EPIC ARMAGEDDON OFFICIAL FAQ

This document is the official FAQ for the Epic Armageddon rules system. The aim of the FAQ is to provide additional commentary on rules that some players find unclear or which we have found can cause confusion.

Section 1.0: Epic Game Rules ZOC extends 5cm, if you were exactly 5cm you would be in the ZOC and this is not 1.1.3 Unit Datasheets allowed. In other words, you must remain Q: AND/OR designations are more than 5cm away from the enemy frequently used for weapons that have unit. a ranged fire and an assault mode. What is the difference between the Q: What are the options for a unit that two? finds itself in an enemy ZOC at the A: Some weapon systems are capable of start of its activation? being used in multiple ways. A weapon A: If a unit finds itself in an enemy ZOC for designated as “OR” may choose between any reason then it must either charge the the modes of fire on the datasheet each enemy or leave the ZOC when it next takes time it is used, whether in a typical an action. It cannot choose to remain activation or defending against an assault. stationary and stay in the ZOC, which A weapon designated as “AND” may use all means that the formation it belongs to will modes of fire simultaneously each time it is have to choose an action that allows the used. unit to move away or charge.

1.4.2 Beginning of Turn 1.7.4: Formations Q: With abilities that are used at the Q: At what point in an action do you start of the turn, who goes first? need to get units back into coherency? A: The player with the higher strategy A: This is covered specifically in section rating has the option of acting first or 1.7.4 of the movement rules. Coherency forcing the opponent to act first. applies at the end of each move made by a 1.6.2 The Action Test formation. If a formation is out of Q: When rolling for initiative to coherency when it takes an action, then it activate and order your formations, must choose an action that allows it to does a D6 roll of 1 automatically fail? make a move. A: No. This can lead to certain formations automatically passing an initiative test. 1.7.5: Transport Vehicles Space Marines, for example, will always Q: Does a unit loses its ZOC when in a pass a test unless modifiers apply to the Transport? For example, does a Scout roll, and Orks doing a double or charge in a Rhino loses its 10cm ZOC? action would pass automatically also. A: Yes. Units being transported lose their These advantages are built into the points ZOC (ie, use only the ZOC of the values used in the Grand Tournament army transporting unit). lists, and you should take them into account when working out the forces used Q: What happens to transported units in a scenario. if their Transport is destroyed? A: The units must make an Armour Save 1.7: Movement or a 6+ Cover Save to survive. Q: Can units move off the gaming table? Q: Do troops in a Transport lose all A: Only if specifically allowed to do so by a their Armour Saves when the special rule. Transport is hit by an MW or TK weapon? 1.7.3: Zones of Control A: No, saves that could be taken if the unit Q: Can you end your move exactly 5cm were hit directly by an MW may still be away from an enemy unit, or would taken. So, for example, Terminators with that mean entering its ZOC? Reinforced Armour would get a save A: You must stay out of the ZOC. As the against a MW hit. But unless the unit has an ability that gives them a save against transporting unit is killed during the MW or TK hits they would be destroyed Assault? automatically just as if they had been hit A: No, the normal rules would apply (i.e. by those weapons themselves. the units get their saves), as the rules do not say otherwise. As a rule of thumb you Q: Do Transports that are destroyed in should stick with the core game rule unless CC (or via AP fire for LVs) cause an exception is specifically noted. transported units to possibly be destroyed as with AT and MW fire? Q: If a formation loses an Assault and A: Yes. have to remove a Transport with units inside it, is that considered a TK hit Q: If a series of Transports containing since it does not allow saves, thereby infantry from their formation is removing the transported units charged, can the infantry bundle out of without saves as well? the Transports as part of a Counter- A: No, apply the normal rules. charge move? And would your answer differ if the Transports were in close Section 1.9: Shooting combat rather than a firefight? Q: I can’t find the AP or AT values for A: The answer does differ on whether the small arms like bolters or lasguns. Transport is in base-to-base contact or not. What are these values? If it is in base-to-base contact with two or A: The effect of small arms is included in more units (see section 1.7.5) then it is the unit’s firefight value, and used in an not able to move and can not therefore assault by units within 15cms of the enemy deploy any troops. If it is not in base-to- and not in base contact. So ‘firefights’ and base contact then it can move and as part small arms fire only happens as part of an of that move it can deploy troops. See assault. The thinking behind this rule is section 1.12.4 for restrictions on counter based on observations of the way combat charges. works in real-life. ‘Shooting’ in Epic represents the kind of long-range Q: If a Transport with two troops sustained shooting attacks you’ll often see inside is destroyed, and all of the in news-reels; the kind of thing where you troops inside the transport are see tanks or heavy weapons popping away destroyed how many Blast Markers are at a distant hillside at an invisible target: placed on the formation the aptly named ‘empty battlefield’ A: Four. One for being shot at, one for phenomena. An assault represents the destroying the Transport unit and two situation where troops have been ordered more for the units inside the transport to take and hold a position, and all hell breaks loose as they close in. If you saw Q: If a withdrawing Transport is the TV series ‘Band Of Brothers’ you’ll caught within 15cm of an enemy unit know what kind of thing I mean. This is the after finishing its Withdrawal Move, main reason that small arms are only are the transported units destroyed as really used in assaults, as they are not well? very effective at the kind of longranged A: Yes. suppressive fire represented by ‘shooting’ in Epic. Q: Are transported units considered to be in specific transporting units of Q: Can you withhold fire for later their formation? turns? A: You can play it either way. If it looks A: The player can choose which like being an issue for you, then bring it up units/weapons to shoot with and never has in the five minute warm-up period at the to fire if he doesn’t want to. start of the game. 1.9.2: Who May Shoot. Q: The Transport rules say that if a Q: What blocks line of sight (other Transport unit has two enemy units in than obvious terrain)? base-to-base the transported units a) Enemy models cannot disembark since they are b) War engines (friend or foe) trapped inside. Does this mean that c) Friendly models other than your they die without saves if the detachment - group - whatever d) Stands within your own 1.9.5 Roll To Hit detachment. Q: Is there any way to speed up the e) Ruins dice rolling when firing? f) Shoot at whatever’s in range and It is possible to speed up dice rolling not blocked by hills or large buildings? without altering the overall result of g) I misunderstood something... shooting by allocating hits against units A: The answer is b, e & f. Terrain blocks of the same type as a group, and then the LOF, units don’t. making all of the saves together, and finally removing casualties from the Q: Can a transported unit be models closest to the enemy. suppressed when a formation fires? For example, if a unit of six Space A: Only if it can shoot (only units in a Marines and Three Rhinos took 3 AP position to shoot can be suppressed). hits and 2 AT hits, then the defender

could simply say "I allocate the AP hits Q: Can a unit without ranged weapons to the Marines and the AT hits to the (something with only FF or even Rhinos". He would then roll 3 dice for lacking that like an Ork Wildboy) be the Marines saves, removing any suppressed when a formation fires? casualties by eliminating the Marine A: In order to be suppressed a unit must units closest to the enemy, followed by have a line of fire and be in range. This rolling 2 dice for the Rhino's saves and means that units within small arms range removing any casualties in a similar (15cm) may be suppressed (even though manner. Please note that you will need they cannot shoot), but the Wildboy could to agree with your opponent that it's not be. okay to use this method to allocate hits

