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Version 1.

2
Updated 6/21/2014
ATC 2014 FAQ V1.2
For Warhammer 40,000 7th Edition


Table of Contents
Introduction 2
Tournament 2
The Mission 5
Main Rule Book 5
Astra Militarum 13
Chaos Daemons 13
Chaos Space Marines 14
Chaos Space Marines: Black Legion 14
Dark Eldar 14
Eldar 14
Eldar: Iyanden 14
Grey Knights 14
Imperial Knights 15
Inquisition 16
Necrons 16
Orks (Pre July 1
st
) 17
Orks (Post July 1
st
) 18
Sisters of Battle 18
Space Marines (General Rules)
Error
! Bookmark not defined.
Blood Angels 18
Clan Raukaan 19
Dark Angels 19
Sentinels of Terra 19
Space Marines 19
Space Wolves 19
Tau Empire 20
Tau: Farsight Enclaves 20
Tyranids 21



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Introduction
The Tournament FAQs primary purpose is to provide players with answers to difficult or unclear questions oriented around the rules
and codices of Warhammer 40,000, and to provide players with rules and guidelines followed at the Tournament.
We are aware that players and tournament organizers throughout the community may use the Tournament FAQ for other purposes,
such as a form of argument justification, or for their own events. Regardless, we do not design it with consideration for these other
uses. It is purely designed for the benefit of the Tournament staff and attendees.
The Tournament FAQ is NOT designed to answer every possible rules question, especially those answered in the rulebook. It is kept at
a length enabling players to quickly leaf through it. It will, however, cover rules questions consistently asked to us.
Rules Changes and Updates
The recent changes/updates to the Tournament FAQ will appear red and underlined like below.
Recent Red as shown here.
Most Recent Green as shown here.
In order to submit a question for the Tournament FAQ, or make a cogent argument for why a rules call is incorrect, please use the
following procedure:
First, please understand that we cannot make everyone happy; we seek only to give our attendees a concrete set of
expectations regarding how difficult rules will be played at the tournament.
Ensure your argument or question is structured with page references to all relevant rules
Email your concern(s) to shane@dicehead.com
Tournament
FAQS
All current GW FAQs released prior to July 12, 2014 will be used.
The Current 7
th
Edition ATC FAQ will be used.
PAINTING, MODELLING AND COMPOSITION
No painting or composition scores. Although painting quality is not a factor in the overall score, armies must be painted to a minimum 3
colors and bases must be painted or flocked. Any army not meeting these requirements will suffer a significant penalty of 5 points per
round, per player in violation of this rule to their overall Team score. As a concession for the edition change, for 2014 ONLY, ONE Unit
and ONE Character Model in your army may be unpainted.
ALL models MUST be WYSIWYG!
Players caught playing more than the specified points limit will receive at the minimum a current round loss and possibly a round loss
for every game before and will not be able to continue until the list is corrected and approved by ATC staff.
Forgeworld models may be used but must represent a unit from the main codex. Forgeworld rules are not allowed.
Games Workshop models are NOT required (UNLESS they are models that are generated/conjured/etc during the game), but the
models used MUST accurately represent the game piece it is being used for.
Models potentially generated in excess of the point limit MUST meet the 3-color minimum (unless it is the one unit allowed in 2014).
Fliers MUST be mounted on a Games Workshop Flying Base of the appropriate type or MUST be modeled to the same height as if it
were on the correct Games Workshop Flying base.
If a Psyker is required to take certain powers, then those Psychic powers MUST be listed for on their army list
SPORTSMANSHIP
Sportsmanship will be taken into account. Sportsmanship is always a very important factor in all of our events. We are playing a game
(supposedly for fun) and any unsportsmanlike behavior will not be tolerated. There will be a reasonable warning system and a "Slow
Play" system in effect as well.


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Sportsmanship scores are used only to help inform the event coordinators and judges of any conduct issues that may need to be
addressed.
"Jink" Etiquette - When shooting at a model that can benefit from the Jink special rule, the player rolling to hit MUST ASK their
opponent if they wish to make a Jink save and/or give their opponent a fair amount of time to announce that they wish to Jink. If the
dice are rolled to hit and the defending player was not given the chance to reply, the dice roll will remain and the defending player can
then choose to Jink or not. We understand both sides to this argument of whose responsibility it is but have found this to be the best
way to avoid fast rolling accusations, etc.
GENERAL REQUIREMENTS
You need to bring everything you need to play a complete game - GW FAQ(s), a copy of your Codex (and any allied codex), 7 Copies
of your army list, templates, dice, tape measure, etc.
Due to space requirements and physical table setup, It is strongly recommended that each player bring a laser pointer or Line Of Sight
system and a display table or tray with legs to place their books and unused models on during the event.
TEAM COMPOSITION
Apocalypse Terrain, Stronghold Assault, DATA Slates and Escalation will NOT be used / allowed unless otherwise noted below in the
Legal Armies entry.
Special characters can be used, providing they meet all army requirements.
Armies may be constructed using a Maximumm of One Combined Arms Detatchment (with NO Lords of War Choice allowed) and an
additional One Allied Detatchment.
The ATC 2014 Force Organization Chart will be used and can be found at www.whatc.org/40krules.htm or on the last page of this FAQ.
The only fortifications/buildings allowed in your army list are Aegis Defence Lines, Bastions and Skyshield Landing Pads. The rules
from the Stronghold Assault Supplement will be used for these models. Upgrades are allowed.
5 Member Teams / 50 Team Maximum Capacity.
1850 Points per player.
Any codex released before July 1st, 2014 may be used. Old codecies cannot be used if a new codex has been out for 30 days.
Legal Armies:
Only the latest version of the following books are legal (unless a new Codex has been out for less than a month)
Orks (pre July 1
st
and post July 1
st
), Space Wolves, Astra Militarum, Blood Angels, Dark Eldar, Grey Knights, Necrons, Chaos
Space Marines, Dark Angels, Chaos Daemons, Tau Empire, Eldar, Space Marines, Adepta Sororitas, Inquisition, Tyranids,. ,
Iyanden, Black Legion, Farsight Enclave, Imperial Knights, Sentinels of Terra, Clan Raukaan, Militarum Tempestus, Crimson
Slaughter
Digital codices of the books listed above are allowed. You must have legal version(s) of any digital book you intend to use. If
you dont have it available (for example your electronic device runs out of power) you will not be able to play until you do. This
rarely comes up but its important for everyone to understand the expectations.
Allies are allowed and must follow the below rules:
Each player on a team cannot use the same Parent army codex as another team member. In addition if a team member uses allies
they cannot use the same allies codex as another allied Codex being used in their team.
Only one team member may have a specific allied army combo, regardless of which army is Parent Codex or Allied Codex.
Supplemental Codecies will count as a Parent Codex for that Army, so, A Team could NOT have Codex Tau and Codex Farsight
Enclave both as parent codecies in their team, BUT they could use one as Parent and one as Allies.
Supplemental Codecies (Codex: Eldar Iyanden, Codex: CSM Black Legion, Codex: Tau Farsight Enclave, etc) CAN be allied with their
main codex unless otherwise stated. (example: Player #1 army = Codex Tau with Codex Tau Farsight Enclave allies would be allowed)
Inquisitorial Allies may be taken once on a Team as an allied force (regardless of the capacity) and once on a Team as a Parent Codex
With the exception of Imperial Knights, Armies can only ally with themselves if their Codex specifically states that it allows it.
The New 7e Ally Matrix will be used, but unless otherwise stated (as above) armies cannot ally with themselves.
In short:


