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GW Forum FAQs - copied here now they're gone

For posting responses from GW or FW about rules queries

GW Forum FAQs - copied here now they're gone

Postby Spack » Mon Aug 21, 2006 4:22 pm

The "Clarifications from Pete Haines" and "More 40K FAQs" threads that were stickied on the GW site have been deleted. I kept copies, so here they are just in case anyone needs to reference them again. None of these are official unless they are "in print" (so if the answers here contradict the codex or an FAQ, go with the codex/FAQ answer).
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Clarifications from Pete Haines

Postby Spack » Mon Aug 21, 2006 4:24 pm

Some 40K rules clarifications from Pete Haines. GW-Hivemind (Tim). 11/18/2004 10:20 (5/9/2005 9:23)

> 1 - Veil of Time Psyker Power - re-roll ALL of the listed tests, or ONE of ANY of the listed?
>
Any/all


> 2 - Techmarine
> a) can take Rhino/Razorback without taking Servitors?
>
Yes

> b) can take Servo-harness and jump pack? Or S-h and bike?

No

> c) can take Servo-harness and Terminator armor?

No

More on Techmarines:
Can he use a Servo-ARM with a bike or jumppack?
---->Yes

Plasma pistol on the servo-harness; does it give an extra CC attack?
---->No


>
> #1 - Should the rules for the Land Raider Crusader from the Space Marine codex replace the entry for the Grey Knight Land Raider Crusader from the Daemonhunter codex? Infernal Device on Chaos Land Raider - work the same?
> Also for other codexes where landraiders are taken as transports (DH, WH and Chaos), do these idential vehicles count as scoring units as well?

Yes

> #2 - Should the rules for teleport homers from Space Marine codex replace the rules for teleport homers in all other codexes (i.e. Daemonhunters, Chaos)

Yes

> More of the cross referencing, also with the stormshield (and the identially working Prasedium Protectiva).

Yes

> Does the Commander's 'Rites of battle' ability work when he is in a transport vehicle?

Yes

> What are the conventions for the Libarian's familliar? Is it a seperate model with its own base or just modeled onto the libarian?
> And if he has a bike/jump pack is he slowed down by the familliar.

****CHANGED**** Separate Model & No
---->Originally, we viewed familiars as part of the model, as many existing models have items like these (psyber ravens for example) on them. However, for playability sake they do need to be viewed as a separate model and thus on a separate base. Players are encouraged though to work out compromises in their games to accommodate things as best works for them and their models.


>
> On a related note, it would also be nice to know if all Imperial Dreadnoughts (i.e. Space Wolf Venerable, Grey Knight, Furioso, Moriar, etc) have access to Drop Pods in Standard Missions per the new SM Codex.

If they have access to drop pods they use the new rules

> Daemon Hunter Mystics and Drop Podding SM - whom does the Retinue target with their "free shooting" - the Drop Pod? The Squad/Dreadnaught that jumped out?

Either but not both

(3-9-05)
> When I fire a frag missile (blast marker), my opponent can chose the casualties he takes; he doesn’t have to take the ones under the marker. When I fire a battle cannon (ordnance using a blast marker), is it the same way or do casualties have to come from under the marker? It specifically states the former under Blast Weapons, but it also states there that these are just the rules for Blast Weapons and not Ordnance. The Ordnance section doesn’t mention how to resolve casualties, only how to place the marker.

Yup, its the same deal for blast and large blast. Casualties have to be in LOS and range.

(04-12-05)
Say I fire a bolt gun on rapid fire at a squad with members within 12” and extending out for say 20” (big brood of gaunts for example). I’m firing rapid fire, so I take 2 shots and get two kills. Can casualties only come from those models within 12”, or could the enemy remove them from models farther away than 12” (say 20” away)?

The answer is that models in range and arc must be removed a la page 26. When bolters fire twice their range is 12" so only models within 12" can be removed.

- Tim & Pete (big thanks to Pete here of course)

7-26-05 from the Studio:
Psyker note - Eldar psykers, or indeed any other, can only use one psychic power a turn unless explicitly stated otherwise (ie in the description of a spirit stone).
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And some Dark Angel Q&A too

Postby Spack » Mon Aug 21, 2006 4:25 pm

And some Dark Angel Q&A too . GW-Hivemind (Tim). 11/18/2004 11:09 (11/18/2004 11:09)
Some more from Pete & Andy, originally on B&C too I think:

Codex Dark Angels Characters:

1. The C: DA characters are replaced by those in C:SM. Are we correct in assuming that the following?

Grandmaster (C: DA) by Master (C:SM)
Master (C: DA) by Captain (C:SM)
Hero (C: DA) by None

That is correct

2. All Grandmaster only items in the C: DA are now available to the Master character in the new system and are not available to the Captain character.