in this way, and that even if an Q: Can units armed only with Small opponent agrees, the opponent can Arms that are within range of the still ask for you to use the 'official' enemy be chosen as unit to be method in situations where the suppressed by Blast Markers? opponent feels it is warranted. A: Yes. Q: Devastator’s have two missile 1.9.4 Place Blast Marker launchers each. Can a Devastator unit Q: A formation fires at a target but has split its fire into one AP shot and one no weapons that can affect the target? AT shot when shooting? For instance a formation that only has A: Yes it can. AP weapons fires at a vehicle formation. Does the target still get a Q: If a unit has a base, or modified, 1+ Blast Marker for taking fire? to hit value, does that mean that the A: Yes. A target formation always receives unit automatically hits? Or does rolling a BM for taking fire even if that fire cannot a 1 on a d6 for your to-hit result have any effect on the target formation. always fail? A: According to section 1.9.5 However, a Q: Can AP weapons target AVs just to roll of 1 before modification is always get the BM? And the corollary; can AT counted as a miss. So regardless of your weapons target infantry to get a BM? base or modified to hit value a roll of a 1 A: Yes. Formations pick up a BM for always misses. coming under fire even if the weapons being used cannot harm the target. 1.9.6 Allocate Hits & Make Saving Throws Q: Are modifiers to an Armour Save Q: Can a formation with units armed cumulative? For example, is a Sniper only with weapons that are Small firing at a unit in Crossfire a -2 to the Arms fire at an enemy formation to unit’s Armour save or just a -1? place a Blask Marker on them ? A: All modifiers apply unless the rules A: No. As the rules currently stand, units specifically say something different. So the armed only with Small Arms cannot shoot total Armour Save modifier would be -2. and therefore can't place a BM on an enemy for causing them to 'come under Q: In the rules for Suppression it fire'. states: 'One unit that has a line of fire and is within range may not do so for each Blast Marker on the formation'. A: The choice to shoot at in-cover or out- How should this rule be interpreted for of-cover targets must be done by the units, like a Deathstrike Missile, that entire formation. It can only be separated don’t require a Line of Fire in order to by type of weapon fire. fire? A: Units that do not require a LOF in order If you had AT, AP, and MW fire in one to shoot are suppressed if they are within salvo, you could fire AT at out-of-cover, AP range of the enemy, even if they don’t at in-cover and MW at in-cover. Or any have a LOF to the target. other arrangement, as long as all of each fire type (AP, AT, MW) is directed solely at Q: Consider an armoured formation one target type (in-cover or out-of-cover). with 4 LVs and 4 AVs. The LVs are closer to the enemy formation that is You cannot split up targetting of a single shooting. The enemy formation shoots type of fire. If an IG infantry company had and scores 4 AP hits and 4 AT hits. 2 units out of cover and 10 units in cover How are these hits allocated? and you were firing with, say, 8 AP shots, a) I can allocate the AT hits first, so you could not target 4 AP at out-of-cover each LV gets one hit, and then the AP, and 4 at in-cover. All the AP shots would in total two hits per LV and none for have to be directed at a single target type. the AVs. b) AP hits are allocated first, and then 1.9.8 Barrages AT, Resulting in one hit on each of the Q: If a barrage touches several LVs and one each on the AVs.? formations, do they get one initial A: The intent of the hit allocation rule is Blast Marker each? that you must allocate hits out to strike as A:Yes. many units as possible. In a situation such as that described the only way to achieve Q: Can a barrage get the crossfire this is to allocate the AP hits first and the modifier if applicable? AT second. If the formation consisted of 4 A: Yes. infantry instead of 4 tanks, the AT hits would need to be allocated first. Q: If an Artillery Company fails its action test, can it choose to shoot and Q: When shooting at a formation still fire an indirect barrage? where some units are in cover and A: No, if the initiative test is failed then the others are not you can elect whether artillery cannot take the sustained fire to shoot at targets in cover (in which action, but have to take a hold action case you take the -1 penalty) or not instead. This will allow them to shoot (in which case you don't). What is the normally, but they will not be allowed to scope of this decision? fire indirectly. • The entire shooting formation? Q: In Section 1.9.8 it says: "Note that • Each shooting weapon type? once the first template has been placed, the attacker may choose • Each shooting unit? where to place the additional templates, as long as they are • By damage type (AT vs. AP)? touching the first template, and no line of fire, placement or range • Each shooting weapon? restrictions apply". Does this mean that the original stipulation that each • Unspecified, work it out with your template must cover as many units in opponent? the target formation as possible is not in effect for any additional templates For example, if someone shoots at my placed by a barrage. tactical formation, which has three A: The first template that is placed must exposed rhinos and six marines in be placed so as to cover as many units cover, does the attacker have to take from the target formation as possible, but the -1 to hit the rhinos (which is AT may only be placed in positions where all fire), if he wants the tactical marines units contributing BPs to the attack have a to be potential targets for his AP fire? LOF and are in range to at least one unit under the template. bonus (yes or no)? A: Yes. Each will gain the crossfire bonus Additional templates must be placed when they shoot, though they must fire in touching (not overlapping) the first separate actions. template, but within this restriction must still be placed to cover as many units as Q: If a formation is caught in a possible from the target formation. There Crossfire, but are in ruined buildings, is no range or LOF requirement for the do they still get the -1 modifier to additional templates that are placed. their save if they use the Cover Save from the terrain? Section 1.10: Overwatch A: Yes. Q: Is a formation that is allowed to move as part of an action, but which Q: Does a barrage get the Crossfire decides to remain stationary, modifier if applicable? considered to be moving for the A: Yes. The firing formation needs to be purposes of triggering Overwatch fire? within 30cm of the target so this isn’t For example, if I take an Engage possible with Indirect Fire. action, but don’t move any units as they are already within firefight range Section 1.12: Assaults of the enemy, can my opponent make 1.12.2 Choose Target Formation. an Overwatch attack before the Q: Do Assaults only occur when one Assault takes place? player or the other takes an Engage A: Yes, to both the question and the action? example. Overwatch is triggered when an A: Yes. An Assault does not occur enemy formation ‘completes a move’. automatically in the Epic: Armageddon Formations that could move but remain rules. An Assault is only possible when one stationary have still `completed a move’ player issues an Engage action to a and are therefore eligable targets. formation. Not in any other case - so you can’t move into an Assault, either on Q: When units appear on the table, for purpose or accidentally, unless you issue example by teleporting, or , an Engage order. or being summoned, do they trigger Overwatch? 1.12.3 Make Charge Move A: No. Only completing a move or Q: How should we interpret section disembarking triggers Overwatch. 1.12.3 when it says "Remember that a charging unit that enters a of Q: Can a unit remain on Overwatch control must move into base contact into a following turn? with the nearest enemy whose zone of A: If the Formation hasn't fired by the control has been entered"? end of the turn, then they can remain A: The intent of the rule is that if you enter on Overwatch into the following turn. a ZOC, then you must attempt to move into base contact with the nearest enemy 1.11 Crossfire unit whose ZOC you have entered. If you Q: In the ‘crossfire’ rules, it was not start a move in a ZOC, you can either clear whether or not both of the move into contact with the closest enemy formations that were causing the unit, or exit the ZOC by the shortest crossfire had to actively shoot at the possible route. enemy formation in the crossfire. If this is the case, what if the first If a unit does not have enough movement formation wipes the enemy out? Is the to make it into base contact it still moves second formation ‘pre-obligated’ to as much as possible towards the closest shoot at it? unit. The intent of the rule is that you A: The second formation is not pre- should not be able to charge through a obligated to shoot (i.e., it just needs to be ZOC to reach a unit further away but a ‘threat’). should alwayss move towards the closest