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No duplicated Parent Codecies allowed within the team.
No duplicated Allied Codecies allowed within the team.
No same combinations of allied armies within the team regardless of which army is Parent Codex or Allied Codex.
TEAM INTERACTION
Players or By-Standers may NOT help each other out during game play (unless your opponent chooses to help you out for some
reason). Players doing this will receive 1 warning and after that their team will have points deducted from their current round up to a
max of 30 per player involved depending on the seriousness of the affect towards the outcome of the game. By-Standers will be asked
to leave the premises if this becomes an issue with them. It is the players sole responsibility to inform the ATC staff of any such issue.
GAME ROUNDS AND SCORING
Each round will be 2 hrs 30 mins plus 15 mins allotted for parings.
If there is a tie at the end of the ATC Event, Strength of Opponent matchups will be used as a tie-breaker.
How Pairing will Work:
EACH round, after teams have been paired against each other by the Tournament Judges, the two Team Captains will then pair their
players against each other.
Captains will have 15 minutes before each match to decide who will play with which opponent. They can consult with and use the help
of the rest of the team as they wish. All army lists will be available at this time for both Teams review and consideration.
Players will be matched by Captains in the following way:
Both captains roll a dice. The winner may put forward a list first or have his opponent put forth a list first.
Captain A who puts forward player A.
Captain B puts a player to fight player A.
Captain A chooses a table for that game.
Captain B puts forward player B.
Captain A puts a player to fight player B.
Captain B chooses a table for that game.
Repeat step 2 through 7 until all players are paired.
TERRAIN
There will be Five Tables in every Table Section. One table will have Heavy Terrain, One table will have Light Terrain and 3 tables will
have the Normal Terrain Coverage. This is intentional and is a key part of pairing players and choosing tables before the games even
begin!
Terrain is pre-set on the tables. The terrain should NOT be removed, moved, re-adjusted, etc. We know that during an event that
terrain does get moved around, so if you find yourself at a table that the terrain seems out of place or there are large areas with no
terrain, call a judge or ATC staff over BEFORE you begin the game and have them re-set the terrain for that table.
Please see the Terrain section below for other details on how certain types of terrain will be handled.
WIPING OUT A.K.A. TABLING YOUR OPPONENT
Once a tabling occurs a judge must be called over. The player that wiped out his opponent then gets to continue to take his current
turn, plus ONE additional turn (please note that you cannot play more than 7 turns in a game). The points are calculated as per normal,
with the exception that the player who tabled their opponent will receive an additional 8 Victory Points (these additional points cannot
take you over the max 30 points for a round). This gives the player that wipes out his opponent the ability to get to objectives and claim
goals if he is capable of doing it. It also allows for the player that lost to score points (Purge the Alien, First Blood, Slay the Warlord),
and to actually outscore his opponent in some rare cases.
WARLORD TRAITS
Warlord Traits are considered Special Rules.
To determine Warlord Traits, choose to either use your Codex table or Main Rule Book table. After choosing your book, roll a die and
then choose a column in that book.


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The Mission
The Mission can be found at www.whatc.org

Purge The Alien
Fortifications do not count toward destroyed units for Purge the Alien.
Your destroyed spawned/conjured units in excess of the starting army count as normal for Purge the Alien.
Scoring and Units Scoring
If you have more than one of the same model and only some of them are Objective Secured then you must clearly mark the
appropriate ones as Objective Secured. Failing to do so will fail to make them Objective Secured. This generally comes up regarding
Dedicated Transports and Mission Special Rules.
Note that bases for Flyers and Skimmers are ignored for measurements other than the exceptions noted in the rulebook section on
page 89 of the WH40k MRB.

Mission Clarifications/Rules Interactions

WARLORD TRAITS

The Legendary Fighter Warlord Trait will work in the following manner:
Your army will gain an additional Victory Point towards your Victory Points total for determining the winner of the Purge The Alien Goal.
Thus each enemy independent character slain is worth 2 Victory Points and the enemy Warlord is worth 3 Victory Points.
The Night Attacker Warlord Trait will affect the game as normal. In this case, it will force a first-turn Night Fight.
CLAIMING OBJECTIVES

The Space Wolf Lone Wolf and the A Glorious Death Rule will work in the following way for the ATC mission:
If a Lone Wolf dies, he does not grant his opponent any Victory Points towards their Victory Point total for the Purge The Alien Goal. If a
Lone Wolf is alive at the end of the game, he will give his opponent the maximum Victory Points possible for a character towards their
Victory Point total for the Purge The Alien Goal.

WIPING OUT A.K.A. TABLING YOUR OPPONENT
Once a tabling occurs a judge must be called over. The player that wiped out his opponent then gets to continue to take his current
turn, plus ONE additional turn (please note that you cannot play more than 7 turns in a game). The points are calculated as per normal,
with the exception that the player who tabled their opponent will receive an additional 8 Victory Points (these additional points cannot
take you over the max 30 points for a round). This gives the player that wipes out his opponent the ability to get to objectives and claim
goals if he is capable of doing it. It also allows for the player that lost to score points (Purge the Alien, First Blood, Slay the Warlord),
and to actually outscore his opponent in some rare cases.
Main Rule Book
Assault
General Assault Rules

If a unit chooses to make a Consolidation move, then all models in the unit must end this movement 1 away from all enemy models,
including any enemy vehicles they may have just attacked in close combat.