This is not stated in the FAQ but should be. The assumption is correct

3. A character in terminator armour who is accompanied by a terminator command squad can deep strike in any mission regardless of whether the mission allows it.

YES

4. All Dark Angel characters in the new system MUST purchase terminator honours and the stubborn ability as part of their profile. Does this count towards their wargear points cost?

If it is an ability detailed in the armoury wargear section then yes it does. So terminator honours yes, stubborn no.

5. All Dark Angel characters in the new system MUST purchase terminator honours and stubborn as part of their profile. But the Chaplain is Fearless. Does this mean the Chaplain pays only the cost for Terminator Honours and does not buy the stubborn quality?

Stubborn confers no additional advantage so this seems reasonable.

6. All Dark Angel characters MUST purchase terminator honours and stubborn ability. However, if the character buys a terminator suit (which has terminator honours included in it) they only need to purchase the stubborn quality in addition to the terminator armour.

YES

7. If the chaplain MUST buy the stubborn quality, then does that quality override the Fearlessness?.

NO

8. The Blades of Reason are available to both levels of Chaplains in the new system.

YES


Dark Angel Special Characters:

9. Do Dark Angel special characters gain the basic qualities of the characters in C:SM? ie, does Azrael, The Grandmaseter and Master of Ravenwing all have the quality “Rites of Battle? Similarly does Asmodai have “Honour of the Chapter” and “Litanies of Hate"?

YES – This is stated for Asmodai.


Wargear:

10. The sword of secrets is not a “Relic & Artifact” Therefore it can be taken in addition to one of the Relics and Artifacts listed.

YES

11. The specific Dark Angels Sacred standards (Standards of Fortitude, Devastation and Retribution) in the DA: Codex replace the “Sacred Standard” entry in the Relics and Artifacts section.

YES

12. Do the Blades of Reason fall under the category of “Relic & Artifact”?

NO – only the items listed in the FAQ


Deathwing Army List:

13. Deathwing may take a Techmarine as an elites choice provided he is given terminator armour and the stubborn quality.

YES

If so, can he take the servo-harness while wearing terminator armour?

NO

14. Can a terminator armoured chaplain take the Blades of Reason ?

NO – they are not * on the DA wargear list

15. A Deathwing army may deploy using drop pods for their terminator, terminator command squads and dreadnoughts.

YES

Ravenwing Army List:

16. Ravenwing bike squadrons will continue to use the point costs, unit structure and unit weapons options specified in C: DA

YES

17. Ravenwing attack bike squadrons will continue to use the point costs, unit structure and unit weapon options specified in C: DA

YES

18. Ravenwing land speeder squadrons will continue to use the point costs, unit structure and unit weapon options specified in C: DA

YES

19. Can Ravenwing Land Speeders Deep Strike as regular C:SM Land Speeders can?

NO

16. Ravenwing may take a Techmarine as an elites choice provided he is mounted on a bike for the points cost specified in C:SM

YES / NO

If so, can he take the servo-harness while mounted on a bike?

NO – this was not the intention, I will add it to the FAQ

More from Pete: (3-9-05)
1) The DW Capt is not listed as an independant Character.
Should this read "IC, however may not leave squad"?

Yes

2) Definition of Imperial Armies includes Sisters of Battle, should this be taken to mean all Witchhunters?

Yes

3) Should the Definition of Imperial Armies include Daemonhunters? (as long as they do not take inducted guard, inducted space marines, or any other allies)

Yes

4) The definition of Regular Marines is those selected only using Codex Space Marines. With the new codex is this still correct? ie. can a DIY army selected from C:SM that uses traits, or a Chapter of Legend include a Deathwatch KillTeam?

Yes, although some event organisers do not allow allies.

5) Should the Librarian be able to purchase powers from the new C:SM?

He can change 'storm of the emperors wrath' for another power at the cost listed

6) Is there any chance we might see an updated DW Kill Team entry in WD? I was just thinking of the way I saw SOB lists appear in the Dwarf before the WH codex was published. I thought that was a neat way to involve the client community in the development process.

We have updated the original article and it will be posted on the website. Later it will be in chapter approved.

