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Master FAQ

 Post subject: Master FAQ
PostPosted: Thu May 20, 2010 2:02 pm 

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9609
Location: Nashville, TN, USA
Last Update September 23, 2010

PDF of all FAQs, including some which are proposed but not finalized.

Section 1.0: Epic Game Rules

1.1.3 Unit Datasheets

Q: AND/OR designations are frequently used for weapons that have a ranged fire and an assault mode. What is the difference between the two?
A: Some weapon systems are capable of being used in multiple ways. A weapon designated as “OR” may choose between the modes of fire on the datasheet each time it is used, whether in a typical activation or defending against an assault. A weapon designated as “AND” may use all modes of fire simultaneously each time it is used.

1.4.1 Sequence of Play

Q: Can we get a Sequence of Play table that includes all the clarifications about what happens when in the Strategy Phase and the end Phase?
A: Sure.

Strategy Phase
1. Teleports placed and all other “beginning of turn” abilities go into effect (alternating, Higher SR chooses who goes first)
2. Roll for Strategy (simultaneous)

End Phase
1. Aircraft disengage (simultaneous)
2. Resolve criticals and other "end of turn" effects (alternating, higher SR chooses who goes first)
2. Rally (alternating, Higher SR goes first)
3. Daemons disappear (simultaneous)
4. Check victory conditions by scenario rules (varies by scenario and may come at a different point in the sequence)

1.4.2 Beginning of Turn

Q: With abilities that are used at the start of the turn, who goes first?
A: The player with the higher strategy rating has the option of acting first or forcing the opponent to act first.

1.6.2 The Action Test

Q: When rolling for initiative to activate and order your formations, does a D6 roll of 1 automatically fail?
A: No. This can lead to certain formations automatically passing an initiative test. Space Marines, for example, will always pass a test unless modifiers apply to the roll, and Orks doing a double or charge action would pass automatically also. These advantages are built into the points values used in the Grand Tournament army lists, and you should take them into account when working out the forces used in a scenario.

1.7: Movement

Q: Can units move off the gaming table?
A: Only if specifically allowed to do so by a special rule.

Q: One of the FAQ entries draws a conclusion that seems overly broad to me. Section 1.7.1 talks about various orders allowing formations to move. The Overwatch section of the FAQ rules that any time a formation is allowed to move, it must move.
A: You can move zero, if you wish, but that is still considered a move. You don't have to move. In fact, some orders like Sustained Fire require you to stay stationary. Other than that order, you are merely moving zero.

Withdrawls are different, in that they ARE optional movement. If you choose not to move, you have not moved and do not allow a formation in overwatch to activate against you.

When a unit does break, it does choose where and if to withdraw. I personally advance my broken formations. There is a chance they may unbreak next turn and it provides consternation to my opponent. However, if you end your move (and yes, you can still move zero) within 15 cms of an enemy, the unit is destroyed.

0cm move units

Q: Can transported units with a move of zero set up 5cm away when disembarking?
A: Yes they can.

Q: Can a 0cm move unit on a road claim the +5cm move bonus?
A: Yes and no. There is no clear distinction in the rules between 0cm move and truly immobile units. We recommend that units that could potentially be moved in an emergency situation, like field artillery pieces, be considered to have a move of 0cm. Truly immobile units such as a bunker in a scenario that has a unit data sheet should be considered as immobile under any circumstances.

A 0cm move unit would possibly benefit from the road movement bonus, allowing it to move 5cm per move. However, it may obviously not leave the road as it would then lose its bonus movement. Also, unit with a speed designated as “immobile” may not move, even on a road.

As always, if you anticipate any issue with this rule, for example you are playing Baran Siegemasters with many 0cm move units, go over it with your opponent during the 5 minute warm-up.

Q: If a formation of three 0cm move guns has the centre gun destroyed and the unit fails to rally (if they get the chance) is it removed after the next activation movement phase (broken formation, two stands, one stand removed blast marker kills other stand).
A: Yes, life can be short in a Siege regiment!

1.7.3: Zones of Control

Q: Can you end your move exactly 5cm away from an enemy unit, or would that mean entering its ZoC?
A: You must stay out of the ZoC. As the ZoC extends 5cm, if you were exactly 5cm you would be in the ZoC and this is not allowed. In other words, you must remain more than 5cm away from the enemy unit.

Q: What are the options for a unit that finds itself in an enemy ZoC at the start of its activation?
A: If a unit finds itself in an enemy ZoC for any reason then it must either charge the enemy or leave the ZoC when it next takes an action. It cannot choose to remain stationary and stay in the ZoC, which means that the formation it belongs to will have to choose an action that allows the unit to move away or charge. You may use an Engage action to engage a separate formation, so long as your charge move takes you out of the ZoC of the closer formation.

Q: If I have a formation on Overwatch that is within the Zone of Control of an enemy unit, does that prevent using Overwatch?
A: No. Firing on Overwatch is not an action per se and the firing formation is not obligated to leave the Zone of Control. If the formation takes any action except firing on OW, it will be obligated to Engage or move out of the Zone of Control as normal.

1.7.4: Formations

Q: At what point in an action do you need to get units back into coherency?
A: Coherency applies at the end of each move made by a formation. If a formation is out of coherency when it takes an action, then it must choose an action that allows it to make a move. Note that formation requirements apply to charges, countercharges and consolidation during assault and those should be considered moves for the purposes of determining formation coherency.

See sections 2.1.12 and 3.0 for coherency questions regarding Scouts and War Engines, respectively.

1.7.5: Transport Vehicles

Q: Does a unit loses its ZoC when in a Transport? For example, does a Scout in a Rhino loses its 10cm ZoC?
A: Yes. Units being transported lose their ZoC (ie, use only the ZoC of the transporting unit).

Q: What happens to transported units if their Transport is destroyed?
A: The units must make an Armour Save or a 6+ Cover Save to survive.

Q: Do troops in a Transport lose all their Armour Saves when the Transport is hit by an MW or TK weapon?
A: No, saves that could be taken if the unit were hit directly by a MW may still be taken. So, for example, Terminators with Reinforced Armour would get a save against an MW hit. But unless the unit has an ability that gives them a save against MW or TK hits they would be destroyed automatically just as if they had been hit by those weapons themselves. Likewise, if the shot has Ignore Cover, units would not be able to rely on the 6+ cover save from being inside a vehicle.

Q: A failed dangerous terrain check does not allow a saving throw for vehicles. Does that mean any troops inside are denied an armor save as well?
A: No. Transported troops roll their saves as normal.

Q: Do Transports that are destroyed in CC (or via AP fire for LVs) cause transported units to possibly be destroyed as with AT and MW fire?
A: Yes.

Q: If a series of Transports containing infantry from their formation is charged, can the infantry bundle out of the Transports as part of a Counter-charge move? And would your answer differ if the Transports were in close combat rather than a firefight?
A: The answer does differ on whether the Transport is in base-to-base contact or not. If it is in base-to-base contact with two or more units (see section 1.7.5) then it is not able to move and can not therefore deploy any troops. If it is not in base-to-base contact then it can move and as part of that move it can deploy troops. See section 1.12.4 for restrictions on counter charges.

Q: If a Transport with two troops inside is destroyed, and all of the troops inside the transport are destroyed how many Blast Markers are placed on the formation
A: Four. One for being shot at, one for destroying the Transport unit and two more for the units inside the transport

Q: If a withdrawing Transport is caught within 15cm of an enemy unit after finishing its Withdrawal Move, are the transported units destroyed as well?
A: Yes. Any Fearless troops on the transport would not be destroyed unless within 5cm of the enemy and would dismount as normal.

Q: Are transported units considered to be in specific transporting units of their formation?
A: You can play it either way, setting specific units in others or randomizing it upon taking damage. If it looks like being an issue for you, then bring it up in the five minute warm-up period at the start of the game.

Q: The Transport rules say that if a Transport unit has two enemy units in base-to-base the transported units cannot disembark since they are trapped inside. Does this mean that they die without saves if the transporting unit is killed during the Assault?
A: No, the normal rules would apply (i.e. the units get their saves), as the rules do not say otherwise. As a rule of thumb you should stick with the core game rule unless an exception is specifically noted. Also, transported units are part of the assault, even if they cannot directly participate. They are similar to units that are out of range in that respect and count for outnumbering and any special abilities.