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Units may choose not to make a Consolidation move after winning an assault. If they choose not to, all models in the unit are left in their
exact positions.
Units are considered to be locked in close combat as soon as any enemy model moves into base to base contact with them. This prevents
the unit from firing Overwatch against other units charging them later in the same phase.
Overwatch
A model that can fire multiple weapons in the Shooting phase as a normal shooting attack (such as Monstrous Creatures, models with
Gunslinger, Multi-Trackers or Walkers) can fire multiple weapons when making an Overwatch attack.

When multiple units are eligible to fire Overwatch at a charging unit, the firing player resolves the Overwatch from one of
his units (of his choice) before deciding whether he would like to fire Overwatch with another eligible unit. This continues until all eligible
units have either fired or the player chooses to make no further Overwatch attacks against the charging unit.
Blast Weapons
All models under the template on all levels of a ruin are hit by a Barrage/Blast Template.

Vehicles hit by a blast weapon, but completely out of Line of Sight of the firing unit, are affected normally by the blast.

Characters

An Independent Character that has the Infiltrate special rule CAN NOT join a unit that does not have Infiltrate during deployment allowing
them all to infiltrate together.

ICs cannot join units of Monstrous Creatures or vehicles.

Exploding Vehicles
When a vehicle explodes, you must roll for the distance of the explosion and measure to see what models are hit by the explosion
BEFORE removing the vehicle from the table.

Flyers and Flying Monstrous Creatures
Unless it is hovering, A Flyer MUST always move FORWARD. This includes when it arrives onto the table.
Witchfires may be fired via Skyfire by a FMC.
If a flyer receives a Crew Stunned result while in hover mode, it cannot return to Zoom mode in its next Movement Phase.
Swooping Monstrous Creatures that cannot move (like from a psychic power) are forced to switch to Gliding.
Fortifications and Buildings
Fortifications
Aegis and Reinforced Aegis do not work when doing a Deny the Witch against Blessings and Conjurations.
Weapons Special abilities/rules such as Lances, Melta, Haywire, etc work in the same way against Fortifications.
Fortifications purchased by a player are considered neutral terrain.


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Fortifications/gun emplacements are not considered to be models or units (they are terrain), which means among other things: 1 - They do
not generate a Victory Point when destroyed. 2 - They do not benefit from special abilities that affect models/units (e.g. Ork Kustom Force
Field or Dark Angel Power field Generator).

Fortifications that are buildings may take cover saves granted by terrain or intervening units just like a vehicle does, treating the buildings
entire silhouette as its facing if none is apparent. Gun emplacements may take cover saves granted by terrain or intervening units just like
an Infantry model does.

Both players may have a model in base contact with the same gun emplacement (provided they are 1 apart) and both models may fire it
in consecutive Shooting phases.

The purchased Comms Relay and gun emplacement for a Bastion must be placed on the fortifications roof. WYSIWYG!
Buildings
The same unit cannot occupy the battlements and the building at the same time.
Buildings can get cover saves.
Weapons Special abilities/rules such as Lances, Melta, Haywire, etc work in the same way against Buildings.

Skyshield Landing Pad
Shielded: Models on top of a shielded Skyshield Landing Pad have a 4+ invulnerable save against enemy Shooting attacks.
Only models physically on top of a shielded Skyshield Landing Pad gain the 4+ invulnerable save.
Models cannot Deep Strike beneath the Skyshield Landing Pad. Disembarking troops can move below it as normal.
Models can move onto or off the Landing Pad from any point.
Unit coherency is maintained like Ruins.
Your opponent can access the Landing Pad via Deep Striking onto it. Fortifications are considered neutral.
When dealing with barrages treat the Landing Pad as a Ruin.
The legs of the Landing Pad are Impassable.
A Skyshield Landing Pad does not count as a building, as it cannot be destroyed (it does not have HP).
You must take a difficult terrain test to move onto or off of it.
You may fire any vehicles or models weapons from the top of the platform.
You CANNOT fire Barrage weapons from underneath the platform.
Defense Lines and Barricades
Only models obscured (not behind) by the Aegis Defense Line receive a cover save (if allowed a cover save).
Gun Emplacements and Emplaced Weapons
Either player may fire a gun emplacement, and may automatically fire emplaced weapons if they occupy the building.
Gun emplacements may be targeted during the shooting phase.

Line of Sight
In addition to the rider, a bike model may draw LOS from any part of the bike itself. This includes Eldar Jetbikes, etc.
A TURRET Weapon mounted on a Walker has a 360 degree Line of Sight.
Models outside of a weapons Fire Arc cannot be removed as casualties.


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Monstrous Creatures
A Monstrous Creatures AP characteristic is only affected by AP1 modifies; otherwise, their attacks are always AP2.

Movement
A Flyer cannot end its movement with part of the model hanging off the table.

If a Mixed Unit performs a RUN action, models in the unit that can run are allowed to run and those that cannot run are not allowed, as
long as the unit ends its movement still in unit coherency.

Objective Secured
An Objective Secured Unit may claim objectives from within a Vehicle.
If a unit with the objective secured SR, embarked on a dedicated transport is on top of an objective, the controlling player
chooses which one is scoring the objective.
Psykers & Psychic Phase
A unit/model with Foreboding does not get its full BS when firing Overwatch on an Invisible Unit.
When a summoned/conjured unit enters the game, its Mastery Level adds Warp Charge to future Warp Pool Allowances,
but not the Current Warp Pool.
Conjured troops gain Objective Secured ONLY if they are part of a Battle Forged Army. So for ATC 2014 they will have
Objective Secured.
Template powers target all units they intend to touch. Therefore, for example, if the caster intends to place a blast marker
covering both a Wraithlord and Farseer, then the Farseer gets his bonuses to deny the witch. If the casting player does not
cover the Farseer with the blast then there is no bonus to the deny the witch roll, even if that template later scatters onto
the Farseer or any other Psykers for that matter.
If you are allowed to re-roll a psychic test, you re-roll ALL dice.
If a model that casts Witchfire is killed from Perils of the Warp, the power manifests normally. Range should be checked
before removing the model.

A psyker that is either falling back at the start of its turn or unable to move in its movement phase (because it is locked in combat or has
gone to ground, for example) may not use the Gate of Infinity Psychic power that turn (both the version of the power in the main rulebook
and in the Space Marine codex).