-Tim & Pete & Andy
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Some Blood Angel ones here

Postby Spack » Mon Aug 21, 2006 4:28 pm

Some Blood Angel ones here . GW-Hivemind (Tim). 11/19/2004 10:18 (11/19/2004 10:18)

> 1. In the BA FAQ, it says that the BA cannot take any special skills. Does that mean no "cleanse and purify" or just no additional special abilities, like gaining True Grit and Counter attack?

Specifically the FAQ means that when the BA use a unit type from the Codex they may not select any of the special skills available to that unit such as tank hunters or infiltrate. As a non codex chapter they may not use traits.

> 2. Also, some people have said that it has been "made public" that BAs/DAs/BTs/SWs are getting their own traits system in their codices. Is this true?

I believe that was the plan but that is a question for the designers of those armies and it wouldn't be fair to prejudge

> 3. What is the reason for Land Raider Crusaders being 0-1 in a Blood Angels army when the new SM Codex does not restrict their useage

Balance - specialist chapters already have advantages of their own.

> 4. Would the servitors in the techmarine's retinue gain Furious charge as well, since the Techmarine is a Blood Angel?

No. The Techmarine keeps the ability himself (as per page 74 of the Rulebook) but it doesn't extend to his servitors.

> 5. When it says that "Blood Angels Librarians may replace the power or select a second power as described in Codex: Space Marines, does it mean that the Librarians have to be upgraded to Epistolary before he gains the second Psychic power?

That's right

> 6. What is the reason that the Over-Charged engine test was upped to 2D6?

To conform with the way dangerous terrain tests are conducted in the revised rules.

-Tim & Pete
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Space Wolves here

Postby Spack » Mon Aug 21, 2006 4:29 pm

Space Wolves here . . GW-Hivemind (Tim). 11/19/2004 10:41 (11/19/2004 10:41)

> 1. Space wolves generally have the same equipment as normal marines even though the name may be different, as far as I know only purity seals were left out. In any case do space wolves have access to the new equipment in the new codex such as the adamantine mantle or the combat shield? There is nothing in the new codex or the FAQ that addresses this.

No they do not; there are many Space Wolf items that codex chapters don't get so it only seems fair that it cuts the other way too.

> 2. Additionally the Librarian can now get a second power, can Rune priests do the same if so, under what circumstances.

No.

> 3. Librarians, Apothecary's and Techmarines either come equipped with their role specific equipment (for example force weapons, reductors, etc) or can purchase them at a standard package price (getting both narthrecim and a redactor). Space wolves have the equivalent priests are they allowed similar options until their codex is amended?

No

> 4. Techmarines can now utilize several types of servitors and equipment (harness) is this going to be the same for Iron Priests who serve the same function in Space wolf armies?

No

> 5. I would assume that even though the venerable dreadnaughts are different in space wolves, you would still not be able to upgrade your normal dreadnaught choice to a venerable as stated inside the new SM codex since you would then have 2 venerable dreadnaughts even though they are different in stats, abilities and costs.

(Tentatively) Yes. A fair point - we'll think on this a bit more too.

> 6. The FAQ states that Space Wolves characters do not benefit from battle rites or litanies, in addition to these abilities their counter parts are now allowed to be upgraded to a more powerful version i.e. there are two upgrade types of chaplain and librarians, can the rune priest and wolf priest do something similar? It doesn't make sense that they would be any less tough?

There is no option as present. Anything I do in this way now will prejudice the design of Codex: Space Wolves.

> I know the FAQ stated that in due time the Space Wolf codex will be revamped, but in the mean time these should be addressed so space wolves players are not playing at a disadvantage against their brother chapters.

I think there are many things the Space Wolves can do that other Chapters can't (I get plenty of mails from them too). I do not want to get into the situation where major codex revisions are only available as downloads so intend to issue as few amendments as needed to get us by until the Codex can be revamped properly.

-Pete & Tim
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Some new ones...

Postby Spack » Mon Aug 21, 2006 4:29 pm

Some new ones... . GW-Hivemind (Tim). 12/3/2004 14:41 (12/3/2004 14:41)

Do Space Marine Scouts get the "Scout" universal skill?
---->No

Do Space Marine Scout Bikes get "Move through Cover" skill?
---->No

Does "Be Swift as Wind" apply to Scout and/or Attack Bikes?
---->Yes - they are all 'bikes'

Certain older codeci state that an IC with a retinue loses his IC status (including being targetted in an assault). Could you clarify that an IC with retinue still follows all the universal rules for ICs as printed in the BGB, or does he still not count as being an IC?
---->He is an IC but cannot leave his retinue. The older phrasing was problematic as it implied an IC with a retinue wasn't an IC and therefore couldn't be targeted in close combat, hence the change.
All that is important is that IC's cannot worm out of being targeted by claiming they are not an IC if they have a retinue.