enemy unit even if you cannot make it into Q: Can both formations creating the base contact. crossfire shoot at the target enemy formation and receive the crossfire 1.12.4 Counter Charges Q: Does a counter charge during an Save from any terrain they are in but Assault or Withdrawal after an Assault attackers never get a Cover Save from count as an activation? Does either of terrain. The -1 to-hit modifier is not these actions stop me from activating applied as there are never any modifiers to a formation later in the game if they attack rolls in Assaults. were not activated before the Assault? A: A counter charge is part of the Assault Q: Can the crossfire bonus be used in and as such does not change the activation an assault? status of the formation doing the counter A: No. It is almost impossible to create charge. A Withdrawal is done by units that crossfire rules for an assault that can’t be lose an Assault and are broken, and as exploited in some way. I prefer to use the such the formation cannot do anything rules as they are and assume that the further that turn so it couldn’t be activated crossfire makes the assault easier because in any case. formations can soften up the defenders by shooting at them with the crossfire bonus Q: If one of my formations is charged before the assault goes in, making life in an Assault do I counter charge only easier for the assaulting troops. units from the assaulting formation or do I counter charge the nearest enemy Q: If units are assaulted/engaged unit even if it is in a supporting while in cover, do enemy attacking formation that is not part of the with FF values get a -1 modifier Assault? (cover) to hit? A: A counter charging unit may engage A: No. Modifiers never apply to a unit’s FF enemy units from supporting formations, or CC values when determining if they hit as long as they were the closest enemy in an Assault. units. Q: Can a squad of infantry inflict a hit Q: Does the formation coherency rule or cause damage to a Vehicle or War still apply during a counter charge? Engine in an Assault? A: Yes. The coherency rules apply to A: Yes. counter charging units. 1.12.6 Supporting Fire Q: If the closest enemy unit is already Q: The rules state that a formation engaged (it has two units in base-to- that marched may not lend Supporting base contact with it) do I still need to Fire. Does this apply if the formation Counter-charge that unit or can I marched last turn? Counter-charge another enemy unit? A: No. With the exception of Overwatch, A: If the closest enemy is already fully actions end in the end phase, and the engaged, you may carry on the counter formation is assumed to go on to ready charge and try to contact the next closest status for the next turn. enemy unit. Q: Is supporting fire affected by Q: Does a counter-charge trigger suppression? Overwatch? A: No. Units lending support in an assault A: No. The ‘move’ referred to in the OW are not affected by suppression. rule refers to moves made as part of an action, as described in section 1.7. 1.12.7 Work Out Result Q: What happens if a combat round in 1.12.5: Resolve Attacks an Assault is a draw, do you Q: In an Assault, can you allocate hits immediately fight another round? And to units in a formation that are not this round is also a draw do you fight a within 15cm of an enemy unit? third successive round (and so on)? A: No. Hits in an Assault can only be A: Yes. An Assault has to result in one side allocated to units that are within 15cm of winning. You would continue to fight an enemy unit. Assaults until one side or the other had won the Assault. Q: Do the Cover Save and Cover to-hit modifier apply in Assaults? Q: If you charge an ‘intermingled A: Defenders in an Assault get the Cover formation’ consisting of a broken formation and a non-broken one, and A: Yes it can. However, if it does so then you win by 3 pips, do we kill off the the War Engine loses its own Consolidation entire routed formation BEFORE move (and War Engine Transports may not assessing the extra 3 casualties on the make a Disengagement move at the end of non-broken formation? the turn) as it has to wait around while the A: No. The extra casualties go on before troops climb back on board. Note that the the loser breaks. War Engine may make a Consolidation move (or a Disengagement move if it is an Q: In a game we have an Assault that aircraft) if no troops embark upon it. results in a tie. Consequently we must fight another round of combat. Both Section 1.13: Regrouping & Broken sides do their counter-charge move Formations but at the end of the move neither 1.13.2 Becoming Broken formation has any units within 15cm Q: Do broken units still exert a Zone of of an enemy unit. Do we resolve this Control? round of combat (even though no A: Yes. The only way a unit loses its ZOC is casualties could be caused) or is the if it is in base-to-base contact with two Assault consider over because there enemy units (or a number of enemy units are no units within 15cm of an enemy equal to twice its starting DC if it is a War unit? Engine). A: You would need to resolve the new Assault round, even though no actual Q: Broken formations do not receive fighting took place. So work out the results Blast Markers if they are fired on or as per 1.12.7 and don't forget to include assaulted after they have been broken the casualties from the first round of the and before they rally. Instead each Assault when determining the winner of Blast Marker that the formation would this second round. normally receive causes an additional hit on the formation, with no saving 1.12.8 Loser Withdraws throw allowed. Are these hits Q: In section 1.12.8 it states In allocated like regular hits (from the addition, the losing formation suffers a front to the back) or does the player number of extra hits equal to the get to take them how they like? difference between the two sides' A: The hits are allocated normally, from results score. Do these hits apply to front to back. only those units that were within 15cm of an enemy or are they applied 1.13.3 Withdrawals to any unit in the losing formation? Q: Broken formations ‘may make a A: The hits are applied to any unit in the withdrawal move’. Is there a minimum losing formation and not just those that move or can I choose to stay where I were within 15cm of an enemy. Assume am (supposing there is no enemy that the units within 15cms get hacked within 15cm)? down and those further away dissolve into A: There is no minimum move. You can a panic striken rout. move towards the enemy if you wish. It is very hard to write watertight rules forcing 1.12.9 troops to ‘withdraw from the enemy’. Q: A Transport moves 30cm, unloads Instead of attempting to do this I have troops who then participate in the instead made it risky for broken troops to Assault. If they win can the Transport stay close to the enemy, thus, erm, pick up the units as part of its encouraging players to pull them back. Consolidation Move? A: Yes. The Consolidation Move is Q: If a withdrawing Transport is considered a movement and as per section caught within 15cm of an enemy unit 1.7.5 Transports can pick up units as part after finishing its Withdrawal Move, of any movement. are the transported units destroyed as well? Q: Can a unit that disembarked from a A: Yes. War Engine to take part in an Assault use its consolidation move to get back Q: If a Broken formation that consists into the War Engine? of transports carrying units receives a Blast Marker do the transported units up, which fully removes the single BM they get a save if the transport is destroyed had. as per 1.13.4? A: If a transport vehicle is destroyed Q: If a formation is broken, and keeps because a BM is placed on broken failing it’s rally test every turn, does it formation, then units being transported just remain in the place it was broken, need to make a save to avoid destruction or does it have to fall back every turn? (and get a 6+ cover save if they do not A: A formation that fails a rally test must have an armour save as per 1.7.5). make a withdrawal move each time it fails the test. It is up to you whether the Q: If a broken formation is fired on formation moves or not. and a unit is destroyed as per 1.13.4 by the BM placed on the formation by Q: Just what does a broken formation being fired on does this casualty cause do in a new turn if it failed the Rally further BMs to be placed possibly roll at the end of the previous turn? Do resulting in a ‘chain reaction’ of they get to Hold? Double or March further destroyed units? backwards? Sit and shiver? Inquiring A: A: Units in a broken formation playtesters want to know! destroyed by a BM do not cause additional A: They sit and shiver until the end phase BMs to be placed on the formation. (Try saying that ten times fast!).