When a unit with the Brotherhood of Psykers/Sorcerers special rule casts a psychic power, range and LoS are determined from any single
model with this rule in the unit, selected by the casting player. Note that if such a unit casts a psychic shooting attack, only the selected
model counts as making the attack (meaning other models in the unit can still fire a weapon of their own, should they have one).

Reserves
Any models arriving onto the table from Reserve that are not able to be placed onto the table are removed from the game
as casualties.
Units placed in Ongoing Reserves caused by Mishaps will arrive from Ongoing Reserves as initially Declared.



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Saves
Cover Saves
Multiple sources of stealth or multiple sources of shrouded do not stack.
Vehicles will receive cover saves per normal against Grav Weapons.
Invulnerable Saves
You may not take an Invulnerable Save against Perils of the Warp.
Jink Saves
"Jink" Etiquette - When shooting at a model that can benefit from the Jink special rule, the player rolling to hit MUST ASK their opponent
if they wish to make a Jink save and/or give their opponent a fair amount of time to announce that they wish to Jink. If the dice are rolled
to hit and the defending player was not given the chance to reply, the dice roll will remain and the defending player can then choose to
Jink or not. We understand both sides to this argument of whose responsibility it is but have found this to be the best way to avoid fast
rolling accusations, etc.
An Immobilized Skimmer can NOT make a Jink Save.
An Immobilized Flier can make a Jink Save.
Jinking does not affect the occupants of a vehicle.
You can make a Jink attempt against Beam Fire Weapons.
If a unit has a template scatter onto it the models under the template would then have the opportunity to Jink. This ruling
also applies to attacks such as Death Rays and Tesla Arcs.
Shooting
All models under the template on all levels of a ruin are hit by a Barrage/Blast Template.
Any model that ends up under the final position of the template from a Mindstrike Missile will suffer a Perils of the Warp.
The range of a weapons Searchlight will be the same as the range of the weapon that is being fired.
Models that Turbo-boost in the Shooting phase can move any number of inches (up to the maximum for their unit type) in any
combination of directions.
When a unit makes a shooting attack, any vehicle models that are completely out of the firing units LoS cannot be affected by that
shooting attack (unless the attack does not require LoS, of course).
Special Rules
You can still get a master crafted re-roll if a model has preferred enemy, but remember every die can only be re-rolled once.


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Models making a Hit & Run move that encounter an obstacle they are not allowed to move through or over (such as Impassable Terrain
or the edge of the board, for example) immediately end their move. Furthermore, if all the models in a unit attempting to Hit and Run
cannot be placed within their rolled distance because of friendly or enemy models, then the Hit and Run cannot be performed.
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment even if those Infiltrators
are Outflanking.
Unless specified otherwise, attacks that cause Instant Death on a To Wound roll of 6 still need to be able to wound the target model for
Instant Death to be inflicted.
Vehicles may not take cover saves against weapons that Ignore Cover.
A model that fires during an opponents turn using the Interceptor special rule: 1 - Must have line of sight to its target even if the weapon
being fired does not normally require LoS. 2 - Always counts as stationary for this firing. 3 - May still fire Overwatch if assaulted in the
same player turn, even with the same weapon used to intercept. [pg. 38, W40KRB]
A unit can perform a Vector Strike in the same turn that it leaves Combat Airspace.
For vector strikes, the rules state "...any unit the model passes over..." The area that counts as passing over will be
defined in the following way : A vehicle would be any part of the model (eg a Heldrakes wings.) A Monstrous Creature
occupies the area of its base, so models hit are ones that were passed over by the BASE of the Monstrous Creature only.
If a model has the Smash special rule and uses a close combat weapon that has an AP3 or higher, these attacks are still resolved at AP2.
If a unit rolls a Misplaced result on the Deep Strike Mishap Table, the enemy player must place the unit in a legal spot where they would
not mishap a second time. If no such position exists, the unit is placed into Ongoing Reserves.
Super Heavy Walkers
Super-Heavy Walkers can NOT Thunderblitz.
Super-Heavy Walkers can stomp attack a unit with Invisibility.
A Stomp Attack can affect units that are not locked in Close Combat with the model performing the Stomp Attack. (WH40k
MRB pg. 96)
Template Weapons
Models completely out of LoS of the firing unit can be hit by a template weapon and add wounds to the wound pool for the shooting
attack. However, unless the template weapon does not require LoS, models completely of out LoS of the firing unit cannot have unsaved
wounds allocated to them, and so cannot be removed as casualties. Similarly, a template cannot affect vehicles that are completely out
of the firing units LoS either (unless the weapon does not require LoS, of course).
Template weapons with the Torrent special rule, besides not having to be placed touching the firing models base, must still abide by all
other targeting restrictions for Template weapons.
Terrain
FOREST BASES:


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THIS RULE APPLIES TO FORESTS ONLY! Unlike other types of area terrain, forests grant a cover save if a firing model traces its line of
sight over any portion of the forests base, regardless of whether the target (even if it is a vehicle) is physically obscured by the trees in
that base area at all. This even applies to a firing model even a fraction of an inch fully inside of a forest that is firing at targets outside.
Vehicles
All models using any flying stand will be treated as being horizontal to the table, regardless of pivot ability or terrain effects due to
placement. In other words, if your Flyers base is on a hill, thus angling up or down, it is considered to be horizontal to the table.
Vehicle Movement
Unless it is hovering, A Flyer MUST always move FORWARD. This includes when it arrives onto the table.
A Walker is treated exactly as an infantry model except for when determining Line of Sight when shooting. Regarding Assault, a Walker
essentially has 360 degree view and does not need to face its opponent, just like infantry.
Moving and Shooting
Per the MRB, all hull-mounted weapons have a 45 degree firing arc; this arc is not 45 degrees in each direction, but a net 45 degrees
vertically and/or horizontally. When incorrectly modeled or difficult to ascertain, determine vertical firing arc parallel to the plane of the
tabletop.
Explodes! Passengers
Models wounded by an Explodes! result cannot Go to Ground. You must resolve wounds before placing remaining models.
Drop Pods
Models disembarking from a drop pod can make a normal move ending wholly within 6 of the pod.

When a Drop Pod deploys, it does not automatically lose a Hull Point even though it is treated as suffering an immobilized damage
result. However, if it lands in Difficult/Dangerous Terrain and fails its Difficult Terrain test, then it loses a total of 2 Hull Points.