Can a mixed armor unit, consisting of terminators and power armored marines, ride in the same transport? If so, how would we work that out, capacity-wise?
For example: The Land Raider Crusader states that it can carry 8 Terminators or 15 Power-armored marines. This question is asked because of the possiblity of rules-lawyers jumping all over a Space Wolf player who wishes to place a Rune Priest in Terminator armor along with Blood Claws in an LRC, or any other similar mixed armor unit.
---->-Generally a terminator takes the space of 2 power-armored marines

In the 'Reserves' section of the main rulebook, it is stated that "Each selection from the Force Organization chart is diced for separately at the start of the player's turn". Do Independent
Characters (HQs) that have joined a squad before the game roll for reserves separately, or can they chose to simply show up with their squad? Furthermore, would the assumption that Wolf Guard Leaders and Bodyguards show up with the squad they're assigned to, regardless of
the fact that they occupy an elite slot, hold? Lastly, if a HQ IC is joined with a drop pod squad and has to be diced for separately, what happens if the squad arrives but the IC does not?
Just general clarification to make sure that by the letter of the rules, we can keep a character with a squad.
---->If the list gives a model the option of joining another squad like wolf guard leading grey hunters then that assignment is made before the game starts. An IC is a different matter, if you want him to turn up with a unit give him a retinue.

Can multiple independent characters join the same squad, and if so, is how many?
---->Yes, there is no limit although the force organization chart is a limiting factor

Again, there has been little to go off of for this question. Also, a spin-off of this question might be... "Can an IC can join the Wolf Guard Bodyguard of another IC?"
---->Yes

Is a character (or unit) making use of Space Marine Bikes prevented, by the nature of the bike (and the fact that one hand must be free to steer), from using a second close combat weapon to gain an additional attack?
---->-Not necessarily, this is determined on a codex by codex basis.

Pete & loyal scribe Tim :)
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Kill Team Q&A from Phil Kelly

Postby Spack » Mon Aug 21, 2006 4:30 pm

Kill Team Q&A from Phil Kelly . GW-Hivemind (Tim). 12/9/2004 10:10 (12/9/2004 10:10)
Kill Team Q&A

1) For the purposes of Kill team's mutable laws, does a Space Marine with a powerfist count as a weapon above strength 7?

>> Yes it does indeed. Such heavy duty kit is not normally dished out for small scale commando missions.


2) If the Kill Team declares a shot, and find you're out of range, does that count towards a Klaxon counter?
>> Yep! P 216, "Also add a Klaxon counter whenever the Kill-Team shoots".
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Some more

Postby Spack » Mon Aug 21, 2006 4:31 pm

Some more (5-9-05) . GW-Hivemind (Tim). 5/9/2005 9:23 (5/9/2005 9:23)

Some more here. Please remember these are not official until they get into print or appear in a PDF or other official media! Treat them as useful gaming aids for now folks.
-Tim

1. During the shooting phase, when do you declare what weapons are being fired? To the best of our understand, you need to declare before measuring range - otherwise, you wouldn't know if you are outside of range. Is this correct?

A: Pretty much. There are several ways of doing this dependent on what the firing options are, so I want to avoid being too prescriptive as a rigid method may just slow play unnecessarily.
Broadly, you identify the unit firing, its target and the weapons that are firing; then you measure the ranges and proceed normally from there.

2. If you are out of range, do weapons count as fired? And if so, do you need to roll to hit if there are potential dangers?

A: If you say you are firing a weapon and it turns out that it isn’t in range then the shot has been fired and has missed harmlessly. (updated)

3. If you decide to fire the combi-melta as a meltagun but are out of range, did you just use your one shot?

A: Yes

4. If you are at 25" and tried to shoot a plasmagun, do you have to roll to see if you overheat?

A: No - it's a miss. No need to roll more dice. (updated)

5. Are you required to fire twice with rapid fire weapons if within 12". This should not matter with most rapid fire weapons, but becomes critically important with plasma. If I must rapid fire, I have to roll twice overheating on a 1 or 2. Many times people have declared that they are shooting only once.

A: You may choose not to fire with weapons at all but if you fire them they must fire at their maximum rate for the range. Troops in action are a bit less calculating than their controlling players might like.
P18 says that individual models can choose not to shoot.

6. How do I remove casualties from an ordinance template?

A: Assess casualties for the Large blast marker exactly as you would for the Small one. Casualties can be chosen from any models that could be hit by the weapon. This means in range and sight for most weapons but simply in range for barrage weapons that have fired indirectly.