Q: If a formation loses an Assault and have to remove a Transport with units inside it, is that considered a TK hit since it does not allow saves, thereby removing the transported units without saves as well?
A: No, apply the normal rules.

Q: The transport rules say the transport has to move into base contact with the units to be transported in order to pick them up. Does that mean the transport has to take a dangerous terrain check if the unit is in cover? Or that the transport cannot pick up units inside impassable terrain, like a building?
A: It depends on the exact location of the models. If a unit is entirely within the terrain piece, then dangerous terrain checks are required and a vehicle cannot enter impassable terrain to pick up the unit. However, if part of the unit is exposed, for example an infantry unit partially inside a woods, the vehicle can make base contact with the exposed portion of the unit to load.

1.8.4 Terrain Effects
Q: Can an infantry unit claim cover from enemy armored vehicles?
A: Yes. The rule as written does not distinguish between friendly and enemy vehicles for cover benefits. Some groups feel this is an odd situation and house rule that the cover from enemy units is not allowed, so feel free to cover this in the 5-minute warm-up with your opponent.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:06 pm 

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9609
Location: Nashville, TN, USA
Section 1.9: Shooting

Q: I can’t find the AP or AT values for small arms like bolters or lasguns. What are these values?
A: The effect of small arms is included in the unit’s firefight value, and used in an assault by units within 15cms of the enemy and not in base contact. So ‘firefights’ and small arms fire only happens as part of an assault. The thinking behind this rule is based on observations of the way combat works in real-life. ‘Shooting’ in Epic represents the kind of long-range sustained shooting attacks you’ll often see in news-reels; the kind of thing where you see tanks or heavy weapons popping away at a distant hillside at an invisible target – the aptly named ‘empty battlefield’ phenomena. An assault represents the situation where troops have been ordered to take and hold a position, and all hell breaks loose as they close in. If you saw the TV series ‘Band Of Brothers’ you’ll know what kind of thing I mean. This is the main reason that small arms are only really used in assaults, as they are not very effective at the kind of longranged suppressive fire represented by ‘shooting’ in Epic.

Q: Can you withhold fire for later turns?
A: The player can choose which units/weapons to shoot with and never has to fire if he doesn’t want to.

1.9.2: Who May Shoot.

Q: What blocks line of sight (other than obvious terrain)?
a) Enemy models
b) War engines (friend or foe)
c) Friendly models other than your detachment - group - whatever
d) Stands within your own detachment.
e) Ruins
f) Shoot at whatever’s in range and not blocked by hills or large buildings?
g) I misunderstood something...
A: The answer is b, e & f. Terrain blocks the LOF, units don’t.

Q: Can a transported unit be suppressed when a formation fires?
A: Only units in a position to shoot can be suppressed, so only if the transported unit can shoot out of the transport can it count for suppression.

Q: Can a unit without ranged weapons (something with only FF or even lacking that like an Ork Wildboy) be suppressed when a formation fires?
A: In order to be suppressed a unit must have a line of fire and be in range. This means that units within small arms range (15cm) may be suppressed (even though they cannot shoot), but the Wildboy could not be.

There are other examples of units which fulfill the criteria for suppression while being unable to shoot. Examples include units with one shot or slow-fire weapons which cannot fire. Again, the requirements are only range and line of sight, not the ability to actually fire.

Q: Can units armed only with Small Arms that are within range of the enemy be chosen as unit to be suppressed by Blast Markers?
A: Yes.

Q: Can a unit be suppressed if it has no enemy in the fire arc of its weapons?
A: No.

1.9.4 Place Blast Marker

Q: A formation fires at a target but has no weapons that can affect the target? For instance a formation that only has AP weapons fires at a vehicle formation. Does the target still get a Blast Marker for taking fire?
A: Yes. A target formation always receives a BM for taking fire even if that fire cannot have any effect on the target formation.

Q: Can AP weapons target AV’s just to get the BM? And the corollary…can AT weapons target infantry to get a BM?
A: Yes. Formations pick up a bm for coming under fire even if the weapons being used cannot harm the target.

Q: Can a formation with units armed only with weapons that are Small Arms fire at an enemy formation to place a Blask Marker on them ?
A: No. As the rules currently stand, units armed only with Small Arms cannot shoot and therefore can't place a BM on an enemy for causing them to 'come under fire'.

Q: If you fire at an enemy unit and they are out of range, do they still receive a blast marker?
A: No, you must have LOF and range from at least one of your units to at least one unit in the target formation in order to place a BM.

1.9.5 Roll To Hit

Q: Devastator’s have two missile launchers each. Can a Devastator unit split its fire into one AP shot and one AT shot when shooting?
A: Yes it can.

Q: Devastators have multiple weapons. Is the answer about splitting fire into AP and AT the same if it is one weapon with multiple shots. For example, can a Warhound titan fire its Vulcan Megabolter as 3 AP3+ shots and 1 AT5+ shot.
A: No. The decision to choose AP or AT is by weapon. In the example, the Vulcan Megabolter shots would have to be all AP or all AT, not a mix of the two.

Q: If a unit has a base, or modified, +1 to hit value does that mean that the unit automatically hits? Or does rolling a 1 on a d6 for your to-hit result always fail?
A: According to section 1.9.5 a roll of 1 before modification is always counted as a miss. So regardless of your base or modified to hit value a roll of a 1 always misses.

Q: Is there any way to speed up the dice rolling when firing?
A: It is possible to speed up dice rolling without altering the overall result of shooting by allocating hits against units of the same type as a group, and then making all of the saves together, and finally removing casualties from the models closest to the enemy.

For example, if a unit of six Space Marines and Three Rhinos took 3 AP hits and 2 AT hits, then the defender could simply say "I allocate the AP hits to the Marines and the AT hits to the Rhinos". He would then roll 3 dice for the Marines saves, removing any casualties by eliminating the Marine units closest to the enemy, followed by rolling 2 dice for the Rhino's saves and removing any casualties in a similar manner. Please note that you will need to agree with your opponent that it's okay to use this method to allocate hits in this way, and that even if an opponent agrees, the opponent can still ask for you to use the 'official' method in situations where the opponent feels it is warranted.

1.9.6 Allocate Hits & Make Saving Throws

Q: Can a formation that have a mixture of AP and AT shots fire the AP shots at a formation in which all its infantry is in transports, so that any infantry, whose transport is destroyed and survives, can be shot at?
A: No. They must be an eligible target at the beginning of the shooting action, although according to section 2.2.6 AP and AT hits are allocated first and saves made before MW.

This means you could shoot up a bunch of transport vehicles, and then have MW hits allocated to any infantry that survive (this doesn't apply in the experimental hit allocation rules).

Q: Are modifiers to an Armour Save cumulative? For example, is a Sniper firing at a unit in Crossfire a -2 to the unit’s Armour save or just a -1?
A: All modifiers apply unless the rules specifically say something different. So the total Armour Save modifier would be -2.

Q: If I have a unit of Ork boyz (6+ save) who are caught in a crossfire (-1 save), do they get no save or do I need to roll a 7+ (i.e. 6 followed by 4+)?
A: They get no save. 7+ rolls are only for “To Hit”.

Q: In the rules for Suppression it states: “One unit that has a line of fire and is within range may not do so for each Blast Marker on the formation”. How should this rule be interpreted for units, like a Deathstrike Missile, that don’t require a Line of Fire in order to fire?
A: Units that do not require a Line of Sight in order to shoot are suppressed if they are within range of the enemy, even if they don’t have a Line of Sight to the target.

Q: Consider an armoured formation with 4 LVs and 4 AVs. The LVs are closer to the enemy formation that is shooting. The enemy formation shoots and scores 4 AP hits and 4 AT hits. How are these hits allocated?

a) I can allocate the AT hits first, so each LV gets one hit, and then the AP, in total two hits per LV and none for the AVs.

b) AP hits are allocated first, and then AT, Resulting in one hit on each of the LVs and one each on the AVs.?
A: The intent of the hit allocation rule is that you must allocate hits out to strike as many units as possible. In a situation such as that described the only way to achieve this is to allocate the AP hits first and the AT second. If the formation consisted of 4 infantry instead of 4 tanks, the AT hits would need to be allocated first.