The doors of a drop pod model are ignored for all game purposes (e.g. they never block LoS, they may not be disembarked from, and
enemy models do not need to remain 1 away from them).
Warlord Traits
The Legendary Fighter Warlord Trait will work in the following manner:
Your army will gain an additional Victory Point towards your Victory Points total for determining the winner of the Purge The Alien Goal.
Thus each enemy character slain is worth 2 Victory Points and the enemy Warlord is worth 3 Victory Points.
The Night Attacker Warlord Trait will affect the game as normal. In this case, it will force a first-turn Night Fight.
WYSIWYG
Forge World rules are not currently allowed in the tournament. However, Forge World models are allowed provided they are being used
to represent a standard Warhammer 40k model. As with all counts as models, they may not confer a modeling advantage over the
standard Citadel model. Thus someone could feel free to use things such as the Mantic Zombie Marines or the Paulson Anime Railguns
as they do not confer an advantage. It would even be ok to bring a WW2 Stuka model converted up as an Ork Dakkajet, as long as the
model was equivalent in size.
As with any uncertainty its imperative that you contact the event staff regarding any potential questions or concerns.
Models that include a power weapon with no further special rules should be played as the model is equipped. You can model a different
type power weapon but it must appear to be however it is played. You must denote the power weapon type in your army list and it
cannot change throughout the tournament.


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Astra Militarum
Tank Commanders
Tank Commanders may not use the Look Out Sir rule.
Tank Commanders cannot accept or deny Challenges. The Challenge rule has no affect on Tank Commanders.
Regimental Advisors
A unit containing a Commissar that fails a Morale check but can re-roll that test (such as with a Regimental Standard), can do so, but if it
is failed again the 'Summary Execution' will kick in, though the leadership test cannot be re-rolled again.
Commissar
A unit with an attached Commissar can still make use of his Aura of Discipline special rule if he has refused a challenge.
Techpriest Enginseer
An Enginseer who is accompanied by at least four Servitors with Servo-arms, will successfully repair a damaged vehicle even on the roll
of a 1.
A unit containing Mindlocked Servitors which is locked in combat can perform a sweeping advance, and/or pile-in move but cannot
consolidate.
Ministorum Priest
A Priest that is killed in combat before his unit gets to strike, and the rest of his unit can still benefit from War Hymns.
Rough Riders
Rough Rider models that are unable to strike the first round their unit charges into combat do not retain their Hunting Lances.
Hellhound
If the Melta Cannons blast scatters check the range for the blast after the scatter to see if it is within half range.
Deathstrike Missile
An Enginseer can fix a 'Weapon Destroyed' result on a Deathstrike Missile (the '-1' to the launch roll).
Chaos Daemons
Fateweaver receives 4 Warp Charge Dice.
Fateweaver cannot use the Daemonology Psychic Powers.
A Daemon of Tzeentch does not get its +3 LD bonus when taking a Perils of the Warp Test.
Exalted Flame Heralds not taken as an HQ choice do NOT get access to disk or chariot options.
A summoned/conjured unit may not cast powers on the turn that it arrives/enters the game.
When a summoned/conjured unit enters the game, its ML adds Warp Charge to future Warp Pool Allowances, but not the
Current Warp Pool.
Conjured troops gain Objective Secured ONLY if they are part of a Battle Forged Army. So for ATC 2014 they will have
Objective Secured.
Kairos Fateweaver may not re-roll the end-of-game roll, or any rolls that do not occur during a Turn (i.e., Stealing the Initiative)
Kairos Fateweaver is treated as a single psyker model for any special rules or attacks that target, count, or otherwise affect psykers.
[pg. 42, C:CD]


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Independent Characters from the Chaos Daemons codex cannot join units from the Chaos Space Marines codex. [pg. 26, C:CD]

For the purposes of the Lampreys Bite special rule, a Screamers normal close combat attacks include the bonus attack for charging but
do not include Hammer of Wrath attacks. [pg. 41, C:CD]

A model may only take a cover save against a Screamers Slashing Attacks if it is in area terrain (excluding vehicles) or there is a special
rule granting it cover. [pg. 41, C:CD]

When the Masque of Slaanesh targets a unit with the Dance of Caging, roll a separate D3 each time the target unit is going to move for
any reason. The Dance of Caging affects all types of movement, including, Turbo-boosting and Thrust movement. Flying Monstrous
Creatures that are affected by this ability on their turn may not choose to Swoop. [pg. 58, C:CD
Fate Weavers Staff of Tomorrow works even if hes off the table (but not destroyed).
Leadership penalties from the Doomstone apply to an enemy character even if that model is removed as a casualty and later returns to
the game via a special rule. If the Doomstone lowers a characters leadership to 0, then any special rules that would prevent them from
being removed as a casualty or subsequently return them to play are ignored. [pg. 65, C:CD]

If a multi-wound model fails a characteristic test from the Pavane of Slaanesh or Rancid Visitations psychic powers, but is not removed as
a casualty, the attack immediately ends. [pg. 69, C:CD]
Each unsaved wound inflicted by either the Contagion or Witsteal special rule does cause the affected model (if still alive) to take a further
Toughness/Initiative characteristic test, respectively. [pgs. 62 & 63, C:CD]

The turn it arrives from Reserves, an Icon of Chaos can immediately be used to reduce the scatter distance of subsequent viable units
arriving by Deep Strike. [pg. 64, C:CD]
A Chaos Daemons player may roll to see if the Portaglyph creates a unit the same turn that it is placed. [pg. 65, C:CD]

A Portaglyph has no specified height, and may literally be represented by a small blast template. [pg. 65, C:CD]

When Necron Mindshackle Scarabs are controlling a daemon model with a Mutating Warpblade, and that model slays a character or
monstrous creature from their own army, the Warp Mutation special rule does not take effect. [pg. 62, C:CD]

When Mindshackle Scarabs force a model to attack another model from its own army (including itself), and the target model has the
Burning Blood Daemonic Gift, D3 wounds are not generated for each unsaved wound suffered. [pg. 66, C:CD]

The +1 to Feel No Pain rolls from the Warpflame Daemonic Gift stacks with other instances of Warpflame. Note that a models Feel No
Pain roll can never be improved beyond 2+. [pg. 61, C:CD]

When rolling for a models Daemonic Rewards, Warp-forged Armor and the Unbreakable Hide Greater Reward are not considered to be
duplicates. [pg. 66, C:CD]

A model with the Mutating Warpblade must actually use the weapon to slay an enemy character or monstrous creature for the Warp
Mutation special rule to take effect. [pg. 62, C:CD]