1.14 The End Phase Q: Once a unit is broken and has made Q: In what order are things carried out its Withdraw move is it then stuck in the End Phase? until it has rallied? Any special events which take place during A: Units that fail to rally may make the End Phase, such as critical hit effects withdrawal moves after they fail the rally on a War Engine or the Eldar roll, so they do get to keep on moving. leaving the battlefield, are resolved before formations rally unless otherwise specified. If both players have effects for the beginning of the End Phase, take turns Section 2.0: Specialist Units resolving them, alternating between players for each subsequent effect until all Q: What happens if a unit has the effects are resolved. The player with the same special ability more than once? higher strategy rating has the option of A: A unit may only have one of each acting first or forcing the opponent to act special ability. If an ability is duplicated first. (for example, a character with a special ability is added to a unit that already has Q: When exactly in the end phase does the special ability) treat the unit as if the the additional damage from Plasma ability only occurs once. Reactor hits or Gargant fires happen? Is it before or after rallying or Q: Some abilities can apply to either a repairing shields? unit or a weapon. How does this work A: Unless noted otherwise, things like this when a unit is carrying a weapon with should happen at the start of the End such an ability? Phase, before you do anything else. A: While the special abilities are generally categorized into “Specialist Units” and 1.14.1 Rallying Formations “Specialist Weapons” there are some Q: Can broken formations with only a abilities that can apply to either the unit or single unit ever rally? Don’t they to a specific weapon. If the special ability receive a BM when they rally and then appears in the weapon description, it immediately break? applies only to attacks by that specific A: One unit formations not being able to weapon. If the special ability appears in rally was once part of the original design the “Notes” section of the datasheet, it but this has been removed. Formations should be applied to all actions by the unit. with a single unit now receive a BM when For example, if an Assault Weapon is they rally but also gain the results of a described as First Strike that ability only successful rally which means that they applies to CC attacks from that weapon, remove half of their BMs, fractions rounded while a unit described as First Strike in the Notes would apply the ability to all assault entry. It doesn’t modify the unit’s existing attacks - CC, FF and any “extra attacks” weapons, it supplements them. So, for ability the unit might have. example, a Space Marine Terminator unit with a Character upgrade would have three Q: Can units in a Transport use their attacks (assuming that it is in base-to-base special abilities (e.g. Ork Nobz in a with an enemy unit). The Terminators base Transport use their Leader ability to attack, the MW attack from the remove Blast Markers)? Terminator’s Power Weapon and the MW A: Yes. Additionally, Characters or units attack from the Character because of the with Special Abilities in broken formations Extra Attack ability can also use their abilities. The only time a Special Ability can not be used is when the Q: When I purchase a Character unit or Character in question is offboard, upgrade does it replace one of the either in Reserve or in a Spacecraft or units in a formation? So if I buy a Transport waiting to be deployed. Chaplain for a Space Marine Tactical formation does the Chaplain replace Q: If a formation is offboard (awaiting one of the Marine Tactical units? teleport, in a transport aircraft, etc.) A: No. The Chaplain (or any Character for can any special abilities of units in that matter) is added to one of the units in that formation be used? the formation. The Character’s abilities are A: No. Special abilities of offboard units also added to the unit. So in the case of may not be used. A specific exception is the Space Marine Tactical formation one of made for abilities used to affect the the Marine units has the Chaplain added to activation of the formation they are in. it (you should use a special stand of For example, an Eldar formation with a Marines with a Chaplain figure on it to Farseer is held offboard in reserve and the represent this) and that unit now has the Eldar player retains the initiative to Chaplain’s abilities (Inspiring, Invulnerable activate this formation. Even though the Save, Leader and the Power Weapon). formation is offboard the Eldar player can use the Farsight ability of the Farseer in 2.1.2 Commander that formation to negate the penalty for Q: In a Combined Assault, the rules retaining the initiative. Similarly, a Space state that the formations in the Marine Supreme Commander may use the Assault are treated as a single Supreme Commander ability to re-roll the formation for the duration of the command check to activate the formation Assault. If the combined formation they are in if it was offboard but could not wins the Assault, does this mean that be used to apply that same re-roll to a each formation takes BMs based on formation that was onboard or to another the total number of kills to all offboard formation. formations or just the kills inflicted on each individual formation? 2.1.1 Characters A: As the sub-clause about each formation Q: Do all Characters have an taking a number of BM equal to the kills Invulnerable Save, or only if it is listed they suffered comes after the earlier on its statistics? statement about ‘a single formation for the A: Characters used to all have an duration of the Assault’, it overrules it. So Invulnerable Save but that was removed. each formation would only take a number Unless there is an entry in the Notes for of BMs equal to the number of kills inflicted that Character upgrade that says it has an on it. Invulnerable Save they don’t get it as a For example: An Eldar player initiates a result of being a Character. combined Assault with two Aspect Warhosts (Dire Avengers and Swooping Q: If a Character has an MW attack Hawks) and the Avatar. The Eldar player does it modify the attack of the unit it wins the Assault and the Dire Avengers is attached to or does it add an attack? Warhost has two kills against it, the A: That depends on the weapon stat line Swooping Hawks have one and the Avatar for the Character. Most Character’s weapon has taken no damage. The Dire Avengers stat lines also include the Extra Attack would take two BMs, the Swooping Hawks ability. This means that the Character’s would take one and the Avatar would take attack is considered to be its own weapon no BMs. 2.1.4 Infiltrators Q: Can a Commander give Assault Q: Do Infiltrators get double orders to a several formations even if movement if they counter charge? the Commander himself isn’t in charge A: No. As it states in the rulebook the range? double movement is only when the A: Yes. The Commander issues the orders Infiltrator charges. for the Combined Assault before the charge move is made. If he issues the order 2.1.8 Leaders successfully (ie, passes his action test), Q: When you Rally (1.14.1) do you then his formation and the other two are remove one Blast Marker per unit with treated as one large formation for the the Leader ability or can you only Assault. remove one Blast Marker in total This would mean that neither the regardless of the number of units in Commander nor any units from his the formation that have the Leader formation would need to get within 15cm ability? of the enemy so long as at least one unit A: You can remove one Blast Marker for from the combined formation does so. Note every unit in the formation that has the that the Commander and the units in his Leader ability. formation would be bound by the coherency rules, so would need to end the 2.1.9 Light Vehicles charge with at least one unit within 5cm of Q: In section 2.1.9 it states ‘ The only one unit from at least one of the other difference between light vehicles and formations. armoured vehicles is that light vehicles can be affected by AP fire as Q. Can a Commander initiate a well as AT fire’. Does this mean that combined assault with another LV units provide cover in the same formation that has already performed fashion as AV units? an action this turn or is broken? Does A: No. The only vehicles that provide cover participating in an assault with a are WE and AV units as listed in the Terrain Commander prevent a formation from Table in section 1.8.4 performing an action later in the turn? A. A formation may only participate in an 2.1.11 Reinforced Armour assault with a Commander if it would Q: Does Reinforced Armour allow me otherwise be allowed to make an Engage to reroll a Cover Save? action, and doing so counts as their action A: Yes. However, the reroll is made using for the turn in all respects. the unit’s own Armour Save value, not the Cover Save value. Q: The Commander rules state "A 2D6 roll is used to resolve a combined Q: Does Reinforced Armour allow me assault." Does this mean that a to reroll an Invulnerable Save? combined assault rolls 2D6 and adds A: No. the results together for the assault or does it follow the normal procedure of 2.1.12 Scout rolling 2D6 and taking the highest? Q: It’s possible to place a Scout unit A: Any form of combined assault (due to a just behind another friendly unit, so Commander, combined assaults with War that the Scouts 10cm ZOC covers the Engines, formations declared Intermingled friendly unit too. If this happens, can I or formations drawn into combat due to charge the non-Scout unit? The rules countercharges) rolls 2D6 and takes the say I can’t enter a ZOC unless I’m highest as normal. charging the unit it belongs to. A: You are, of course, allowed to charge 2.1.3 Fearless the unit! If an explanation is needed, then Q: If a Fearless unit has remained in let’s say that the rule for moving into base base-to-base with an enemy unit after contact with the enemy takes precedence losing an Assault, does that affect over the rule for not entering another other formations ability to fire at the unit’s ZOC. However, any player who has two formations? attempted to use this tactic to stop a A: No. Apply the normal rules. charge should hang their head in shame!