7. How do you determine if a vehicle is hull-down against ordinance fire? I had been told that indirect ordinance ignores LOS rules. If this is true, would that mean that vehicles never have hull-down against ordinance? In the same vein, would squads never get cover saves?

A: Cover/obscured is determined based on the direction a shot is coming from, so in the case of a Leman Russ firing a battle cannon at a Trukk, judge it just as you would if the Leman Russ was firing its hull lascannon. It doesn’t matter if the battle cannon shot scatters, the initial line of fire is all that is important.

When it comes to barrage weapons, cover/obscured is based on a line from the middle of the (large) blast marker’s final position to the nearest point of the target. Use exactly the same logic as a direct shot but simply with a different start point for the line of fire.

It is possible for a barrage to land behind a wall some troops are defending, for example, depriving them of a cover save.


8. Regarding terminator armor and transports. How would you handle mixed armor in the Land Raider Crusader?

A: The easiest way is to assume a Terminator takes up two spaces.


9. Do all "previously-identical" items used updated stats? This is particularly important for Daemonhunters w/ Assault Cannons. You specifically addressed 2 examples (Storm shields and teleport homers) so I believe logically we can conclude that the same rule is applicable across the board.

A: That’s true. A Grey Knight Dreadnought or Land Raider Crusader uses the new assault cannon stats. Don’t make any assumptions about psycannons though!


10. What non-standard marine units can use drop-pods? There is a huge debate among Black Templars players about their "Black Templars" squads' ability to use drop pods. By the letter of the rule, they would be unable to use drop pods since they are not listed in the space marine codex. At the same time, Templars dreadnoughts and command squads would be able to use drop pods. Grey Knights Dreadnoughts would not be able to field drop pods. Are all of these interpretations correct?

A: Grrr. A question that forces me to check through every Space Marine Codex! OK here we go: -

• Daemonhunters – specifically Grey Knights, do not use Drop Pods.
• Dark Angels – same unit types as Codex: Space Marines.
• Space Wolves – Wolf Guard retinues and squads, Grey Hunters, Blood Claws, Wolf Scouts, Long Fangs, Venerable Dreadnoughts and Dreadnoughts
• Blood Angels – same unit types as Codex: Space Marines plus Honour Guard and Furioso Dreadnoughts.
• Black Templars – as in Codex: Armageddon – Black Templars do not have the Drop Pod special rule (just as they lack ‘And they shall know no fear’) so cannot use them for any units.

- Pete
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More 40K FAQs

Postby Spack » Mon Aug 21, 2006 4:35 pm

[40K] Mindwar and Slaaneshi power Siren . MOD-Jhorred(Jeff). 10/13/2003 23:09 (10/13/2003 23:09)

I've heard yes, and I've heard no. I've heard that since Psychic Attacks (Mindwar) follow the shooting rules, it can't target something that has used the Siren power. I've also heard that since it isn't a Shooting attack (it's a psychic power), it CAN target. Someone please give me a real answer!

Andy Hoare:
3. Siren
Phase: Enemy shooting or Assault
Psychic test? Yes
Range: Self
Effect: The psyker assumes the appearance, aura, scent, mannerisms, demeanor, shape, size and personality of the attacking model's grand mother, norn queen, primarch, drill sergeant, house-master, master shaper, warboss, ethereal, confessor, canoness or cat; ie, someone they would never harm in any way, including but not limited to shooting (with solid shot of hollow tipped or explosive ammunition), eviscerating, poking, punching, application of chinese burns, or any type of ranged or contact-based psychic powers that cause his brain to leak out through his ears or any other bodily orifice. This power may not be used if the psyker has joined a unit or is part of a unit. The psyker may not be targetted by shooting attacks (including ranged psychic attacks that cause the target's brain to leak out of his ears or any other bodily orifice) or assaulted this turn. This power cannot be attempted if the psyker is already in base-to-base contact with an enemy model.

Sorted.

Andy H


(40K) Feel No Pain . MOD-Jhorred(Jeff). 10/13/2003 23:36 (10/13/2003 23:36)

Andy Hoare has confirmed that the Chaos Errata in the White Dwarf has suffered form cut and paste daemons in some editions the Feel No Pain rule still still works against normal close combat weapons, just not ones that allow no save.


(40K) Tau Markerlights and Rail Rifles . (0 Replies). MOD-Jhorred(Jeff)[]. 10/13/2003 23:41 (10/13/2003 23:41)

Gauss' Question:
1. Can the Markerlights in a Pathfinder squad be used to benefit Railrifles within the same squad?