A model with the Blade of Blood must actually use the weapon to attack in the assault phase for the Bloodlust special rule to take effect.
[pg. 62, C:CD]
As long as a Daemon armed with a Staff of Change or Mutating Warpblade manages to inflict one or more unsaved wounds onto an
enemy character or monstrous creature in the same Initiative step of a combat where that character or monstrous creature is killed, then
their Warpdoom and/or Warp Mutation special rules will apply. Note that this means it is possible for both the Warpdoom and Warp
Mutation special rules to be resolved against the same model [pg. 62,C:CD]

The Daemonic Possession Warp Storm result has no effect on psykers currently embarked upon transports or occupying buildings. It
does however affect Swooping Flying Monstrous Creatures (that are also psykers) normally. [pg. 27, C:CD]
When generating a unit of Daemons either from a Portaglyph or the Summoned from the Warp Warp Storm result, a Chaos Daemons
player may roll the unit size before choosing which type of unit is summoned. [pgs. 27 & 65, C:CD]
When resolving a Warp Storm result that requires a D6 to be rolled for each unengaged enemy unit (and units containing at least one
Daemon of the specified type), do not roll for any units that are currently embarked in a vehicle or occupying a building. [pg. 27, C:CD]


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Feel No Pain rolls may be taken against wounds caused by Daemonic Instability. [pg. 35, W40KRB & pg. 26, C:CD]
Chaos Space Marines
A model without the Champion of Chaos special rule may attempt a Glorious Intervention to save a model with the Champion of Chaos
rule.
Chaos Space Marines: Black Legion
Dark Eldar

A model may only take a cover save against a Reaver Jetbikes Bladevanes Attacks if it is in area terrain (excluding vehicles) or there is a
special rule granting it cover. [pg. 29, C:DE]
Eldar
If an Eldar model with the Fast Shot ability fires emplaced weapons (Icarus Lascannon, Quad Gun, etc) will receive the benefits of the
Fast Shot ability.
A Ghost Helm must use a dice from the current Warp Charge Dice Pool.
The Serpent Shield cannot be destroyed, and Line of Sight is determined from the middle of the front blades with a 45 degree arc of
sight.
The paired powers for each Runes of Battle result are considered separate for all purposes (i.e. casting the same psychic power twice
in one turn)
Iyanden armies count as an Eldar army for the purpose of number of Eldar armies armies selected for an ATC team.
If Eldrad joins a unit of an allied detachment, he can use psychic powers on himself and the allied unit.
Eldar: Iyanden
Iyanden armies count as an Eldar army for the purpose of number of Eldar armies armies selected for an ATC team.
Grey Knights
Special Rules
Rules or abilities that specifically target psykers do not affect Grey Knight vehicles.
A Neural Shredder uses the majority leadership of the target unit when rolling to wound. [pg. 53, C:GK]
Brotherhood Champion
A Brotherhood Champion using Sword Storm stance will check to see how many enemy models are in base contact with him after the
Initiative step Pile-In that the Brotherhood Champion makes his attacks.
Strike Squads & More
A model with a Personal Teleporter shunts into difficult terrain and does take dangerous terrain test just as Jump Infantry would.
Purgation Squads
An enemy model can use a better cover save than the one provided by the Astral Aim. Units that have more than one cover save
available to them, always use the best save. They cannot modify the 4+ cover provided by Astral Aim.


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Stormraven Gunships
Stormravens are allowed to transport Venerable Dreadnoughts.
Lord Kaldor Draigo
Against an enemy unit that contains an Independent Character psyker, Draigo directs all his attacks against the unit (and not at a
Character in a Challenge) are still resolved at Strength 10. Resolve them as you would normal combat attacks.
Grand Master Mordrak
Mordraks First to the Fray rule does not apply if he Deep Strikes into play embarked in a Stormraven.
Appearing Ghost Knights can bring a unit back above half strength for the purposes of Victory Points.
Inquisitor Coteaz
A Drop Pod and two units (having split into Combat Squads) that all arrive within 12 of Coteaz, allows him to get to fire at all three of
them. Provided he can draw line of sight to all three of them, and they may be fired at in any order chosen by the shooting player.
Coteaz cannot utilize Ive Been Expecting You while embarked in a vehicle or building.
Coteazs Lord of Formosa Special Rule only applies to his Detachment.
Assassins
A Vindicare firing TurboPenetrator does add the Strength of his weapon (S4 sniper weapon) to his 4D6 vehicle armor penetration roll.
The penetration roll would be S4+4D6 (plus any bonus D3s provided by rending).
Weapons
Several models can Master-Craft any of their weapons. Any weapon listed can be Master-Crafted, although unless the weapon has a
to hit roll (such as with template weapons) then the upgrade does nothing.
The Orbital Strike Relays are not supposed to be Barrage weapons. Which means (for example) that line of sight is required to the
target unit, cover is determined from the firing model and each Barrage Bomb blast scatters independently.
Grenades
A unit equipped with Psychotroke and/or Rad Grenades that is locked in an existing combat and is assaulted by another enemy unit,
can use the grenades against the assaulting unit. There is no restriction against these grenades being used when the unit is already
locked in combat.
Suddenly, its all so clear takes precedence and the model only gets to fight with a single Attack no matter how it gains bonus attacks
(including extra attacks like Techmarine Servo-arms, for example). Special close combat weapons the model has can still be utilized
to make the single attack, however.
A characters Ld that is reduced by the Psychotroke Grenade Its horrible! result, and has the ability to pass his Ld onto other units,
would use the characters reduced Ld, unless the ability specified that his unmodified Ld was used.
Equipment
Servo-skulls are deployed against a Tyranid army that contains Spore Mine Clusters by both players roll-off and then alternate
deploying either a single Servo-skull or Spore Mine cluster until all have been deployed Note that if a Spore Mine cluster Deep Strikes
(after scatter) within 6 of a deployed Servo-skull, that Servo-skull is removed from play.
Psyocculum and a Plasma Syphon both meet the criteria to affect the same models firing and the two rules effectively cancel each
other out and neither affects the firing model.
When rolling dice from a Re-Inforced Aegis, you must re-roll ALL dice.
Imperial Knights
Look Out Sir Rolls may be made against strength D weapons.