Q: When shooting at a formation where some units are in cover and others are not you can elect whether to shoot at targets in cover (in which case you take the -1 penalty) or not (in which case you don't). What is the scope of this decision?
• The entire shooting formation?
• Each shooting weapon type?
• Each shooting unit?
• By damage type (AT vs. AP)?
• Each shooting weapon?
• Unspecified, work it out with your opponent?

For example, if someone shoots at my tactical formation, which has three exposed rhinos and six marines in cover, does the attacker have to take the -1 to hit the rhinos (which is AT fire), if he wants the tactical marines to be potential targets for his AP fire??
A: The choice to shoot at in-cover or out-of-cover targets must be done by the entire formation. It can only be separated by type of weapon fire.

If you had AT, AP, and MW fire in one salvo, you could fire AT at out-of-cover, AP at in-cover and MW at in-cover. Or any other arrangement, as long as all of each fire type (AP, AT, MW) is directed solely at one target type (in-cover or out-of-cover).

You cannot split up targetting of a single type of fire. If an IG infantry company had 2 units out of cover and 10 units in cover and you were firing with, say, 8 AP shots, you could not target 4 AP at out-of-cover and 4 at in-cover. All the AP shots would have to be directed at a single target type.

1.9.8 Barrages

Q: If a barrage touches several formations, do they get one initial Blast marker each?

Q: Can a barrage get the crossfire modifier if applicable?
A: Yes.

Q: If an Artillery Company fails its action test, can it choose to shoot and still fire an indirect barrage?
A: No, if the initiative test is failed then the artillery cannot take the sustained fire action, but have to take a hold action instead. This will allow them to shoot normally, but they will not be allowed to fire indirectly.

Q: In Section 1.9.8 it says Note that once the first template has been placed, the attacker may choose where to place the additional templates, as long as they are touching the first template, and no line of fire, placement or range restrictions apply (see below). Does this mean that the original stipulation that each template must cover as many units in the target formation as possible is not in effect for any additional templates placed by a barrage
A: The first template that is placed must be placed so as to cover as many units from the target formation as possible, but may only be placed in positions where all units contributing BPs to the attack have a LOF and are in range to at least one unit under the template.

Additional templates must be placed touching (not overlapping) the first template, but within this restriction must still be placed to cover as many units as possible from the target formation. There is no range or LOF requirement for the additional templates that are placed.

Q: Barrage templates - is it possible to place the first template over units to whom no LoF exists as long as there is a LoF to at least one unit under the template? Can I hit units I can't see?
A: Yes. As noted, only a single unit under the template has to be in LoS and range. That means you can have units out of LoS and beyond the nominal range of the BP weapon under the template.

Q: Is it possible to place the second an third template completely out of sight and hit units I can't see?
A: Yes. And again, both out of LoS and out of range are acceptable.

Q: I was wondering if barrage shots can hit units in cover if you declare that you are only shooting units in the open.
A: Barrages are technically supposed to roll to hit the exact models that are under them. Hence the "you must hit the largest number of targets" restriction to keep people from "sniping" valuable models with barrage weapons. Roll for units in cover and units in the open separately and allocate hits as appropriate.

Q: 1.9.8 allows a formation comprising entirely of units with "indirect fire" to sustain fire (gaining +1) at a target behind a hill because it does not need Line of Fire. However, does the target also benefit from 1.8.2 cover to hit modifier (-1) by being behind the hill as "the intervening terrain partially obscures the target from view" thus negating the sustain fire bonus?
A: From 1.9.8, indirect barrages "Ignore intervening terrain" which means that intervening terrain doesn’t provide any benefits - the hill would not provide cover. They would however get cover modifiers/saves if they were in cover, such as a wood.

Q: Are barrage attacks supposed to be "unit by unit" to-hit and allocation rolls, or is the barrage template merely a marker with "front to back" unit allocation as normal (under the template, of course)?
A: When the barrage rules use the word "type" in relation to a unit, it is not referring to the technical term "unit type" in terms of infantry/AV/etc., but each kind of unit. Basically, every unit under the barrage template stands a chance of being hit and killed by a lucky hit. If the unit is of a unique kind, it would be rolled for separately as it is the only one of its type. Keep in mind that the template placement rules are still in effect and will often limit the amount of "sniping" a player can do through placing templates only on the most valuable units.

As an example, an Ork Warband with 3 Battlewagons and 2 Flakwagons is hit by a large barrage that covers all the infantry and vehicles. The attacker would roll 2 attempts to hit against Nobz, 6 against Boyz and 2 against Grots and apply the hits to the appropriate unit. Likewise, the AT attacks would be divided as 3 attacks on the Battlewagons and 2 on the Flakwagons. If that Warband happened to also include the Ork Warboss, you would roll to hit the unit with the Warboss separately from basic Nobz unit as well.

Note, for simplicity's sake, this approach should also be applied to other effects that specify rolling to-hit over an area, such as drop pod deathwind attacks and critical hit explosions.

Section 1.10: Overwatch

Q: Can a unit remain on Overwatch into a following turn?
A: If the Formation hasn't fired by the end of the turn, then they can remain on Overwatch into the following turn.

Q: Is a formation that is allowed to move as part of an action, but which decides to remain stationary, considered to be moving for the purposes of triggering Overwatch fire? For example, if I take an Engage action, but don’t move any units as they are already within firefight range of the enemy, can my opponent make an Overwatch attack before the Assault takes place?
A: Yes, to both the question and the example. Overwatch is triggered when an enemy formation “completes a move”. Formations that could move but remain stationary have still “completed a move” and are therefore eligible targets.

Q: When units appear on the table, for example by teleporting, or spawning, or being summoned, do they trigger Overwatch?
A: No. Only completing a move or disembarking triggers Overwatch.

Also, note that “a move” in the context of Overwatch has been ruled to be a normal ground move. An aerospace move (planetfall or a landing aircraft) does not trigger overwatch, nor does a countercharge move during an assault.

Q: Is a formation that has successfully activated an Overwatch action subsequently able to make a sustained fire OW attack in the same turn, (or does it have to wait until the next turn to be able to do this)?
A: Overwatch and Sustained Fire are two different actions that can be taken. You have to choose one or the other when you activate the formation. You can't combine actions.

Q: Just to be sure: If a formation assaults another that is on overwatch, after resolving the attacks the attacking formation is broken. Do they still assault? I presume not.
A: 1.13.3 p28 "If a formation is broken part way through an action ... then it makes a withdrawal and loses the rest of its action."

Q: Let's say I have a formation on overwatch. It gets pounded by an artillery barrage, leaving some units out of cohesion. Can the units still activate for Overwatch normally (subject to blast markers, etc.), then next turn move to get back into cohesion? Must the unit activate normally and perform a move action to get back into cohesion? What if the unit activated to go on Overwatch, gets damaged, then performs the Overwatch activation? Do they still have until the end of next turn to get back into cohesion?
Or is it who's out of cohesion at the end of the turn dies?
A: 1) A formation may not select Overwatch (or Sustained Fire for that matter) as an action if it has any units out of coherency (1.6.1)
2) Actually firing on overwatch is not a new action per se - the initiative test has been taken already, it is a continuation of the same action. (1.10) If the formation becomes broken, the action is cancelled. (1.13.3)
3) Any units which are out of coherency are destroyed at the end of any move. (1.7.4)

So, the formation may fire as normal on overwatch and is only required to move back into formation the next time it takes an action.

Q: When can I fire OW?As I understand that I can choose to shoot :

1) before my opponent unload troops,
2) after my opponent unload troops and before he shoots or assault
3) after my opponent unload troops and after he shoots or assault
A: After your opponent completes a move OR after disembarking troops, but before he does anything else, including shooting. So option 1 and option 2 but not option 3.

1.11 Crossfire

Q: In the ‘crossfire’ rules, it was not clear whether or not both of the formations that were causing the crossfire had to actively shoot at the enemy formation in the crossfire. If this is the case, what if the first formation wipes the enemy out?
Is the second formation ‘pre-obligated’ to shoot at it?
A: The second formation is not pre-obligated to shoot (ie, it just needs to be a ‘threat’)

Q: Can both formations creating the crossfire shoot at the target enemy formation and receive the crossfire bonus (yes or no)?
A: Yes. Each will gain the crossfire bonus when they shoot, though they must fire in separate actions.