Andy Hoare's Answer:
All firing in the squad is declared and happens simultaneously. The description of Marker Lights in the Tau Codex says 'any units yet to fire', so no, the Rail rifles do not benefit from their own unit's marker lights.


[40k] Dark Eldar Characters on Skyboards . (0 Replies). MOD-Jhorred(Jeff)[]. 10/13/2003 23:42 (10/13/2003 23:42)

Dark Eldar Independent Characters on Skyboards: can they Fleet of Foot? And, can they use the 12" charge combat drug?

Andy Hoare:
I think a good dose of Common Sense(tm) is required here...no to both questions.

[40k] Necorn We'll Be Back for Destroyers . (0 Replies). MOD-Jhorred(Jeff)[]. 10/13/2003 23:43 (10/13/2003 23:43)

Do Destroyers and Heavy Destroyers count as the same model type for the We'll Be Back rule?

Andy Hoare:
Well, some players are a bit hard of thinking! Its obvious that if a unit is in a different army list entry,and has a different name, then, for the purposes of the WBB rule they're different types.



[40k] Powerblade and Harlequin Kiss combo . (0 Replies). MOD-Jhorred(Jeff)[]. 10/29/2003 9:40 (10/29/2003 9:40)

From ANdy Hoare:

This is from Citadel Journal 47, from the Mailbag section, in response
to a similar question-

"You cannot combine the effects of weapons, so you either use your
powerblades and wound with your own Strength, or you use the Harlequin's Kiss and your opponent gets an Armour save. One or the other, not both!"



[40k] Thousand Sons Asp Champs. . (0 Replies). MOD-Jhorred(Jeff)[]. 2/13/2004 9:43 (2/13/2004 9:43)
Yentz:

In the rulebook, it states that you must remove whole models first when taking casualties. Now this is fine and dandy for practically all situations, but it becomes a bugger when dealing with Thousand Sons. Under the letter of the rule, you would have to remove the Asp Champ first, and I highly doubt that this is what the rule intended.

Andy Hoare:

"Models with multiple Wounds are removed when the unit they are in has taken enough wounds to eliminate one whole model regardless of whether the casualties were inflicted on different models. The owning player chooses which falls casualty. "

You don't have to take an odd wound on the Aspiring Champion.


[40k] Coruscating Warp Flame . (0 Replies). MOD-Jhorred(Jeff)[]. 3/8/2004 8:24 (3/8/2004 8:24)
Comments on Coruscating Warp Flame by Andy Chambers:

And if it looks too good to be true then its probably not true. The term attacks can be used a bit flexibly at times, but in this context its very specifically close combat Attacks, and yes that would include any unfortunates dragged into fire-breathing gargoyle range (close combat that is) because sarge wants to take a pop at it with a power fist or whatever.



[40k] Catachan Barking Toads in UKWD . (0 Replies). MOD-Jhorred(Jeff)[]. 3/23/2004 14:11 (3/23/2004 14:11)
Hi guys

It seems the UK edition of White Dwarf missed the last couple of sentences of the rules for Catachan Barking Toads in the Creature Feature article. As a fair few people seem crazy enough to try them, here's the paragragh in full for those who missed it.

Should the Toad be assaulted, it will explode before the enemy has a change to strike. It will also explode should it be successfully hit by any shooting attack, tank shocked or included in the area of another Toad exploding. Should a Kroot or Imperial Guardsman with the Jungle Fighters Doctrine assault it, treat it as WS1, T2, I2. If it is wounded it is removed as a casualty, but if it survives to strike back it will immediately explode.




[40k4] Grey Knight Terminators and True Grit . (0 Replies). MOD-Jhorred(Jeff)[]. 9/24/2004 22:58 (9/24/2004 22:58)
Posted by Steve P:

The USR for True Grit explains how the rules for this ability take effect within the game. The reason it is there is to remove the inconsistencies that were around because of slightly different versions of the same skill.

Anyone that could not take True Grir before cannot take True Grit now. Reading the rules in a way you'd like to have them work is something that often happens, and something that we see a lot of.

Want a ruling? If the unit couldn't use it before, it can't use it now. End of debate.



[40k4] Unit leaders Leadership Values and Leadership tests . (0 Replies). MOD-Jhorred(Jeff)[]. 9/24/2004 23:03 (9/24/2004 23:03)
Post by Steve P:

Yes, we had taken it for granted. We were wrong to have done so and no one spotted it. We failed to make it clear and we realise it was a mistake.

