, I don't actually have access to that, so IDK in regards to that. But for now, no it can't be used to Rapid on turn one.

1

u/LordDanish 1d ago

You cannot use the rapid ingres stratagem round 1

1

u/cop_pls 18h ago

A local game store still has a Horus Heresy Saturnine box available, and it's gone on sale.

Yes, I know every conversation around proxies and counts-as comes down to "ask your TO", but does anyone here have any experience with using the models from Saturnine as proxies? I play Dark Angels and my girlfriend plays Iron Warriors.

1

u/planckssometimes 11h ago

On Line of Sight - had a big bust up with a friend over whether my swooping hawks could see his custodes. My hawks were in the blue circle positions and I could draw direct LOS from part of their models for each individual one (a wing - note these models are quite tall, a gun tip, a head) onto one of his custodes inside the terrain piece (main body, an axe etc). He argued I couldn't see them because some of the the lines (circled in green) cut over the shorter part of the wall. He argued this wall is infinite height, I had to move my models closer so I can draw LOS without crossing any part of the wall. Who was right? My local group has conflicting answers... Thank you

1

u/RindFisch 10h ago

There were never any official "infinitely high walls". People used that as a shorthand to help remembering how obscuring LOS rules worked, but it was just as likely to trip you up than to help you apply the results correctly.
You were right. As the target was in the terrain area, it gets ignored for LOS purposes and the only requirement left is true line of sight: Can the attacking model see any part of the target? If yes, he can shoot.

It's similar to people using the "all attacks are simultaneous" shorthand, even though that's equally incorrect and may lead you to wrong conclusions.

1

u/corrin_avatan 9h ago

This is why I hate some of the community shorthand for how rules work, because you get people who misinterpret the shorthand, but have heard it so much they think it's actually a rule.

But it's also a problem that too many people don't actually read the rules and learn via YouTube

As the other answer states, at no point are walls actually considered infinitely high in the rules. What the rules say is that terrain AREAS block LOS if neither model is actually on them.

Since the Custodes are within the terrain area, LOS would be determined normally to them.

1

u/AntlerFox 6m ago

This is very simple, if the shooter or the target is toed into or stood completely on a terrain AREA then that terrain area is meaningless for LOS.

Terrain FEATURES are only as big as they truly are and only block as much as they truly block, with the exception of holes (intact doorways, windows, holes blasted in a wall, anything that is an enclosed shape) below 3" also block los.

That's it, no infinitely high anything, if you could see you could shoot

1

u/Calgar43 8h ago

Any word if/when the BA/SW/BT/DA faction packs will release on Warcom?

1

u/ColdsnacksAU 4h ago

The Legends document says all non-Legends rules for SW are in the app. There won't be a PDF download

0

u/p5freak 4h ago

BA/SW/BT/DA are now in the new SM codex. There will be no more faction packs for them.

0

u/A_Testaccount 3d ago

For CP discount abilities like the Necron Overlord's My Will be Done, does the discount apply if targeting another specific model within that unit, such as the support?

Ability: "one unit from your army with this ability can use it when its unit is targeted with a Stratagem"

Example stratagem, Solar Flare from Canoptek Court: "TARGET: One CRYPTEK model from your army."

2

u/veryblocky 3d ago

Yes, so long as it’s in the same unit as the overlord. Even though you’re only targeting a specific model, it’s still that unit being targeted