Q: If a formation is caught in a Crossfire, but are in ruined buildings, do they still get the -1 modifier to their save if they use the Cover Save from the terrain?
A: Yes.

Q: Does a barrage get the Crossfire modifier if applicable?
A: Yes.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:07 pm 

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9609
Location: Nashville, TN, USA
Section 1.12: Assaults

1.12.2 Choose Target Formation.

Q: Do Assaults only occur when one player or the other takes an Engage action?
A: Yes. An Assault does not occur automatically in the Epic: Armageddon rules. An Assault is only possible when one player issues an Engage action to a formation. Not in any other case…so you can’t move into an Assault, either on purpose or accidentally, unless you issue an Engage order.

1.12.3 Make Charge Move

Q: How should we interpret section 1.12.3 when it says “Remember that a charging unit that enters a zone of control must move into base contact with the nearest enemy whose zone of control has been entered”?
A: The intent of the rule is that if you enter a ZoC, then you must attempt to move into base contact with the nearest enemy unit whose ZoC you have entered. If you start a move in a ZoC, you can either move into contact with the closest enemy unit, or exit the ZoC by the shortest possible route.

If a unit does not have enough movement to make it into base contact it still moves as much as possible towards the closest unit. The intent of the rule is that you should not be able to charge through a ZoC to reach a unit further away but should always move towards the closest enemy unit even if you cannot make it into base contact.

1.12.4 Counter Charges

Q: Does a counter charge during an Assault or Withdrawal after an Assault count as an activation? Does either of these actions stop me from activating a formation later in the game if they were not activated before the Assault?
A: A counter charge is part of the Assault and as such does not change the activation status of the formation doing the counter charge. A Withdrawal is done by units that lose an Assault and are broken, As such the formation cannot do anything further that turn so it couldn’t be activated in any case.

Q: If one of my formations is charged in an Assault do I counter charge only units from the assaulting formation or do I counter charge the nearest enemy unit even if it is in a supporting formation that is not part of the Assault?
A: A counter charging unit may engage enemy units from supporting formations, as long as they were the closest enemy units.

Q: Does the formation coherency rule still apply during a counter charge?
A: Yes. The coherency rules apply to counter charging units.

Q: If the closest enemy unit is already engaged (it has two units in base-to-base contact with it) do I still need to Counter-charge that unit or can I Counter-charge another enemy unit?
A: If the closest enemy is already fully engaged, you may carry on the counter charge and try to contact the next closest enemy unit.

Q: Does a counter-charge trigger Overwatch?
A: No. The "move" referred to in the OW rule refers to moves made as part of an action, as described in section 1.7.

1.12.5: Resolve Attacks

Q: In an Assault, can you allocate hits to units in a formation that are not within 15cm of an enemy unit?
A: No. Hits in an Assault can only be allocated to units that are within 15cm of an enemy unit.

Q: Do the Cover Save and Cover to-hit modifier apply in Assaults?
A: Defenders in an Assault get the Cover Save from any terrain they are in but attackers never get a Cover Save from terrain. The -1 to-hit modifier is not applied as there are never any modifiers to attack rolls in Assaults.

Q: Can the crossfire bonus be used in an assault?
A: No. It is almost impossible to create crossfire rules for an assault that can’t be exploited in some way. I prefer to use the rules as they are and assume that the crossfire makes the assault easier because formations can soften up the defenders by shooting at them with the crossfire bonus before the assault goes in, making life easier for the assaulting troops.

Note, supporting formations in position to crossfire can be close enough that they prevent the opponent from effectively counter-charging (if the support formation is closest, the opponent’s unit has to charge the support formation and may therefore not be in range to counter-attack the engaging formation). While the results of this mechanic are not necessarily intuitive, the result can be a substantial disadvantage for the defender comparable to a crossfire.

Q: If units are assaulted/engaged while in cover, do enemy attacking with FF values get a -1 modifier (cover) to hit?
A: No. Modifiers never apply to a unit’s FF or CC values when determining if they hit in an Assault.

Q: Do units in cover in an Assault get a Cover Save?
A: Only the Defender. From 1.12.5 “Infantry units from formations undertaking an Engage action may not take Cover Saves (they are assumed to have left cover to charge the enemy), but other infantry units may”.

Q: Can a squad of infantry inflict a hit or cause damage to a Vehicle or War Engine in an Assault?
A: Yes.

1.12.6 Supporting Fire

Q: The rules state that a formation that marched may not lend Supporting Fire. Does this apply if the formation marched last turn?
A: No. With the exception of Overwatch, actions end in the end phase, and the formation is assumed to go on to ready status for the next turn.

Q: Is supporting fire affected by suppression?
A: No. Units lending support in an assault are not affected by suppression.

1.12.7 Work Out Result

Q: What happens if a combat round in an Assault is a draw, do you immediately fight another round? And this round is also a draw do you fight a third successive round (and so on)?
A: Yes. An Assault has to result in one side winning. You would continue to fight Assaults until one side or the other had won the Assault.

Q: In a game we have an Assault that results in a tie. Consequently we must fight another round of combat. Both sides do their counter-charge move but at the end of the move neither formation has any units within 15cm of an enemy unit. Do we resolve this round of combat (even though no casualties could be caused) or is the Assault consider over because there are no units within 15cm of an enemy unit?
A: You would need to resolve the new Assault round, even though no actual fighting took place. So work out the results as per 1.12.7 and don't forget to include the casualties from the first round of the Assault when determining the winner of this second round.

Q: There are various "auto-kill" effects which result from lost assaults (broken formations wiped out, aircraft destroyed, etc.). Do those happen before or after the extra hits for losing assault?
A: The hits from losing assault (so-called "hackdown" hits) come first. Per the rules, the hackdown hits occur during resolution (1.12.7) and the "auto-kill" hits either explicitly or implicitly occur after that, usually in the "Loser Withdraws" (1.12.8 ) step. To provide specifics, wiping out a broken formation clearly happens in 1.12.8. The formation's status is changed to "broken" during 1.12.8, so that's when Chaos Daemons disappear into the warp. Aircraft in a lost air assault (4.2.5) are somewhat ambiguous, but the text implies a connection between the automatic destruction and withdrawal, which would correspond to 1.12.8 as well. In the absence of an effect specifically stating the contrary, assume the losing player gets to allocate hackdown hits prior to auto-kills.

1.12.8 Loser Withdraws

Q: Another clarification. What happens when a broken unit is engaged?
A: A broken formation which loses is wiped out. A broken formation which wins takes no further BMs or casualties and does not have to withdraw (but is, of course, still broken).

Q: If you charge an ‘intermingled formation’ consisting of a broken formation and a non-broken one, and you win by 3 pips, do we kill off the entire routed formation BEFORE assessing the extra 3 casualties on the non-broken formation?
A: No; the extra casualties go on before the loser breaks.

Q: In section 1.12.8 it states “In addition, the losing formation suffers a number of extra hits equal to the difference between the two sides' results score.” Do these hits apply to only those units that were within 15cm of an enemy or are they applied to any unit in the losing formation?
A: The hits are applied to any unit in the losing formation and not just those that were within 15cm of an enemy. Assume that the units within 15cms get hacked down and those further away dissolve into a panic striken rout.

Q: Just a quick question (at least I hope so). When a unit withdraws having lost an assault, is it destroyed if it ends it's move within 15cm of a broken enemy unit?
A: Yes.

1.12.9 Winner Consolidates

Q: A Transport moves 30cm, unloads troops who then participate in the Assault. If they win can the Transport pick up the units as part of its Consolidation Move?
A: Yes. The Consolidation Move is considered a movement and as per section 1.7.5 Transports can pick up units as part of any movement.

Q: Can a unit that disembarked from a War Engine to take part in an Assault use its consolidation move to get back into the War Engine?
A: Yes it can. However, if it does so then the War Engine loses its own Consolidation move (and War Engine Transport Aircraft may not make a Disengagement move at the end of the turn) as it has to wait around while the troops climb back on board. Note that the War Engine may make a Consolidation move (or a Disengagement move if it is an aircraft) if no troops embark upon it.

