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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 spawning, 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 zone 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 Avatar 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.
tank 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 mob, 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

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