This section collects amendments to the Warhammer 40,000 Core Rules designed to improve the player experience, and presents our responses to players’ frequently asked questions.
Add the following: ‘Rules that allow players to redeploy certain units after both armies are deployed (e.g. Huron Blackheart’s Red Corsairs ability) are always resolved after the Deploy Armies step (or, if you are playing a Crusade battle, after the Deploy Crusade Armies step), and before the Determine First Turn step, before determining who has the first turn. When a player uses such a rule, they remove that unit or units from the battlefield, then deploy them again using all the normal rules (for example, if all the models in one of these units have the Infiltrators ability, that unit’s player can set that unit up using that ability). Players alternate resolving any such rules, starting with the Attacker.’
Change to: ‘If for any reason a model cannot be set up in Unit Coherency, or cannot be set up following any restrictions stated by other rules (e.g. while setting up using the Deep Strike ability), that unit cannot be set up. If a unit cannot end a move in Unit Coherency, it cannot make that move and its models are returned to their previous positions.’
Add the following: ‘Out-of-Phase Rules Some rules allow a model or unit to move, shoot, charge or fight outside of the normal turn sequence. For example, the Fire Overwatch Stratagem enables a unit to shoot in your opponent’s turn as if it were your Shooting phase. When using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase.
Add the following: ‘Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects. If a persisting effect applies to a unit when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit disembarks for any reason, any persisting effects continue to apply to that unit for their full duration. If a persisting effect applies to an Attached unit and that unit ceases to be an Attached unit (because either all of its Bodyguard models or all of its Leader models are destroyed), any persisting effects continue to apply to the surviving unit(s) for their full duration.’
Change to: ‘Outside of the 1CP players gain at the start of the Command phase, each player can only gain a total of 1CP per battle round, regardless of the source (this includes other CP gained at the start of the Command phase).’
Add the following: ‘In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.’
Change to: ‘Each time you move a unit, you can move any of its models you choose to. The controlling player chooses the order in which to move their models. Each time you move a model (other than when a model Remains Stationary, see below), you can move it across the battlefield in any combination of straight lines and pivots (see below). While you are moving it, no part of its base can be moved through an enemy model or cross the edge of the battlefield. It can be moved through friendly models, but it cannot end its move on top of another model. The only exception to this is when moving MONSTER or VEHICLE models; such models cannot be moved through other friendly MONSTER or VEHICLE models and must be moved around them instead. While a model (excluding VEHICLE models that do not have the WALKER keyword) is moving in a straight line, it can be moved through any space its base can fit through, but it cannot end its move somewhere the model cannot be placed.’
Add the following:
Some rules enable units to make out-of-phase ‘surge’ moves when a certain trigger occurs (e.g. Khorne Berzerkers’ Blood Surge ability, triggered after one or more of their models are destroyed by enemy ranged attacks). Unless otherwise stated, the following restrictions apply to all such moves:
■ Each unit can only make one ‘surge’ move per phase. ■ A unit cannot make a ‘surge’ move while it is Battle-shocked. ■ A unit cannot make a ‘surge’ move while it is within Engagement Range of one or more enemy units.
Each time you move a model in a straight line, measure the distance from the same point on its base at the start and end of that line. For example, you can measure from the ‘back’ of the model’s base, and measure the distance to the back of the model’s base at the end of that line. If a model does not have a base, measure using the same point on the model at the start and end of that line.
Each time you pivot a model, rotate it any amount around its central axis (perpendicular to the battlefield through the centre of its base, or through the centre of the model if it doesn’t have a base). The first time you do this during each model’s move, subtract that model’s pivot value (see below) from the remaining distance it can move during that move. If there is not enough distance left to do this, it cannot pivot. Note that the distance it can move is only reduced once for that move, regardless of how many additional times it pivots during that move.
Unless otherwise stated, the following pivot values apply.
*Note that AIRCRAFT models have separate rules for pivoting, as described in the Aircraft Section of the Further Rules.
The same Vehicle pivots more than once during its move, but the total distance it can move is still only reduced by its pivot value of 2". It moves 5" in a straight line, pivoting around its central axis, then 5" in another straight line, pivoting around its central axis again.
This Bloodthirster has declared a charge targeting the Terminator Squad. Its Charge roll is 12". The gap in the ruins is wide enough for the model’s base, so it can move through that gap despite its wings. It moves 6" in a straight line, then pivots around its central axis, subtracting its pivot value of 2" from the Charge roll, then moves 4" in a straight line to complete its Charge move.
Change to:
‘Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.’
Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Add the following: ‘Unless at least one model in a unit has an eligible target for one or more of its ranged weapons, that model’s unit cannot be selected to shoot. Designer’s note: This doesn’t change the unit’s eligibility to shoot, but it does mean that a unit can’t be selected to shoot at nothing, and therefore won’t qualify for other rules triggers (e.g. Gargoyle’s Winged Swarm ability and Dark Pacts).’
Change to: ‘Each time a MONSTER or VEHICLE unit makes a ranged attack, if that unit was within Engagement Range of one or more enemy units when it selected its targets, unless that attack is made with a Pistol, subtract 1 from that attack’s Hit roll.’
Change to:
‘Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.
If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.
If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.‘
No saving throws can be made against mortal wounds.
Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
Change to: ‘Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.
If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the [TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.
Can target and make attacks against units that are not visible to the attacking unit.
If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.
Change to: ‘Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons. ■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons. ■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.’
Change to: ‘Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.’
Change to: ‘Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.’
Change to: ‘These contain the following characteristics that tell you how mighty the models in the unit are:
Move (M): This is the speed at which a model moves across the battlefield. If a model has a Move of ‘-’ it is unable to move at all. After all modifiers are applied, this cannot be less than 1”.
Toughness (T): This reflects the model’s resilience against physical harm. After all modifiers are applied, this cannot be less than 1.
Save (Sv): This indicates the protection a model’s armour gives them. After all modifiers are applied, this cannot be 1+ or better.
Wounds (W): Wounds represent how much damage a model can sustain before it succumbs to its injuries. If a model’s Wounds characteristic is reduced to 0, that model is destroyed.
Leadership (Ld): This reveals how courageous, determined or self-controlled a model is. The lower this number, the better a model’s Leadership is. After all modifiers are applied, this cannot be 4+ (or better), or 9+ (or worse).
Objective Control (OC): This shows how effectively a model can exert control over an objective on the battlefield. After all modifiers are applied, this cannot be less than 0.’
Change to: ‘Weapons are described with the following characteristics:
Range: How far the weapon can shoot. Weapons with a range of ‘Melee’ are melee weapons and can only be used in close combat. All other weapons are ranged weapons. For ranged weapons, after all modifiers are applied, this cannot be less than 1".
Attacks (A): This tells you how many attacks are made each time that weapon is used. After all modifiers are applied, this cannot be less than 1.
Weapon Skill (WS): This reflects the bearer’s skill in wielding the relevant melee weapon. After all modifiers are applied, this cannot be 1+ or better.
Ballistic Skill (BS): This shows how accurate the bearer is when shooting with the relevant ranged weapon. After all modifiers are applied, this cannot be 1+ or better.
Strength (S): How likely the weapon is to wound a foe. After all modifiers are applied, this cannot be less than 1.
Armour Penetration (AP): This represents the weapon’s ability to cut through the target’s defences. After all modifiers are applied, this cannot be worse than 0.
Damage (D): The amount of damage inflicted by a successful wound. After all modifiers are applied, this cannot be less than 1. The exception to this is where a rule specifies that you can change the Damage characteristic to 0.’
Add the following: ‘If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.’
Change to: ‘Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model’s Move characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.’
Add the following: ‘Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
Change to: ’• INFANTRY, IMPERIUM PRIMARCH, BELISARIUS CAWL and BEAST models can move through this terrain feature (walls, floors, ceilings, gantries, chains, etc.) as if it were not there. A model cannot end a move within a wall, a floor, etc. • INFANTRY, IMPERIUM PRIMARCH, BELISARIUS CAWL, BEASTS and FLY models can be set up or end a move on any floor level of this terrain feature, but if that level is not the ground floor, such models can only do so if their base does not overhang the floor at that level (if a model does not have a base, no part of that model that would be in contact with the battlefield at ground level can overhang that floor). All other models can only be set up or end a move on the ground floor of this terrain feature.’
Change to: ‘Models cannot see over or through this terrain feature (i.e. a unit outside this terrain feature cannot draw line of sight to a target on the other side of it, even if it would be possible to draw line of sight to that target through open windows, doors, etc.) AIRCRAFT models are exceptions to this – visibility to and from such models is determined normally, even if this terrain feature is wholly in between them and the observing model. Models can see into this terrain feature normally, and models that are wholly within this terrain feature can see out of it normally. Models that are within this terrain feature can be seen normally and TOWERING models that are within this terrain feature can also see out of it normally.’
Change to: ‘Your army must include at least one CHARACTER model that is eligible to be your WARLORD. Some rules grant the BATTLELINE keyword to additional units from your army – typically if you select a particular Detachment or if your WARLORD is a specific model. When mustering your army, treat such units as BATTLELINE units for the purposes of this step, even though the Select Warlord step comes afterwards.’
Change to: ‘A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s.’