1.12.10 Intermingling

Q: Is the intention of the intermingling rule that all the enemy formations assaulted must have a unit within 15cm of the attacker after charges, AS WELL AS within 5cm of the prime enemy formation?
A: No, the intent was precisely that a poorly positioned and supported battle line could be "rolled up" by a flanking attack. There were multiple discussions about to what extent it should be allowed and the rules as written reflect the intent that an entire line can crumble whether or not the units in question were directly threatened.

Some people have played a houserule that all intermingled enemy formations must have a unit within the 15cm of the attacker after charges (and if not the enemy formation in question is dropped from the assault), as well as within 5cm of the prime enemy formation, but this is not part of the official rules.

Section 1.13: Regrouping & Broken Formations

1.13.2 Becoming Broken

Q: Do broken units still exert a Zone of Control?
A: Yes. The only way a unit loses its ZoC is if it is in base-to-base contact with an enemy unit (or a number of enemy units equal to its starting DC if it is a War Engine).

1.13.3 Withdrawals

Q: Broken formations ‘may make a withdrawal move’. Is there a minimum move or can I choose to stay where I am (supposing there is no enemy within 15cm)?
A: There is no minimum move. You can move towards the enemy if you wish. It is very hard to write watertight rules forcing troops to ‘withdraw from the enemy’. Instead of attempting to do this I have instead made it risky for broken troops to stay close to the enemy, thus encouraging players to pull them back.

Q: If a withdrawing Transport is caught within 15cm of an enemy unit after finishing its Withdrawal Move, are the transported units destroyed as well?
A: Yes. Fearless units being transported would not be destroyed but would be disembarked just as any other circumstance where the transport is destroyed but the unit is not.

Q: When I move after losing an assault or simply by being broken after shooting , do I get destroyed after every withdrawal segment ( 2 Moves allowed) in which I end in 15 cm of the enemy? Or do I check after the complete withdrawal movement (up to 2 movements)?
A: It is after the second withdrawal move.

1.13.4 Blast Marker and Broken Formations

Q: Broken formations do not receive Blast markers if they are fired on or assault after they have been broken and before they rally. Instead each Blast marker that the formation would normally receive causes an additional hit on the formation, with no saving throw allowed. Are these hits allocated like regular hits (from the front to the back) or does the player get to take them how they like?
A: The hits are allocated normally, from front to back.

Q: If a Broken formation that consists of transports carrying units receives a Blast Marker do the transported units get a save if the transport is destroyed as per 1.13.4?
A: If a transport vehicle is destroyed because a BM is placed on broken formation, then units being transported need to make a save to avoid destruction (and get a 6+ cover save if they do not have an armour save as per 1.7.5)

Q: If a broken formation is fired on and a unit is destroyed as per 1.13.4 by the BM placed on the formation by being fired on does this casualty cause further BMs to be placed possibly resulting in a "chain reaction" of further destroyed units?
A: A: Units in a broken formation destroyed by a BM do not cause additional BMs to be placed on the formation.

1.14 The End Phase

Q: When exactly in the end phase does the additional damage from Plasma Reactor hits or Gargant fires happen? Is it before or after rallying or repairing shields?
A: Unless noted otherwise, all special effects like this should happen at the start of the End Phase, before you do anything else.

Q: In what order are things carried out in the End Phase?
Any special events which take place during the End Phase, such as critical hit effects on a War Engine or the Eldar Avatar 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 resolving them, alternating between players for each subsequent effect until all effects are resolved. The player with the higher strategy rating has the option of acting first or forcing the opponent to act first.

1.14.1 Rallying Formations

Q: Can broken formations with only a single unit ever rally? Don’t they receive a BM when they rally and then immediately break?
A: One unit formations not being able to rally was once part of the original design but this has been removed. Formations with a single unit now receive a BM when they rally but also gain the results of a successful rally which means that they remove half of their BMs, fractions rounded up, which fully removes the single bm they had.

Q: If a formation is broken, and keeps failing it’s rally test every turn, does it just remain in the place it was broken, or does it have to fall back every turn?
A: A formation that fails a rally test must make a withdrawal move each time it fails the test. It is up to you whether the formation moves or not.

Q: Just what does a broken formation do in a new turn if it failed the Rally roll at the end of the previous turn? Do they get to Hold? Double or March backwards? Sit and shiver? Inquiring playtesters want to know :-)
A: They sit and shiver until the end phase (try saying that ten times fast ; ))

Q: Once a unit is broken and has made its Withdraw move is it then stuck until it has rallied?
A: Units that fail to rally may make withdrawal moves after they fail the rally roll, so they do get to keep on moving.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:08 pm 

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2.0 Specialist Units and Weapons

Section 2.1: Specialist Units

Q: What happens if a unit has the same special ability more than once?
A: A unit may only have one of each special ability. If an ability is duplicated (for example, a character with a special ability is added to a unit that already has the special ability) treat the unit as if the ability only occurs once.

Q: Some abilities can apply to either a unit or a weapon. How does this work when a unit is carrying a weapon with such an ability?
A: While the special abilities are generally categorized into “Specialist Units” and “Specialist Weapons” there are some abilities that can apply to either the unit or to a specific weapon. If the special ability appears in the weapon description, it applies only to attacks by that specific weapon. If the special ability appears in the “Notes” section of the datasheet, it should be applied to all actions by the unit. For example, if an Assault Weapon is described as First Strike that ability only applies to CC attacks from that weapon, while a unit described as First Strike in the Notes would apply the ability to all assault attacks - CC, FF and any “extra attacks” ability the unit might have.

Q: Can units in a Transport use their special abilities (e.g. Ork Nobz in a Transport use their Leader ability to remove Blast Markers?)
A: Yes. Additionally, Characters or units with Special Abilities in broken formations can also use their abilities. The only time a Special Ability can not be used is when the unit or Character in question is offboard, either in Reserve or in a Spacecraft or Transport waiting to be deployed.

Q: If a formation is offboard (awaiting teleport, in a transport aircraft, etc.) can any special abilities of units in that formation be used?
A: No. Special abilities of offboard units may not be used.

A specific exception is made for abilities used to affect the activation of the formation they are in. For example, an Eldar formation with a Farseer is held offboard in reserve and the Eldar player retains the initiative to activate this formation. Even though the formation is offboard the Eldar player can use the Farsight ability of the Farseer in that formation to negate the penalty for retaining the initiative. Similarly, a Space Marine Supreme Commander may use the Supreme Commander ability to re-roll the command check to activate the formation they are in if it was offboard but could not be used to apply that same re-roll to a formation that was onboard or to another offboard formation.

2.1.1 Characters

Q: Do all Characters have an Invulnerable Save, or only if it is listed on its statistics?
A: Characters used to all have an Invulnerable Save but that was removed. Unless there is an entry in the Notes for that Character upgrade that says it has an Invulnerable Save they don’t get it as a result of being a Character.

Q: If a Character has an MW attack does it modify the attack of the unit it is attached to or does it add an attack?
A: That depends on the weapon stat line for the Character. Most Character’s weapon stat lines also include the Extra Attack ability. This means that the Character’s attack is considered to be its own weapon entry. It doesn’t modify the unit’s existing weapons, it supplements them. So, for example, a Space Marine Terminator unit with a Character upgrade would have three attacks (assuming that it is in base-to-base with an enemy unit). The Terminators base attack, the MW attack from the Terminator’s Power Weapon and the MW attack from the Character because of the Extra Attack ability

Q: When I purchase a Character upgrade does it replace one of the units in a formation? So if I buy a Chaplain for a Space Marine Tactical formation does the Chaplain replace one of the Marine Tactical units?
A: No. The Chaplain (or any Character for that matter) is added to one of the units in the formation. The Character’s abilities are also added to the unit. So in the case of the Space Marine Tactical formation one of the Marine units has the Chaplain added to it (you should use a special stand of Marines with a Chaplain figure on it to represent this) and that unit now has the Chaplain’s abilities (Inspiring, Invulnerable Save, Leader and the Power Weapon).

2.1.2 Commander

Q: In a Combined Assault, the rules state that the formations in the Assault are treated as a single formation for the duration of the Assault. If the combined formation wins the Assault, does this mean that each formation takes BMs based on the total number of kills to all formations or just the kills inflicted on each individual formation?
A: Each formation would only take a number of BMs equal to the number of kills inflicted on it. For example: An Eldar player initiates a combined Assault with two Aspect Warhosts (Dire Avengers and Swooping Hawks) and the Avatar. The Eldar player wins the Assault and the Dire Avengers Warhost has two kills against it, the Swooping Hawks have one and the Avatar has taken no damage. The Dire Avengers would take two BMs, the Swooping Hawks would take one and the Avatar would take no BMs.