Units use their highest leadership value for all leadership/moral tests. It's in the forthcoming FAQ.



[40k4] Drones and Turboboosting bikes. AKA Droning On . (0 Replies). MOD-Jhorred(Jeff)[]. 10/11/2004 10:56 (10/11/2004 10:56)
Hi guys

Just so ya know, we have been keeping up with the debate on Tau Shield Drones. I'd just like to say that the reason the FAQ gives the answer it does is that we don't want to make an exception to a fundamentally important core rule in an FAQ - its simply not the right place to do it. You'll have noticed with the FAQs that we just tried to nudge older rules into line with the new ones, not whack them so hard they look bent.

So, we will address the Drone issue, but not here, and not now. We will give them the respect they deserve at a point in the not too distant future.

Another point I'd like to comment on is that of psycannons vs turbo-boosting bikers. The reason we let that one through is that is that we have an existing turbo boost rule in the form of Dark Eldar jet bikes, and we want all similar special rules to be the same in wording and effect. Remember when we had different versions of True Grit? That situation was universally reviled (not least on this board) and it wasn't a situation we wanted or intended. So, when we wrote the turbo boost rules we decided to stick with the existing rule, rather than have two versions of it in existance. And if at the end of the day a few Grey Knights are capable of plugging Daemonbombing Chaos Bikers with ease - well, that's what Grey Knights train for, so its hardly that much of a stretch of the imagination.

So, please quit the rants about the game being 'dumbed down'. That's not what's happening at all. The games with the clearest rules sets often turn out to be the most challenging in gameplay, and that's what we're after here.

Cheers

Andy H



[40Kv4] Daemonic speed in Escalation games . (0 Replies). Mod-Bekr (Ken)[raqeebbekr@yahoo.com]. 10/26/2004 12:04 (10/26/2004 12:04)
From Andy Hoare:

Pete's [Haines] given his ruling on this, and models with Deamonic Speed can in fact begin the game on the board when Escalation is in play.


[40k] Look ma no hands, er bikes and 2 weapons . (0 Replies). MOD-Jhorred(Jeff)[]. 11/16/2004 21:39 (11/16/2004 21:39)
From Pete Haines:

If they have the option in the list then they may take 2 weapons and use them. There is no general 4th edition biker rule preventing them fighting with 2 weapons but some codexes have a line forbidding it.

Basically, unless a codex specifically states otherwise, you can take and use both weapons



[40k] Rapid Fire and Casualties . (0 Replies). MOD-Jhorred(Jeff)[]. 4/12/2005 9:19 (4/12/2005 9:19)
From Pete Haines through Tim:

Got a reply from Pete on it, and yes you must remove casualties from within the range of the weapon. Rapid Firing means you have a 12” range, and thus casualties must come from within 12 inches.

“The answer is that models in range and arc must be removed a la page 26. When bolters fire twice their range is 12" so only models within 12" can be removed.”

Jeff
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Ork Clans FAQ

Postby Spack » Mon Aug 21, 2006 4:35 pm

[40k] Ork Clans FAQ. . (0 Replies). MOD-Jhorred(Jeff)[]. 2/7/2004 9:23 (2/7/2004 9:23)

Posted by Andy Chambers:

WD 290 ORK KLANZ QUESTIONS
Are these ‘official’? Can I use them without an opponents consent? At a Tournament.?
Yes they are official and not ‘opponents consent’ trial rules. As with other Chapter Approved material ask the Tournament Organisers whether they will permit Klans.

The modifiers are all quite minor, I’m disappointed in the Klanz rules and expected more.
The Ork Codex is really written to cover all the options Orks have available and is a tremendously flexible list in its own right. Extreme Ork armies of different types are covered by the Feral Orks and Kult Of Speed army lists. Hence it’s possible to theme the Ork army to a Klan archetype very easily, and many players have already done so. The Klanz rules are really intended to be illustrative rather than earth shattering new rules. More is needed in background terms certainly, but the rules fulfil exactly the detail level we wanted in keeping with the current Ork codex without adding reams of wargear and special rules.

Why can’t Snakebites take Squigoths, or Evil Sunz have trukkboyz as troops? Both seem logical and characterful options…
We felt that these moves would make the Klanz almost identical to the Feral Orks or Kult of Speed respectively on the tabletop so we chose not to include them.

What if a unit isn’t listed in core, common or rare categories for a Klan?
Then it can be chosen from the Ork codex list with no modifiers to its availability.
Clan Boss Upgrades
Does taking oddboyz (Doks or Meks) increase a mobs’ size?
No, One of the boyz in the mob is upgraded instead of upgrading one to a Nob.