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Look Out Sir Rolls may be made against Stomp attacks if the result was a 2-5, as it causes wounds and does not specify you remove
from under the template. If a 6 is rolled on a Stomp attack, you get no Look Out Sir, as no wounds are caused.
If an Imperial Knight is hit by a Barrage or Vector Strike, then determine which side is hit by rolling a die. A result of 1-3 will be on the
Imperial Knights Left side. A result of 4-6 will be on the Imperial Knights Right side.
Imperial Knights are classified as Walkers in their codex and thus move 2d6 taking the highest die in difficult terrain for a maximum of
6.
An Imperial Knight Shield Facing is chosen at the first of their enemies shooting phase and lasts until the first of their enemies next
shooting phase.
Imperial Knights can NOT Thunderblitz.
For purposes of moving and shooting, an Imperial Knight will always be considered as facing the front of its base.
An Imperial Knight will never count as having the Objective Secured special rule.
Inquisition
Henchmen do not have the Objective Secured special rule.
Psykers in Henchmen squads will use the Psychic powers from the GW Grey Knight FAQ.
Necrons
Night Scythes are flyers without hover mode and therefore cannot score/contest objectives.
A Catacomb Command Barge does NOT receive a 3++ if its Overlord has a Phase Shifter.
If an Overlord dies while on a Catacomb Command Barge, its Ever Living Counter is placed within the appropriate range of the wreck.
If an Overlord on a Catacomb Command Barge dies and passes its Reanimation Protocols, it gets back up embarked on the Catacomb
Command Barge.

Weapons

The weapons mounted on a Necron Night Scythe have a 45 degree firing arc.
Do not place a Reanimation Protocol or Ever-Living counter for any models that are caught in a Sweeping Advance.
If a Cryptek or any Independent Character is joined to a unit of Deathmarks, that model also benefits from the Hunters from Hyperspace
special rule.
The Chronometron wargear can only be used on rolls of a single D6 (e.g. an armor save) not rolls that use multiple dice (e.g. a leadership
test). [pg. 85, C:NCR]

The twin-linked tesla destructor on an Annihilation Barge is a hull-mounted weapon. [pg. 95, C:NCR]
Death ray
The Death Ray cannot nominate its first point on the battlefield out of LoS when checking range. When checking range for the initial
point, simply measure from the weapon to the nearest visible point on the battlefield (table). [N50]
The Arc of Sight for the Death ray is from a 360 degree turret. [N 50]
The Doom Scythe's Death ray cannot wound models outside the LoS of the Death ray.
Cover Saves against a death ray are determined from LoS of the weapons fired as normal. [MRB 72]
Regarding Ruins and Battlements nominate a level and the Death ray can only affect those models.
Mindshackle Scarabs
The player whose turn it is determines whether the effects of Mindshackle scarabs and whip coils are resolved before or after models
involved in a challenge are moved into base to base contact.


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When Mindshackle Scarabs are controlling a Deathwing Knight, either the Necron or Dark Angels player can choose to activate the units
Smite Mode and all Deathwing Knights in the unit must follow suit. However, if one player is striking at a higher Initiative step than the
other player (e.g. the Mindshackled Deathwing Knight is also being affected by a whip coil), then whichever mode the first attacking
Deathwing Knight(s) choose to attack in will apply to all Deathwing Knights from the same unit.
Special Rules
Lord of the Storm
Imotekh's lighting cannot strike Fortifications.
Orks (Pre July 1
st
)
Models turned into a squig by the Zogwarts Curse special rule are not considered to be removed as casualties. Neither is the model
considered destroyed for the purposes of Victory Points, or other game effects, until the squig is removed as a casualty. Any special
rules that would have triggered when the original model was removed as a casualty (e.g. Saint Celestines Miraculous Intervention) are
effectively ignored and do not trigger, even if the squig is later removed as a casualty. [pg. 61, C:ORK]

Mob Rule
The Ld value of an Ork model in a mob does benefit from the Mob Rule when they are targeted individually such as with Eldar Mind
War. Just like a Weirdboys Leadership only up to a maximum of 10.
Mekboy
A Mek cannot run or be locked in combat, in order to fix stuff.
Upgrades
Cybork Bodies
All or none of the Nob models in a Nobz Mob may be upgraded to have Cybork Bodies
Ammo Runt
An IC or a unit upgrade cannot use an ammo runt taken with a unit of Nobs.
Kustom Force Field
A KFF does apply to previously embarked models affected by an exploding transport. Exploding Transport's hits are considered to be
shooting attacks.
Bomb Squigs
Cover saves from bomb squigs may be taken if not determined by line-of-sight.
If a '1' is rolled for releasing Bomb Squigs while embarked in a Transport the effects are applied against the rear armor of the transport.
Weapons
Shokk Attack Gun
Models that are immune to Instant Death (such as those with Eternal Warrior) are removed from the table when hit by a shokk attack
gun that rolls a Raargh result. Also if it is an embarked Transport then the models embarked are removed as well.
Wreckin Ball
A Wreckin Ball can be used in the opponents assault phase.
Boarding Plank
An Ork attacking via a Boarding Plank does benefit from Furious Charge.
Draw the 2" from where the plank meets the Trukk hull when using a Boarding Plank.


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Mad Doc Grotsnik
Errata page 96, Mad Dok Grotsnik, Da Big Dok to: "Any non-vehicle unit from Codex: Orks in an army including Grotsnik may upgrade
its members to have cybork bodies for +5 points per model."

Orks (Post July 1
st
)
Sisters of Battle
Space Marines (All Space Marine Armies)

Once a Drop Pod lands, the doors remain open for the rest of the game. However, all measurements to and from the Drop Pod,
besides firing its weapon, are done based on the hull of the Drop Pod (its shape when the doors are closed). This means, for example,
that friendly and enemy models will be able to move on top of the open doors.
Drop Pods are considered to provide 5+ cover save regardless of whether the doors are glued shut or not.
A Techmarine with a servo-harness accompanied by at least three Servitors with Servo- arms, will successfully repair a damaged
vehicle even on the roll of a 1
An Apothecary may not take any other wargear upgrades.
Blood Angels
If a zooming stormraven crashes/ blows up, use the rules in the Blood Angels FAQ and any models hit only suffer one hit.
Special Rules
A unit that succumbs to The Red Thirst and it doesnt have the And They Shall Know No Fear special rule (such as with a
Dreadnought) simply gains the Furious Charge and Fearless special rules (although in the case of a Dreadnought it wont benefit
from Fearless anyway)
Psychic Powers