Q: Can a Commander give Assault orders to several formations even if the Commander himself isn’t in charge range?
A: Yes. The Commander issues the orders for the Combined Assault before the charge move is made. If he issues the order successfully (ie, passes the action test), then the Commander’s formation and the other two are treated as one large formation for the Assault.
This would mean that neither the Commander nor any units from his formation would need to get within 15cm of the enemy so long as at least one unit from the combined formation does so. Note that the Commander and the units in his formation would be bound by the coherency rules, so would need to end the charge with at least one unit within 5cm of one unit from at least one of the other formations.

Q: If I have formations with differing Initiative values, which one do I use when activating them together (e.g. with a Commander)?
A: Use the activating formation (i.e. the commander’s formation)

2.1.3 Fearless

Q: If a Fearless unit has remained in base-to-base with an enemy unit after losing an Assault, does that affect other formations ability to fire at the two formations?
A: No, apply the normal rules.

Q: This happened in a game of ours; my assault marines defeated (but did not kill) an immobile Tyranid synapse creature. The creature obviously can't leave, but are my troops obliged to leave base-to-base?
A: There is nothing that forces either party to leave ZoC as a result of the assault. They can simply elect not to move. They would then begin the next action in ZoC and follow the rules for that per the book. Essentially, they would either engage again or be forced to move out of ZoC.

If they do choose to move, either as a Withdrawal or Consolidation, they would then be required to move out of the ZoC to the best of their ability as normal.

2.1.4 Infiltrators

Q: Do Infiltrators get double movement if they counter charge?
A: No. The double movement is only when the Infiltrator charges.

Q: Can Infiltrators move through enemy units? This question occured during an assault. I positioned my units very close to each other and there was no space between them to place any attacking Infiltrators or to move them between my units.
A: Infiltrators (2.1.4) gives exception to zones of control (1.7.3) but not moving over enemy units (1.7.2 and 1.7.3)

2.1.5 Inspiring

Q: If an Inspiring unit supplies supporting fire (via rule 1.12.6) to an assault, is it "involved" (the term used in rule 2.1.5) in the assault?
A: No. Only the formations actually fighting as attacker and defender are considered directly involved.

2.1.6 Invulnerable Save

Q: Are hackdown hits able to be saved by an Invulnerable Save?
A: No.

Q: Does Crossfire or the Sniper ability affect an Invulnerable Save?
A: The Invulnerable Save is not modified by any modifiers or special effects

2.1.8 Leaders

Q: When you Rally (1.14.1) do you remove one Blast marker per unit with the Leader ability or can you only remove one Blast Marker in total regardless of the number of units in the formation that have the Leader ability?
A: You can remove one Blast Marker for every unit in the formation that has the Leader ability.

2.1.9 Light Vehicles

Q: In section 2.1.9 it states " The only difference between light vehicles and armoured vehicles is that light vehicles can be affected by AP fire as well as AT fire". Does this mean that LV units provide cover in the same fashion as AV units?
A: No. The only vehicles that provide cover are WE and AV units as listed in the Terrain Table in section 1.8.4

2.1.11 Reinforced Armour

Q: Does Reinforced Armour allow me to reroll an Invulnerable Save?
A: No.

Q: Does Reinforced Armour allow me to reroll a Cover Save?
A: Yes. However, the reroll is made using the unit’s own Armour Save value, not the Cover Save value.

2.1.12 Scout

Q: It’s possible to place a Scout unit just behind another friendly unit, so that the Scouts 10cm ZOC covers the friendly unit too. If this happens, can I charge the non-Scout unit? The rules say I can’t enter a ZOC unless I’m charging the unit it belongs to.
A: You are, of course, allowed to charge the unit! If an explanation is needed, then let’s say that the rule for moving into base contact with the enemy takes precedence over the rule for not entering another unit’s ZOC. However, any player who has attempted to use this tactic to stop a charge should hang their head in shame!

Q: Should Scout units count as being ‘intermingled’ if a friendly unit is within 10cm, rather than 5cm as would normally be the case?
A: No.

Q: How does formation coherency work if there are Scout and non-Scout units in the same formation.
A: The Scout units may be up to 20cm from the other units in the formation, but the non-Scout units must still remain within 5cm of one other unit.

For example ... S = scout unit, T = transport, - = 5cm; these would be an acceptable “chain” for purposes of maintaining the formation:
S – T – – – – S – T
S – – – – T – T – – – – S

2.1.13 Skimmer

General Commentary: The skimmer rules and FAQs have been addressed a number of times. However, they remain a source of confusion as each iteration of the rules have had wording that, taken literally, does note accurately reflect the intent. There are two criteria for judging the intended effects of the skimmer rule:
1) Popping up counts as movement (with the exception of going onto OW).
2) Skimmers which get the benefits of being “in” the terrain are required to take terrain checks.

For #1, if you can move, you can pop up. This includes moves that aren’t actually during an action, like countercharges.
For #2, this means that if you are loading troops or claiming any sort of cover modifier you have to enter the terrain and make appropriate terrain checks.

Q: Can a Skimmer formation/unit do a pop-up attack as part of their Sustained Fire action?
A: No. The unit may not move and therefore may not pop up.

Q: What happens if I want to embark a Banshee unit in ruins (Dangerous Terrain) in a Wave Serpent (Skimmer unit) which begins and ends its movement in normal terrain but embarks the Banshee in Dangerous Terrain? Should I consider that the Skimmer has to stop in Dangerous Terrain while the Banshees are embarking and then roll a dice as per section 1.8.1 of the rulebook?
A: A Transport Skimmer will need to take a Dangerous Terrain test if it embarks units that are in Dangerous Terrain.

Q: Does a skimmer that starts a move in a piece of dangerous terrain but then moves out and ends its move in terrain that isn’t dangerous have to take a dangerous terrain test?
A: Yes it does.

Q: If a Skimmer uses its ability to force units in base-to-base contact with it to use their FF ability are the units considered to be no longer in base-to-base contact?
A: No. The ability does not change the status of the units. So even if the Skimmer uses its FF value in the assault the Skimmer and any units that were in base-to-base with it are still considered to be in base-to-base.

Q: If during an Assault Move during an Engage Action a Skimmer moves into base contact with an enemy Skimmer, can the defending Skimmer force them to use their Firefight values?
A: Yes. If either player chooses, both skimmers use their FF (it can be imagined that they enter a “skimmer dogfight”).

Q: Can a Skimmer which fails its action and decides to fire as part of its Hold Action pop-up and fire?
A: No. The formation may not move and therefore may not pop up.

Q: Can a skimmer see further into woods than other units?
A: No, the limitation of having line of fire through at most 10 cm of wooded terrain to a unit in the wood is unchanged for skimmers. The skimmer line of fire rule is used to determine whether a skimmer can see an enemy unit on the other side of the wood.

Q: Can a skimmer pop up to gain LOS during an assault?
A: Skimmers directly involved in the assault can pop up during charge and counter charge moves by their formations, but a skimmer in a supporting formation would not be allowed to pop up, since popping up is only allowed during movement.

Q: Why can skimmers pop-up when they go on overwatch, when you can’t move when you go on overwatch?
A: Overwatch is the only exception to the “pop up with movement” concept. The rule specifically states you may pop up on overwatch. The designer’s intent was to allow modern helicopter-like pop up attacks by skimmers.

Q: What happens when a unit is in base-to-base with two enemy units: one ground unit and one skimmer? Can the unit still forced to firefight by the skimmer, even though it's in close combat range of another target?"
The skimmer may only force a unit to use its firefight value when attacking the skimmer itself. If the attacking unit has another viable target to use its close combat value against then it will use its close combat attack as it is forced to engage the non-skimmer unit. The skimmer may still choose to use its firefight value as normal.

2.1.14 Sniper

Q: Can the Sniper ability be used in an assault?
A: Unless specifically noted on the datasheet (for example, by addition to a small arms weapon), Sniper ability does not apply to attacks in assaults.