2.1.13 Skimmer by any modifiers or special effects. Q: Can a Skimmer formation/unit do a pop-up attack as part of their Q: Can the Sniper ability be used in an Sustained Fire or Hold action? assault? A: No. A: Unless specifically noted on the datasheet (for example, by addition to a Q: Does a skimmer that starts a move small arms weapon), Sniper ability does in a piece of dangerous terrain but not apply to attacks in assaults. then moves out and ends its move in terrain that isn’t dangerous have to 2.1.15 Supreme Commanders take a dangerous terrain test? Q: - You state that EACH supreme A: Yes it does. commander in an army can XYZ. That implies that there can be more than Q: What happens if I want to embark a one, but there is no provision for more Banshee unit in ruins (Dangerous than one supreme commander in the Terrain) in a Wave Serpent (Skimmer army lists? unit) which begins and ends its A: The game rules and the army lists are movement in normal terrain but two completely separate things. The core embarks the Banshee in Dangerous rules need to cover games where players Terrain? Should I consider that the create their own scenarios and where there Skimmer has to stop in Dangerous could be two or more supreme Terrain while the Banshees are commanders on the same side. On the embarking and then roll a dice as per other hand, the army lists are designed to section 1.8.1 of the rulebook? create balanced ‘pick-up’ games, and A: A Transport Skimmer will need to take a therefore limit access to some units to Dangerous Terrain test if it embarks units create even games. that are in Dangerous Terrain. 2.1.17 Teleport Q: If a Skimmer uses its ability to Q: Can I teleport units in to a force units in base-to-base contact formation at a later point in the game? with it to use their FF ability are the For example, if I have a detachment of units considered to be no longer in Terminators with a Land raider base-to-base contact? upgrade can I place the Land Raiders A: No. The ability does not change the on the board and then teleport the status of the units. So even if the Skimmer Terminators in at the start of a later uses its FF value in the assault the turn? Skimmer and any units that were in base- A: No. The Epic rules do specifically state to-base with it are still considered to be in that only formations where all of the units base-to-base. can teleport may be kept off-table.

Q: Can a Skimmer which fails its action Q: Can a unit with Teleport and Scout and decides to fire as part of its Hold teleport onto the board and set up Action pop-up and fire? within 20cm from each other? A: A Skimmer that shoots as part of a A: No. The formation teleporting must be Hold Action may pop-up. placed within 5cm of another unit just as Teleport says. When the formation moves 2.1.14 Sniper it can then move out to 20cm away from Q: The Sniper rule, 2.1.14, states that units in the formation. the player can allocate Sniper hits to any unit in range and LOF. Does this Section 2.2: Specialist Weapons mean that you can allocate Sniper hits 2.2.2 Disrupt to units that have already been Q: If an Imperial Guard Artillery Co. allocated a hit? contains Basilisks and Manticores A: Yes. (with the Disrupt ability) does a barrage fired from this formation use Q: Does Crossfire or the Sniper ability the Disrupt rules since not all of the affect an Invulnerable Save? units in it have the Disrupt ability? A: The Invulnerable Save is a second A: Special Weapon abilities are only used if bonus save and therefore is not modified all the units firing have them. So if you wanted to use the Disrupt ability in this First Strike ability and is a Small Arms case you could only fire with the weapon can it use the First Strike Manticores. A barrage that used both types ability if it is providing Supporting Fire of units would not have the Disrupt ability. in an Assault? A: Yes. Q: Do hits stopped by Shields still cause an additional BM if the weapon 2.2.6 Macro-Weapons had the Disrupt ability? Similarly do Q: If a unit (with an MW attack) in an hits on Grot units by Disrupt weapons Assault is killed by a hit generated by cause an additional BM? an FF or CC attack before its MW hits A: Shields and Grots negate the BM caused are allocated are those MW hits by an attack, but are lost themselves in discarded? the process. This means that they do A: No. MW hits inflicted by the unit may negate the BM inflicted by Disrupt still be applied to enemy units that were in weapons. base contact (or within 15cm if the MW attack was a Small Arms weapon) with the The same would hold true for any unit, unit before it was killed. such as Chaos daemons, that do not generate a Blast Marker when they are 2.2.7 Single Shot destroyed. Q: Do Single Shot weapons that have fired count for Suppression purposes? In effect a Blast Marker is placed either A: They can count for Suppression. All you when the hit is scored or the damage need is to be in range and have an LOF. inflicted, but then the BM is removed when Actually being able to shoot is not a the shield goes down or the Grot is killed. requirement. Note that in both cases there is no save allowed against the hit, so any hit will 2.2.8 Slow Firing automatically result in the shield or Grot Q: Are Slow Firing units that fired in being lost. the previous turn eligible for Suppression even if they are unable to Q: Do the effects of the Disrupt ability fire this turn? apply to hits generated as a result of a A: Yes. Transport being destroyed by the Disrupt weapon? So if I destroy a Rhino with a Nightspinner and it Section 3.0 War Engines contained two Marine units do the potential hits on the Marines count as 3.1.2 War Engine Zones of Control having the Disrupt ability? Q: If war engines are included in a A: No. The Disrupt ability does not apply to formation with normal units, for damage inflicted on transported units when example a Battle Fortress, is it allowed their Transport is destroyed. to be up-to 15cms (5x starting DC) from the rest of its formation? If so is 2.2.4 First Strike it also allowed to carry troops at this Q: How does First Strike apply to units distance? with Extra Attacks? A: Yes to both questions. A: Special Abilities that appear in the Notes section for a weapon only apply to that weapon, while Special Abilities that appear 3.2.1 Allocating Hits to War Engines in the Notes section for the unit (the one at the bottom of the sheet) apply to all Q: When placing a barrage template attacks the unit makes. So if a Weapon has on a formation that contains War Extra Attacks (+x) and First Strike then Engine(s) and other units does the the First Strike ability applies only to the War Engine count as a single unit or Extra Attacks added by that weapon. But if do you count its starting DC when the unit has First Strike in its Notes section determining if you have the most units then all attacks, including any added by a under a template as per 1.9.8? For specific weapon, would be First Strike. example: a formation with a Baneblade (DC 3) a 10 Imperial Guard Q: If a unit has a weapon that has the Infantry in it is attacked by a barrage that has a single template. If the A: The same would apply; when you got to template is placed over the Baneblade a Battle Fortress you would allocate a does it count as one unit or three units number of hits equal to its DC before (from its starting DC of 3)? moving on to the next unit in the A: The WE should count it's DC when formation. working out where to place barrage templates. So in the example the Q: What happens to a War Engine Baneblade would count as three ‘units’ to which sustains multiple critical hits? determine the placement of the barrage Are they cumulative or are the template. additional critical hits ignored? A: The effects of the critical hits are Q: A formation of two Warhounds cumulative. Titans is hit by two TK hits both of which do D6 TK Damage. Both of them 3.1.3 Transport War Engines hit do they; Q: Can a War Engine Transport carry more than one formation? 1. Both hit the first Warhound (as it is A: Yes, as long as all the units of each DC3) and then roll 2d6 damage. formation can be fully contained within the we transport. or For example: a Space Marine Thunderhawk can carry eight units. That means that it 2. Roll the d6 damage and allocate the could carry two separate Assault first 3 points to warhound 1 and any formations (four units each for a total of excess to Warhound 2? eight units) but you couldn’t split A: The intent of the TK rule is that you formations across multiple we transports. allocate the hit, and then roll for multiple damage before allocating the next hit. Any Q: Can a formation of War Engines model that suffers enough hits to destroy it with Transport capability split a is removed, with any excess hits being formation of troops amongst each WE? lost. In effect this means that a TK weapon A: No. Section 3.1.3 of the rules is quite rolls randomly to see how many hits it explicit about this; a War Engine Transport inflicts on a target, but can only hit a single vehicle can carry units from another target unit. formation, as long as the entire formation can fit inside the War Engine. So the So in this instance you would allocate one formation being carried by a single WE has TK to the first Warhound. If it survived (ie to be able to be fully contained in that WE. you rolled less than 3 points of TK If a single WE from a formation of multiple damage) then you would allocate the WEs cannot fit the entire formation (being second hit to the same Warhound. If the transported) within its Transport capacity first Warhound was destroyed by the first then you can not spread the excess units TK hit then the second TK hit would be from the formation to another WE. allocated to the second Warhound but any excess damage from the first hit would be Q: Are troops trapped inside a WE lost. Transport if it is in base-to-base contact with two enemy units? Q: In the case of a formation A: Troops are trapped inside a War Engine consisting of two Warhounds (for Transport if it is contacted by two or more example) must you split your ‘HITS’ enemy units per point of starting Damage between the two of them? (once the Capacity. DC of one has been reached)? A: Yes you would. For example, if a 3.2 War Engine Shooting Warhound formation took five hits, the first For Void Shield questions, see 5.4.1. three would be allocated to the nearer Q: Is it only Titan Killer and Macro machine, the second two to the further Weapon attacks that can hurt a Titan? machine. A: Titans and other War Engines may be affected by AT attacks. MW and TK Q: What of a formation, such as an Ork weapons are just more effective against warband, which includes several the massive armours of most Titans and Battle Fortresses? War Engines. Q: Is a War Engine Transport that is 3.2.1 carrying a broken formation allowed Q: Does a War Engine that is under to make an Assault? two or more templates from the same A: Yes. However, any broken formations barrage suffer hits from each on board the War Engine are not allowed template? For example, if it were to disembark to take part in the Assault under the centre of one template and (they remain cowering inside instead!). If partially covered by a second, would it forced to disembark because the War take hits equal to half its DC, or half Engine is destroyed during the Assault then its DC+1? they are automatically destroyed with no A: It’s only affected by one of the saving throws of any kind allowed. Also, templates. By the same token a normal note that the Blast Markers on the unit that happens to be partially covered transported formation are counted when by two templates (i.e. half of the unit working out the result of the Assault (i.e. under one template and the other half for who has the most Blast Markers, etc). under a second template) will only be attacked once Q: Can War Engines barge units out of the way in a Counter Charge? 3.2.3 A: Yes. Q: if a Titan loses an additional point of DC due to the effect of a Critical Hit Q: If my Warhound is charging a in the End Phase, will this place a BM formation that is 25cm away, but and/or can this loss of DC inflict between the Warhound and the target further critical damage? Can this loss is another formation, can the of DC be avoided by shields? Warhound barge the other detachment A: Additional damage inflicts BM and can out of the way on its way in? cause Critical Hits normally. Such damage A: No. may not be avoided by shields.