Can an Oddboy upgrade be taken for a mob which can’t have a Nob?
No
Can you take a Mekboy in a warbikes mob, if so what weapons can he take?
Only in an Evil Sunz Clan (because for them Warbikes are a Troops choice and you can only take Oddboyz for Troops choices). He must take a Kustom force field (a two handed weapon) as part of the Clan Boss upgrade so he may have one more single handed weapon bought from the armoury.

Does such an Oddboy gain any mob special rules such as psycho bikers? Does he gain their equipment.
Yes, he is a member of the unit in all respects, just like a veteran sergeant or Nob, so he is equipped in the same way (before any additional wargear is added) and has the same skills.

Oddboyz for some Klanz have to take three Oilers or Orderlies as appropriate, are these bought separately? Are they compulsory?
Yes they are bought as Wargear for extra points and yes they are compulsory. The Oddboyz in these Klanz are traditionally attended by a group of Gretchin assistants, and the Klanz themselves boast larger numbers of Gretchin than the others.

Looted vehicles and Lootas
Which units entries should be used for looted vehicles and weapons, the ones in the back of the Warhammer 40,000 rulebook (as stated in the Ork Codex) or the ones in the appropriate Codex.?
If the right Codex entry is available it takes precedence over the rulebook entry.

Can looted vehicles be given upgrades other than the Ork ones ie Vox casters, hunter killer missiles?
No, even Blood Axes and Deathskulls will Orkify looted vehicles rather than keeping them in mint kondition.

Am I limited to using looted weapons and vehicles from the Space Marine and Imperial Guard units listed? What about Tau? Or Eldar?
The list is made up of the commonest things Orks are likely to find and be able to figger out, however you can always agree with your opponent to use a different unit entry stated. If you want a ‘Ammerhead or a lootas mob with, say, Tau pulse carbines make it anyway and if your opponent doesn’t want to face them just count them as a listed squad instead for that battle. In all honesty BS2 is a great leveller no matter what you use....

Can Lootas take a Looted transport vehicle as part of their chosen unit’s options?
No, transport vehicles are a separate part of the unit entry in the list, and Lootas only gain access to the ‘options’ part of entry.

Bad Moons

A Bad Moon Warboss gets a Kustom mega blasta for free. Does he have to take it? What if he takes Mega Armour?
No he doesn’t have to take it, if he does and also takes mega armour treat the Kustom Mega Blasta as Assault 1 instead of Heavy 1.

Do Flash Gitz have to take Kustom jobs on their shootas?
No.

Snakebites
Does a Pigdok have to be present if the army use any boars, cyboars or supercyboars?
No

What armoury do Pigdoks use?
The Feral Ork armoury.

What wargear choices can be made by a Warboss on a super cyboar? Can his bodyguard be mounted on Boars or cyboars? Can it include Pigdoks?
For a Warboss on a super cyboar choose his bodyguard and wargear from the Feral Ork list and armoury.

Can a Warboss on a super Cyboar join ordinary Boarboyz and get them to fleet of foot (hoof?) by pressing ‘the big red button’?
No, the big red button only works on cyboars.

If a mounted Warboss joins a mob on foot what happens?
The Warboss is limited to moving at the same speed as the mob as long as he is joined with them.
Blood Axes

Can a Blood Axe Warboss infiltrate?
No, he’s way too big!

If a Blood Axe Warboss is upgraded with a Chimera transport does that count against the armies’ number of other looted vehicle choices?
No

Evil Sunz

Can Evil Sunz replace a trukkmobs Nob with a Mek, or add an extra Mek to a Burnaboyz unit?
No in both cases - Trukkmobs aren’t Troops choices, and Burnaboyz have a Mek anyway and can’t have another as there isn’t a Nob to replace (see Oddboyz above).




And finally
Some good mods I’ve seen suggested which will be under consideration for the annual at the end of the year. Happy to hear further feedback.
Evil Sunz vehicles must have red paint schemes, trukkmobs can exchange Nobs for Meks.
Deathskull Lootas can take ammo grots, up to one per Ork.
Give stats for a Kustom kombi weapon for DeathSkulls (Big shoota but Heavy D6? Gets Hot?)
Kommandoes use mob size and weapon options and costs from Skarboyz entry (can still take tankbusta bomz).
Allow Snakebites to use Squiggoths.
Allow ‘Ardboyz to Bad Moonz as Troops
Make Madboyz Rare choices for Snakebites (hence 0-1).
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