Q: The Sniper rule, 2.1.14, states that the player can allocate Sniper hits to any unit in range and LOF. Does this mean that you can allocate Sniper hits to units that have already been allocated a hit?
A: Yes. The player with the Sniper should be allowed to allocate that hit freely, before or after the other hits are allocated.

Q: Does Crossfire or the Sniper ability affect an Invulnerable Save?
A: The Invulnerable Save is not modified by any modifiers or special effects

2.1.15 - Supreme Commanders

Q: You state that EACH supreme commander in an army can XYZ. That implies that there can be more than one, but there is no provision for more than one supreme commander in the army lists?
A: The game rules and the army lists are two completely separate things. The core rules need to cover games where players create their own scenarios and where there could be two or more supreme commanders on the same side. On the other hand, the army lists are designed to create balanced ‘pick-up’ games, and therefore limit access to some units to create even games.

Q: Is it safe to say, as far as the "Supreme Commander" ability is counted, that a failed Rally roll is one of the initiative rolls that are applicable ?
A: Yes.

2.1.17 Teleport

Q: Can I teleport units in to a formation at a later point in the game? For example, if I have a detachment of Terminators with a Land raider upgrade can I place the Land Raiders on the board and then teleport the Terminators in at the start of a later turn?
A: No. The Epic rules do specifically state that only formations where all of the units can teleport may be kept off-table.

Q: Can a unit with Teleport and Scout teleport onto the board and set up within 20cm from each other??
A: No. The formation teleporting must be placed within 5cm of another unit just as Teleport says. When the formation moves it can then move out to 20cm away from units in the formation.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:10 pm 

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Section 2.2: Specialist Weapons

2.2.2 Disrupt

Q: If an Imperial Guard Artillery Co. contains Basilisks and Manticores (with the Disrupt ability) does a barrage fired from this formation use the Disrupt rules since not all of the units in it have the Disrupt ability?
A: Special Weapon abilities are only used if all the units firing have them. So if you wanted to use the Disrupt ability in this case you could only fire with the Manticores. A barrage that used both types of units would not have the Disrupt ability.

Q: Do hits stopped by Shields still cause an additional BM if the weapon had the Disrupt ability? Similarly do hits on Grot units by Disrupt weapons cause an additional BM?
A: Shields and Grots negate the BM caused by their destruction. This means that they do negate the BM inflicted by Disrupt weapons. The same would hold true for any unit or effect, such as Chaos daemons, that prevent a Blast Marker when a target is destroyed.

Q: Do the effects of the Disrupt ability apply to hits generated as a result of a Transport being destroyed by the Disrupt weapon? So if I destroy a Rhino with a Nightspinner and it contained two Marine units do the potential hits on the Marines count as having the Disrupt ability?
A: No. The Disrupt ability does not apply to damage inflicted on transported units when their Transport is destroyed.

2.2.4 First Strike

Q: How does First Strike apply to units with Extra Attacks?
A: Special Abilities that appear in the Notes section for a weapon only apply to that weapon, while Special Abilities that appear in the Notes section for the unit (the one at the bottom of the sheet) apply to all attacks the unit makes. So if a Weapon has Extra Attacks (+x) and First Strike then the First Strike ability applies only to the Extra Attacks added by that weapon. But if the unit has First Strike in its Notes section then all attacks, including any added by a specific weapon, would be First Strike.

Q: If a unit has a weapon that has the First Strike abilitiy and is a Small Arms weapon can it use the First Strike ability if it is providing Supporting Fire in an Assault?
A: Technically, yes. However, as support fire does not occur until all the directly engaged unit attacks have been resolved, first strike from a support unit will never actually prevent a unit from attacking.

2.2.6 Macro-Weapons

Q: If a unit (with an MW attack) in an Assault is killed by a hit generated by an FF or CC attack before its MW hits are allocated are those MW hits discarded?
A: No. All attacks in assault are simultaneous. Even though the MW attack is allocated in a separate “round” of allocation, the hit was caused prior to the destruction of the unit.

2.2.7 Single Shot

Q: Do Single Shot weapons that have fired count for Suppression purposes?
A: They can count for Suppression. All you need is to be in range and have an LoF. Actually being able to shoot is not a requirement.

2.2.8 Slow Fire

Q: Are Slow-firing units that fired in the previous turn eligible for Suppression even if they are unable to fire this turn?
A: Yes.

Q: If a Slow Firing unit of artillery attempts a Sustained Fire and then discovers that it is, in fact, out of range does it count as having fired that turn?
A: No. No firing is considered to have taken place.

Q: Can you decide to fire a single shot from a Warhound Titan’s Blastgun each turn or must you wait a turn for "recharging" if you fire just a single shot from it?
A: You can fire one every turn if you wish.

2.2.10 Invulnerable Saves
Q: How do Invulnerable Saves affect Titan Killer weapons? Do you save once or for each hit?
A: According to 2.2.10 and 3.2.5 Titan Killer hits that potentially do multiple points of damage only roll for multiple hits against War Engines. Against a normal unit, that means there is only one TK hit to save against and a single Invulnerable saving throw would therefore protect the unit. For a War Engine, each point of damage is saved against as if it were a separate hit.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:12 pm 

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Section 3.0 War Engines

Q: Now, the the simple question: If a formation consists of a WE with starting DC 'A' and a Non-WE unit what is the proper distance to remain in coherency?
A: The WE can be DCx5cm away from other units to remain in coherency. The infantry has to remain within 5cm of another unit. So a battlefortress can be up to 15cm away from an Ork boyz stand as long as that stand is within 5cm of another unit in the same formation (otherwise the boyz would be out of coherency but the fortress wouldn’t).

For example ... O =ork stand, BF =Battle fortress - =5cm

O-O---BF---BF-O-O-O---BF-O would be an acceptable “chain”.

Q: If war engines are included in a formation with normal units, for example a Battle Fortress, is it allowed to be up-to 15cms (5x Starting damage) from the rest of its formation? If it is allowed to be so is it also allowed to be carrying troops at this distance?
A: Yes to both questions.

3.1.2 War Engine Zones of Control

3.2.1 Allocating Hits to War Engines

Q: When placing a barrage template on a formation that contains War Engine(s) and other units does the War Engine count as a single unit or do you count its starting DC when determining if you have the most units under a template as per 1.9.8? For example: a formation with a Baneblade (DC 3) and 10 Imperial Guard Infantry in it is attacked by a barrage that has a single template. If the template is placed over the Baneblade does it count as one unit or three units (from its starting DC of 3)?
A: The WE should count it's starting DC when working out where to place barrage templates. So in the example the Baneblade would count as three "units" to determine the placement of the barrage template

Q: Does a war engine that is under two or more templates from the same barrage suffer hits from each template? For example, if it were under the centre of one template and partially covered by a second, would it take hits equal to half
its DC, or half its DC+1?
A: It’s only affected by one of the templates. By the same token, a normal unit that happens to be partially covered by two templates (ie, half of the unit under one template and the other half under a second template) will only be attacked once.

Q: In the case of a formation consisting of two Warhounds (for example) must you split your ‘HITS’ between the two of them? (once the DC of one has been reached)?
A: Yes you would. For example, if a Warhound formation took five hits, the first three would be allocated to the nearer machine, the second two to the further machine.

Q: What of a formation, such as an Ork warband, which includes several Battle Fortresses?
A: The same would apply; when you got to a Battle Fortress you would allocate a number of hits equal to its DC before moving on to the next unit in the formation.

Q: A formation of two Warhounds Titans is hit by two TK hits both of which do D6 Tk Damage. Both of them hit do they;

1. Both hit the first Warhound (as it is DC3) and then roll 2d6 damage.


2. Roll the d6 damage and allocate the first 3 points to warhound 1 and any excess to Warhound 2?
A: The intent of the TK rule is that you allocate the hit, and then roll for multiple damage before allocating the next hit. Any model that suffers enough hits to destroy it is removed, with any excess hits being lost. In effect this means that a TK weapon rolls randomly to see how many hits it inflicts on a target, but can only hit a single target unit.

So in this instance you would allocate one TK to the first Warhound. If it survived (ie you rolled less than 3 points of TK damage) then you would allocate the second hit to the same Warhound. If the first Warhound was destroyed by the first TK hit then the second TK hit would be allocated to the second Warhound but any excess damage from the first hit would be lost.