Q: In the rulebook in section 3.2.3 it says to roll for a Critical Hit for every Section 4.0: Aerospace Operations hit made on a War Engine. Do you actually roll of each hit or for each 4.1.1 Aerospace Formations point of damage that the WE takes? Q: Can you draw a Crossfire to or from A: Roll for a Critical Hit for each point of an Aerospace formation? damage not for each hit. Only damage to a A: Yes and No. An Aerospace formation in we can potentially cause a Critical Hit, not flight cannot claim a Crossfire bonus (see just hitting the War Engine with fire. section 4.2.2) and it cannot be used by another formation to generate a Crossfire 3.2.4 bonus (see section 4.1.1). But an Q: How many BMs does a formation Aerospace formation that was landed could get if you manage to destroy a WE both claim the Crossfire bonus and also be with a critical hit. For example, you used by other formations to generate the have three Shadowswords in a heavy Crossfire bonus. company. One unit takes one point of damage, and this damage Section 4.2: Aircraft generates a Critical Hit and it blows Q: Due to the extremely flexible up. Does the formation take two BM’s nature of the aircraft rules it is (one for being shot, one for the point possible for an aircraft to end its move of damage) or four (one for being shot in the middle of an enemy formation, and three for total DC on the WE)? in order to ensure that a specific A: The formation receives one BM for being target is allocated hits before other shot, one BM for each point of damage models. Is this legal? caused, and one BM for each point of DC A: This tactic is sometimes referred to as remaining on a WE that was destroyed by ‘Aircraft Sniping’ and although not against a critical hit (e.g. four in the example the letter of the rules it is against their stated above). intent. Because of this it’s a tactic that players should avoid if they want to play 3.3 War Engine Assaults the game in the right spirit. Instead of a detailed (and rather complex) rule to get case!)’ round the problem, we recommend that if A: While landed it doesn’t count as a an aircraft ends its move within an enemy aircraft, so apply the normal rules for formation then any fire is trated as coming destroyed transports. from the direction of approach rather than its final position. 4.2.4 Q: If a formation has Blast Markers Q: If I have multiple Thunderbolt and wants to fire its AA weapon(s) at formations on CAP I can only send one an enemy air formation, but the only to intercept an enemy ground attack, unit that has the range or the LOF to correct? that enemy is the AA unit, is the AA A: Yes. From section 4.2 of the rules: No unit suppressed? more than one formation that is on cap A: All ground units are considered to have may intercept a formation that makes a an LOF to air units so all the units in the ground attack mission. formation, not just the AA unit, would be considered to have an LOF to the aircraft Q: If an aircraft has travelled more formation. If the AA unit is the only unit in than 30cm during its approach move the formation that is in range of the but not made a turn can it then turn aircraft then it would be suppressed. If immediately when it does its other units in the formation were in range disengagement move? then they could be considered valid A: No. The aircraft's movement does not Suppression targets, not just the AA unit. carry over after the approach move. In this Note that a unit can be suppressed when case the aircraft would have to move the firing at an aircraft even if it has no AA minimum 30cm during its disengagement attack value. move before it could turn again. Q: If an IG Infantry Company with a 4.2.2 Hydra upgrade has one Blast Marker, Q: Do aircraft that attack ground can the Hydra fire at aircraft? formations suffer to hit modifiers for A: The normal Suppression rules apply cover? when making Flak attacks. However, A: Yes. please note that any units in the formation may be suppressed, even if they don’t 4.2.3 have AA weapons, just so long as they are For Flyer transport War Engine rules see within range and LOF of the aircraft unit also 3.2.1 with at least one weapon. Apply Q: If an air Transport gets attacked by suppression ‘from back to front’ as normal. Flak during an Air Assault can it still jink and still participate in the Q: Ork Fighta Bommers make a ground Assault? attack. When my Hydra battery fires A: Yes. The rule for jinking (4.2.3) does its Flak attack only one of the three not specify any other effect of jinking other Hydras are in range of the Fighta than the aircraft losing its attack so there Bommers. I shoot with that one. When would be no other effect of jinking other the Fighta Bommers disengage at the than this. end of the turn the aircraft come within range of the other two Hydras Q: How are landed aircraft attacked by in the formation. Am I permitted to other units? Can you use AA weapons fire the other two Hydras because against them? those units did not previously shoot at A: No. While landed, the aircraft counts for that enemy formation? all rules purposes as a ground unit, not an A: Yes. The rules in 4.2.4 specify that a aircraft. unit cannot fire on an aircraft more than once so in this case the other two Hydra Q: What happens to units that are in a units would be allowed to fire if the aircraft landed aircraft when it is destroyed? came into range when they disengaged but The relevant rule phrase: ‘If the not the first Hydra which had already fired transport is destroyed while carrying on them during the approach move. ground units, then any transported troops are lost with it (no saves in this Q: A formations of Ork Fighta Bommers attacks a formation that has whatever turn you wish? a Hydra attached to it. The Fighta A: They can be deployed on any turn. Bommers are also intercepted by two Thunderbolts. What is the order of fire Q: The rules say the following about for the Thunderbolts, Hydras, Fighta units that are picked up by Transport Bommers AA and Fighta Bommers aircraft: ‘Any units that are picked up ground attack? and transported off the table may later A: Each formation is allowed to make its return to play in the same transport Flak attacks after each new air unit has aircraft’. If the unit had the Teleport finished its approach move. The attacks ability could it choose to return to play would then be resolved in the reverse by teleporting instead? order that they were initiated following the A: No. rule of approach, flak, attack. So the Fighta Bommers would get a Flak attack at Q: Can aircraft like Marauders land? the end of the Thunderbolts approach A: No. Only aircraft with the Transport move, the Thunderbolts would get their air ability can land. From section 4.2.5 attack, the remaining Fighta Bommers Landing: Aircraft with a Transport would then take fire from the Hydras and capability can land after making their then the Fighta Bommers would finish their approach move and having being fired ground attack. upon by any enemy flak.