The Blood Lance psychic power has no effect against Zooming Flyers and Swooping Flying Monstrous Creatures.
Stormraven Gunships
Each Bloodstrike Missile is considered a separate weapon.
Non-Jump Infantry units disembarking using Skies of Blood that scatters and ends up actually landing in difficult/dangerous terrain, do
take two dangerous terrain tests. First when the unit scatters and again when the surviving models are actually placed into the
difficult/dangerous terrain.
A Stormraven that starts the turn on the table with a unit that disembarks from it via Skies of Blood, can benefit from a Locator Beacon
mounted on the Stormraven provided the unit chooses to Deep Strike within 6 of where the Stormraven ended its move.
Commander Dante
Abilities that allow models to recover wounds (like Tyranid Regeneration, Dark Eldar Obsidian Orbs and Necron Phylactery, for
example) cannot be used to recover the wound removed by the Death Mask of Sanguinius. This wound is subtracted from the stat
line.
A transport vehicle arriving via Deep Strike carrying Dante will not benefit from his Tactical Precision special rule.
If Dantes unit disembarks from a Stormraven via Skies of Blood, they do not benefit from his Tactical Precision special rule
(assuming theyre equipped with Jump Packs).


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Clan Raukaan
Dark Angels
A Power Field Generator does NOT work from inside a vehicle.
If Sanctuary is cast on a Power Field Generator the aura effect is increased to 3++
Ravenwing Grenade Launchers apply their negative effects the moment they successfully hit an enemy unit (and so are in effect when
the same units firing is resolved to Wound, etc.)
A unit containing Belial that uses the Gate of Infinity psychic power to Deep Strike does not scatter. Also, the unit does not need to roll to
see if a model is claimed by the warp.
A Ravenwing Darkshroud(s) do not benefit from their own Shroud of Angels special rule but can benefit from others.
Any unit that can take an upgraded model must first upgrade that model before being eligible for other options. For example a
Ravenwing Command Squad Apothecary cannot be equipped with a Company Banner.

Ezekiel does benefit from the Book of Salvation wargear, effectively making him WS6. [pg. 54, C:DA]
Sentinels of Terra
When dealing with Pink Horrors and Bones of Osrak, add to the warp charge pool in the turn after they arrive.
Space Marines (Codex Space Marines)

The Space Marine Chaplains rule, "Honor of the Chapter" can only affect other Space Marines models chosen from Codex: Space
Marines.

Gravitron
Vehicles are eligible for Cover Saves against weapons with the Gravitron Special Rule.
Models with no armour save will be treated as needing a 6 to wound when in mixed armour save units.
Use the majority highest numerical value of armour saves when determining how to wound mixed armour save units. For example: a
unit consisting of two models, one with a 2+ armour save, and one without an armour save, you will need a 6 to wound the unit.
Space Wolves

You cannot take the same wargear on multiple rune priests. This is stated in the Space Wolf Codex AND GW FAQ.

The Space Wolf Lone Wolf and the A Glorious Death Rule will work in the following way for the ATC mission:
If a Lone Wolf dies, he does not grant his opponent any Victory Points towards their Victory Point total for the Purge The Alien Goal. If a
Lone Wolf is alive at the end of the game, he will give his opponent the maximum Victory Points possible for a character towards their
Victory Point total for the Purge The Alien Goal.

If the Special Character Bjorn is used in an army and dies, he will count as a Crusade Objective.
Fensrisian wolves claiming objectives work in the following way: The Character that the Fenrisian Wolf is attached to must be within 3
inches of an objective in order to claim/deny the objective.



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Tau Empire

Tau units CAN use multi-trackers in overwatch.

When a model with the Skyfire special rule uses the Seeker markerlight ability to fire a Seeker Missile at a Zooming Flyer or Swooping
Flying Monstrous Creature, the attack is resolved at BS5. If the firing model does not have Skyfire then the attack is resolved at BS1.
[pg. 68, C:TAU]
A model firing Overwatch cannot use the Target Lock support system to target a non-charging enemy unit.
Marker Lights may only benefit shots fired against the unit the Markers were on (you may not, for instance, expend 2 Marker Lights to
Ignore Cover on other units fired at using rules such as Target Lock)

All weapons on a Broadside with Early Warning Override may fire. Early Warning specifies that ALL weapons gain Interceptor.

The roll made for Aun'Va's Paradox of Duality may be taken in addition to any save the model may attempt. Additionally, weapons that
ignore cover do not negate the Paradox of Duality roll. [pg. 61, C:TAU]

A unit must be within 12 of an Ethereal at the time they actually wish to benefit from the Invocation of Elements special rule. In the case
of Zephyrs Grace, this means units must end their run movement within 12 of the Ethereal to be able to fire Snap Shots. [pg. 35, C:TAU]

A Stealth Team must contain six models (excluding drones) in order to purchase two fusion blasters. [pg. 100, C:TAU]

A Sun Shark Bomber begins the game with one pulse bomb. [pgs. 69 & 102, C:TAU]

When an Interceptor Drone disembarks from a Sun Shark Bomber, the distance the Sun Shark moves does not affect the drone's
shooting attack (i.e. they do not need to fire Snap Shots even if the Sun Shark moves 36"). [pg. 48, C:TAU]

When multiple units fire Overwatch at an enemy unit, markerlight counters placed by one unit may be utilized by other units that fire after
them. [pg. 68, C:TAU]

A Markerlight counts as a weapon with a Strength of 5 or less for the Point Defense Targeting Relay vehicle battle system. [pg. 72,
C:TAU]

Both the Drone Controller and the Counterfire Defence support systems have no effect on drones making Snap Shots. [pg. 68, C:TAU]

Only Gun Drones, Marker Drones, and Sniper Drones benefit from a Drone Controller support system. [pg. 68, C:TAU]

A model firing Overwatch cannot use the Target Lock support system to target a non-charging enemy unit. [pg. 69, C:TAU]

Earth Caste Pilot Array are restricted to One per army regardless of which model has it.
Tau: Farsight Enclaves
Earth Caste Pilot Array are restricted to One per army regardless of which model has it.
The Farsight Enclave codex counts as a Tau codex for the purposes of Primary/Allied Armies on an ATC Team.
OVesa and Independent Characters cannot join each other.
If a Flamer weapon is fired at a Tau vehicle bearing Drones, the Dronesare not affected by the No Escape special rule as they are
counted as Embarked Passengers and shoot as if from Fire Points; the only reference to Open-Topped is for disembarking purposes.



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Tau Farsight Enclaves units CAN use multi-trackers in overwatch.
Tyranids
Models spawned by a Tervigon will get the Objective Secured special rule.

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