The order of aircraft and flack attacks is summarised in the following table: Q: What happens to Fearless aircraft • 1. Attacking air units activate and move that lose an assault? into position. A: Fearless aircraft are immune to the automatic destruction and are instead • 2. Defending player may "un-CAP" up to treated as any Fearless ground unit. one aircraft formation on patrol and move it into position. 4.3 Spacecraft Q: Do Spacecraft count for the Break • 3. Attacker's unit ground flak fires at Their Spirit goal if they are the most CAP (if applicable). expensive formation in an army? A: No. Spacecraft (or any off-board units • 4. Attacking aircrafts' defensive AA fires or formations) do not count towards goals. (i.e. not just ground flak) 4.3.3 • 5. Defender's ground flak fires at Q: Do formations that are under an attacking air units (if applicable). Orbital Bombardment template receive a Blast Marker for being shot at? • 6. CAP formation fires at attacking air A: Yes. units (if applicable). Q: Under section 4.3.3 of Orbital • 7. Attacking air units perform ground Bombardments it states: ‘Take one of attack or assault. the templates and place it with its centre at the co-ordinates you recorded at the start of the battle. 4.2.5 Place the two other templates so they Q: Can an aircraft land in an enemy are touching the first one’ Does this ZOC? mean that the minimum number of A: Only if they are making an Air Assault. templates for an orbital bombardment In such a situation the aircraft could land is three and can go up to five right in the middle of a formation, and, depending on the size of the assuming it was a War Engine, it could bombardment? barge enemy units out of the way in order A: No. They get the same number of to make space in which to land. templates as it says on the Barrage Table in section 1.9.8. Q: Do troops held off board in an aircraft Transport have to be deployed Section 4.4: Planetfall on the first turn? Or can they come on Q: Do the Space Marine and Chaos Space Marine Drop Pod figures rules that apply to Space Marine drop pods represent an actual unit or are they do not apply to other units using the just a marker to indicate a landing planetfall rules; they only apply to drop location? pods. Units in drops pods may not choose A: They are just used to represent the to stay on board (they must disembark on location of the Planetfall. landing) and only units in drop pods get to deploy up to 15cms from the unit they Q: Let’s say I have Battle Kroozer. I landed in; units disembarking from other also happen to have four Ork Landas. planetfall vehicles must disembark Do all have to land within 15cm of normally, using the normal rules. same drop zone marker or is it possible to set up multiple drop Q: Does Planetfall trigger Overwatch? zones? Or is only way to have multiple A: Landing does not count as movement drop zone markers to get multiple for the purposes of triggering enemy spacecraft? overwatch fire. Disembarking triggers A: Each transport formation may have its overwatch fire as normal. own drop zone. In this example there could be up to four drop zones, one for each Landa. If you use multiple drop zones, you Section 5.0: Background and Forces will need to record clearly which Landa is 5.1 Space Marines allocated to each drop zone. 5.1.1 Q: Do broken Space Marine units count Q: Can Flak attacks be made against as having one BM per unit or one-half units using Planetfall? BM per unit in Assault resolution? A: No. A: One BM per unit.

Q: Can units transported by Planetfall Q: When broken Space Marines (for example Assault troops in a formations are shot at, one unit is Thunderhawk) disembark as soon as killed for each 2 Blast Markers as per the transporting unit lands? ‘They Shall Know No Fear’ Special A: The intent of the Planetfall rule is that Rule. What if an odd number of Blast units landing via Planetfall get to land for Markers are generated, or only one? free at the start of the turn, and then A: Any extra Blast Markers are ignored. function as if they had been on the table From the ‘They Shall Know No Fear’ Special since the start of the turn. This means that Rule: It takes two Blast Markers to they can take their action later in the turn, suppress a Space Marine unit or kill a unit as they won't have used it up yet - they in a broken formation (ignore any left over are literally counted as having done Blast Markers). nothing during the current turn. Q: If I shoot two times on a broken Units on board WE or other transport can Space Marine formation (killing no disembark when they land. In the case of a units) do I generate 2 separate Blast WE, the formation may take an action on Markers? the turn it lands, as the process of landing A: No. Broken units do not retain Blast and disembarking is free - in other words, Markers. So in this case the Space Marines just a way to get the units onto the table would ignore the one Blast Marker you at the start of the turn. place each time and would not lose any units. You would have to place two or more Q: If a formation fails to activate and Blast Markers on a broken Space Marine they are still in the a vehicle that formation before it loses a unit. entered play using the rules for planetfall, can they deploy in a chain 5.1.2 up to 15cm from the vehicle and then Q: Can a Space Marine Librarian use make a move (as part of the Hold his Smite ability in an Assault if he is Action they can take) or can they only in base-to-base contact with an enemy move as per the regular unit? activation/order rules? A: No. The Smite ability is listed as being a A: There is one critical point to make Small Arms weapon. Small Arms weapons before I answer the question: the special are used in Assaults when the unit is not in base-to-base contact. Titan or War Engine takes a Marshall action they can use the result of the Regroup dice 5.2 Imperial Guard roll (see 1.13.1) to repair Void Shields. 5.2.1 Q: How do you determine the number Q: Does AP fire take down a Void of Autocannon shots an Imperial Shield? Guard infantry formation has if units A: No. Only AT, MW or TK fire can affect a in it are suppressed? Void Shield. Note that FF attacks in an A: Work out Suppression for Imperial Assault will damage a Titan’s Void Shields. Guard infantry before working out the Also remember that the Titan or we will number of Autocannon shots. Any also receive a Blast Marker for this fire Guardsman within 45cm of the enemy is even if it can’t affect the Titan or damage assumed to be in range and may therefore its Void Shield. be suppressed as long as they have a Line of Fire. Count the number of remaining Q: How does allocation work with Void Guard units and halve this total, rounding Shields in formations with multiple up, to find the number of Autocannon WEs? Do you treat them as being part shots you may take. of the WEs damage capacity, and continue allocating hits to the one WE 5.4 Titan Legions up to its combined shield and DC 5.4.1 Void Shields value? Q: We did have some confusion over A: The Void Shields are not considered as the interaction of Void Shields/Power part of the War Engine’s Damage Capacity Fields and Blast Markers. Does having when allocating hits to the WE. So when Blast markers prevent having Void allocating hits to a War Engine that has Shields? Void Shields, or even Power Fields, only A: No. The idea is that downed Void consider the WE’s starting Damage Shields can be repaired instead of Capacity and not any other factors. removing Blast Markers when you regroup. So if you regroup you could use each pip of Q: If a Titan with Void Shields gets hit the dice roll to either repair one shield or by a TK(D3) weapon do you remove 1 remove one Blast Marker. Void Shield or D3 Void Shields? A: D3. The TK shot is a single hit that is Q: If a War Engine with Void Shields is assigned to a unit. Once all the hits have hit by a weapon causing multiple been asssigned the results of those hits are points of damage, will any points left resolved. That hit does multiple points of over after knocking down shields carry damage so even though it is a single hit it over to the War Engine itself? will do D3 points of damage to the unit. A: Yes. Left-over damage will carry over to the War Engine. In this case the unit has Void shields. So the Void shields will take all D3 points of Q: When Void Shields recharge in damage. formations with multiple units is one dice rolled for the formation or one If the unit had fewer Void shields than dice for each unit? damage the extra damage would carry A: One dice roll per unit. Then pick the over into the unit. highest dice. Each pip can be used to remove one Blast Marker or recharge one 5.5 Orks shield on every unit in the formation that 5.5.3 has Void Shields. Q: The free Ork Warlord Character upgrades the abilities of a single unit Q: When does a Titan/War Engine get in the , correct? Void Shields back? A: Yes. This also includes the Gargant or A: The Void Shields Special Rule in section Greater Gargant if the Warlord is added to 5.4.1 defines when a Titan or War Engine either of those units. can regenerate Void Shields. Basically a Titan or War Engine gets one Void Shield Q: Where are the stats for the Ork Big back in the End Phase of each turn (if they Boss Character? have lost any Void Shields). As well, if a A: The Big Boss unit was removed from the army list but some references to it still ‘These stands with five Marines armed with exist. Just ignore any reference to it. bolters count as tactical units’. Simple, and directly covered by the tournament rules. Ie, I’ve put this rule in to enable and encourage the use of older models, rather Section 6.0: Epic Gaming than restrict their use.

6.1.6 Set Up Remaining Formations Q: Some vehicle’s Transport Notes mention that they can carry particular Q: When are reserve formations troops but the army list doesn’t allow chosen? me to add that vehicle as an upgrade A: Designate reserves before deploying to all the troop types it can carry. Why any remaining formations and set them is that? aside. The players take it in turn to set up A: The vehicle’s Note list all the troops a non-reserve formations on the table one at vehicle could carry not necessarily the a time troops that it can possibly carry as described in the army list. The army lists 6.1.7 Victory Conditions are intended for tournaments or point- based gaming but if you are having a Q: To stop an opponent from claiming friendly game or you are designing a the 'They Shall Not Pass' goal do you special scenario the possible units a vehicle need a whole formation in the can carry allows you to play games that opponents table half or will any part of aren’t bound by the GT army lists. the formation, even a single unit, stop your opponent from claiming the goal? 6.3 Codex Astartes Army List A: Any part of the formation in your Q: The Razorback upgrade in the opponent's half of the table will stop them Space Marine army list states Replace from claiming the goal. The condition is any number of Rhinos with 1 or 2 meant to be quite difficult to achieve. Razorbacks each. If I take 3 Razorbacks how do I determine how 6.2 Tournament Army Lists many Rhinos I have left in the 6.2.1 The ‘Counts As’ Rule formation? Q: The WYSIWYG rule confuses me a A: You’d take the minimum number of bit, especially regarding infantry Rhinos to carry the units not being (vehicles are ok, I guess). Because of transported in Razorbacks. This might this rule, I’m supposed to have one leave one Rhino with one spare space in it Missile Launcher per Space Marine but that is okay as long as you don’t take Tactical unit, at least for Tournament Rhinos in excess of the transportation play, correct? (Q continues below) needs of the formation. A: No, what the WYSIWYG rule means is that if you use the Space Marine Tactical 6.3.1 Space Marine Transports units that we make in a Tournament game, then they must be used as Space Marine Q: How and when are Space Marine Tactical units rather than Assault units, transport options selected? Devastators etc. Basically, if you have a A: Choosing transport options is part of the model of something that is included in the army selection process. Portions of a army lists, then you can’t say the model formation may be left behind during ‘counts as’ anything else. deployment (to garrison, for example) the decision to exchange options, even “free” Q ...continues: None of my ‘old’ Marine ones, must be made when the army list is rectangular stands only have a missile determined. launcher model on every other stand, while half just have five Marines with Q: Does the Land Raider upgrade bolters. Does this mean a rules- available to the Devastator formation lawyering opponent could prevent half replace that formation’s Rhinos? And if of my Marines units from firing in so how do you add Razorbacks to the shooting phase? formation if they do? A: The ‘counts as’ rule would apply in this A: A Devastator formation can be given up case. You’d simply tell your opponent to four Land Raiders. However, including Land Raiders in this way will mean that the Official Epic Army Lists number of free Rhinos the formation will receive will be reduced to the minimum White Scars Army List number needed to carry any Devastator Are White Scars Warhound Packs stands that can’t fit inside the LRs. Then, meant to be "150 points"? once the number of Rhino’s needed for the No! They should be 250 points each, just formation is known, you may replace each as in the Codex Space Marines army list. remaining Rhino with 1-2 Razorbacks. This error will be fixed as an errata as soon To summarise: as possible. 1. Add any LRs to the formation. 2. Add enough Rhinos to carry any Devastators that won’t fit into the LRs. 3. Convert any Rhinos to Razorbacks. Acronyms and Abbreviations

6.4 Armageddon Steel Legion Army List Some acronyms and abbreviations you 6.4.1 might encounter while playing Epic: Q: Can Commissars be placed in Titans Armageddon or even Spacecraft if they are included in a Steel Legion army? Core Game Abbreviations: A: Yes, you can add Commissars to any AA Anti Aircraft formation in the army, including Titans, AP Anti Personnel aircraft or spacecraft if you wish to. AT Anti Tank AV Armoured Vehicle 6.5 Ork War Horde CAP Combat Air Patrol 6.5.1 LV Light Vehicle Q: Can the Ork Warlord join any Ork INF Infantry unit if you do not have a Gargant in BM Blast Marker your army? BP Barrage Point A: The Ork Warlord has to join a Greater RA Reinforced Armour Gargant if you are fielding one. If there is ZOC Zone of Control not a Greater Gargant in the army then the DC Damage Capacity Warlord Character can be added to any WE War Engine Nobz or Gargant unit. Conceivably if your LOF Line of Fire army has no Nobz or Gargant units then it IS Invulnerable Save could join any Ork unit. MW Macro Weapon OB Orbital Bombardment Q: The free Ork Warlord character TK Titan Killer upgrades the abilities of a single unit in the mob, correct? Unit Specific Abbreviations: A: Yes. This also includes the Gargant or SC Synapse Creature or Supreme Greater Gargant if the Warlord is added to Commander either of those units. HT Hive Tyrant FB Fighta Bommer LR Land Raider DEV Devastator Marines Swordwind DREAD or DN Dreadnought RUSS Leman Russ 1.1.3 Eldar Technology, Webway Portals TAC Tactical Marines Q: When do I decide what method TERMIES Terminators Eldar reserve formations will use to TSKNF They Shall Know No Fear enter play? SN Synapse Node A: In the GT scenario reserve formations with multiple deployment options must be Army Specific Abbreviations designated as to deployment method during SM Space Marine setup – webway, air transport or teleport.. BA Blood Angels DA Dark Angels UM Ultramarines SW Space Wolves BT Black Templars

CSM Chaos Space Marine BL Black Legion EC Emperor's Children TS or TSONS Thousand Sons DG Death Guard WE World Eaters IW Iron Warriors

IG Imperial Guard SL Steel Legion AMTL Adeptus Mechanicus Titan Legion

KOS Kult of Speed OGBM Orkamedies Gargant Bigmob