Q: What happens to a War Engine which sustains multiple critical hits? Are they cumulative or are the additional critical hits ignored?
A: The effects of the critical hits are cumulative. See 3.2.3 for further discussion on resolving critical hits.

3.1.3 Transport War Engines

Q: Can a War Engine Transport carry more than one formation?
A: Yes, as long as all the units of each formation can be fully contained within the we transport.
For example: a Space Marine Thunderhawk can carry eight units. That means that it could carry two separate Assault formations (four units each for a total of eight units) but you couldn’t split formations across multiple WE transports.

Q: Can a formation of War Engines with Transport capability split a formation of troops amongst each WE?
A: No. Section 3.1.3 of the rules is quite explicit about this; a War Engine Transport vehicle can carry units from another formation, as long as the entire formation can fit inside the War Engine. So the formation being carried by a single WE has to be able to be fully contained in that WE. If a single WE from a formation of multiple WEs cannot fit the entire formation (being transported) within its Transport capacity then you can not spread the excess units from the formation to another WE.

Q: Are troops trapped inside a WE Transport if it is in base-to-base contact with two enemy units?
A: Troops are trapped inside a War Engine Transport if it is contacted by two or more enemy units per point of starting Damage Capacity.

3.2 War Engine Shooting

For Void Shield questions, see 5.4.1.

Q: Is it only Titan Killer and Macro Weapon attacks that can hurt a Titan?
A: Titans and other War Engines may be affected by AT attacks. MW and TK weapons are just more effective against the massive armours of most Titans and War Engines

3.2.1 Allocating Hits To war Engines

Q: Does a War Engine that is under two or more templates from the same barrage suffer hits from each template? For example, if it were under the centre of one template and partially covered by a second, would it take hits equal to half its DC, or half its DC+1?
A: It’s only affected by one of the templates. By the same token a normal unit that happens to be partially covered by two templates (i.e. half of the unit under one template and the other half under a second template) will only be attacked once

Q: Does a SHT Company (WE) block LOS/LOF of a Titan that is behind them and Vice-Versa? According to the Rules there is only mentioned that they block LOS and further refereing to Section 3.0 War Engines. But I didn´t find anything comparable, so I decided they block, although it seems not logic that a Titan can´t see over a SHT.
A: Since War Engines block line of sight they do so like any other terrain. "Weapons higher up can often see over any terrain that is lower down." So a Warlord's weapons would likely see over a baneblade, unless the enemy is right behind it. The best way to see is simply to get a “model’s-eye-view” from each weapon to determine LOF.

Q: I've played a game with Battlefortress and Ork Warband making up a formation. In the game there was a Battlefortress and 10 infantry. I ended up in two engages during the battle with the mob. So my question is. How do I give out the hits?
A: You allocate as normal, closest to farthest. When the allocation sequence reaches a WE it is allocated a number of hits equal to its DC, then you move to the next unit to be allocated.

3.2.3 Critical Hits.

Q: if a Titan loses an additional point of DC due to the effect of a Critical Hit in the End Phase, will this place a BM and/or can this loss of DC inflict further critical damage? Can this loss of DC be avoided by shields??
A: Additional damage inflicts BMs and can cause Critical Hits normally. Such damage may not be avoided by shields.

Q: Can damage from a critical effect cause more critical hits, possibly causing a chain reaction?
A: Yes. Any time a WE takes damage, roll for a critical hit.

Critical hit effects resolved in the end phase are only resolved once for each War Engine. Additional critical effects which call for an end phase resolution will only be resolved on the following turn. You do not “recycle” the war engine to the beginning of the critical resolution to resolve new hits. For example, a Great Gargant has a fire and when rolling for it, the fire spreads. The Great Gargant takes 2 points of damage, one for the original fire and one for the new fire. One of those points of damage causes a new critical, resulting in a third fire. The Great Gargant has already rolled the resolution of its criticals, though, so there would be no roll for the third fire until the end phase of the following turn (when all 3 fires would be resolved).

Q: In the rulebook in section 3.2.3 it says to roll for a Critical Hit for every hit made on a War Engine. Do you actually roll for each hit or for each point of damage that the WE takes?
A: Roll for a Critical Hit for each point of damage not for each hit. Only damage to a WE can potentially cause a Critical Hit, not just hitting the War Engine with fire.

Q: If a WE explodes due to a critical and causes hits on other formations near it, do those formations get a blast marker for "coming under fire"?
A: No. The other formations aren't "coming under fire" per se.

Q: If a WE explodes due to a critical during an assault and that explosion inflicts kills on other formations involved in the assault are those kills counted for combat resolution?
A: Yes. All casualties inflicted on formations involved in the assault from any source count towards resolution.

3.2.4 Blast Markers

Q: How many BMs does a formation get if you manage to destroy a WE with a critical hit. For example, you have three Shadowswords in a heavy tank company. One unit takes one point of damage, and this damage generates a Critical Hit and it blows up. Does the formation take two BM’s (one for being shot, one for the point of damage) or four (one for being shot and three for total DC on the WE)?
A: The formation receives one BM for being shot, one bm for each point of damage caused, and one bm for each point of dc remaining on a we that was destroyed by a critical hit (e.g. four in the example stated above).

3.3 War Engine Assaults

Q: Is a War Engine Transport that is carrying a broken formation allowed to make an Assault?
A: Yes. However, any broken formations on board the War Engine are not allowed to disembark to take part in the Assault (they remain cowering inside instead!). If forced to disembark because the War Engine is destroyed during the Assault then they are automatically destroyed with no saving throws of any kind allowed. Also, note that the Blast Markers on the transported formation are counted when working out the result of the Assault (i.e. for who has the most Blast Markers, etc).

Q: Can War Engines barge units out of the way in a Counter Charge
A: Yes.

Q: Assaults – you say that war engines can barge units out of their way. If my Warhound is charging a formation that is 25cm away, but between the Warhound and the target is another formation, can the Warhound barge the other detachment out of the way on it’s way in?
A: No.

Q: Can I barge a unit and run away so that only one or a few of the target formation units can attack? Can I barge a unit out of formation?
A: Technically, yes. However, barging only allows the WE to move enemy units. The other restrictions on movement remain in effect. A charging WE must still move to base contact with a unit if it enters its Zone of Control, which in most cases means it will be forced to barge deeper into the target formation. Likewise, a countercharging WE must still countercharge towards the closest unengaged enemy unit and cannot run away.

Q: Can a War Engine barge an enemy formation and drag units out of coherency? If so, does the formation suffer automatic casualties for being out of formation, as in 1.7.4?[/b]
A: In most cases this is not possible because the WE has to follow the charge rules. That means it must move towards any enemy whose Zone of Control it enters. Generally, this forces the WE deeper into the target formation and would not allow it to grab a unit and drag it off.

In the rare case where it is possible for a War Engine to isolate a unit or units, the target formation is not subject to formation coherency under 1.7.4 until the formation moves (countercharges). It may simply choose not to countercharge if it would result in being out of formation. So barging cannot, by itself, cause casualties due to loss of formation (1.7.4).

In any case, dragging apart an enemy formation is something that was never intended under the rules. Attempting it is questionable from a sportsmanship point of view.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:16 pm 

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Section 4.0: Aerospace Operations

4.1.1 Aerospace Formations

Q: Can you draw a Crossfire to or from an Aerospace formation?
A: Yes and No. An Aerospace formation in flight cannot claim a Crossfire bonus (see section 4.2.2) and it cannot be used by another formation to generate a Crossfire bonus (see section 4.1.1). But an Aerospace formation that was landed is considered to be a ground unit and could both claim the Crossfire bonus and also be used by other formations to generate the Crossfire bonus.

Section 4.2: Aircraft

Q: Due to the extremely flexible nature of the aircraft rules it is possible for an aircraft to end its move in the middle of an enemy formation, in order to ensure that a specific target is allocated hits before other models. Is this legal?
A: This tactic is sometimes referred to as ‘Aircraft Sniping’ and although not against the letter of the rules it is against their intent. Because of this it’s a tactic that players should avoid if they want to play the game in the right spirit. Instead of a detailed (and rather complex) rule to get round the problem, we recommend that if an aircraft ends its move within an enemy formation then any fire is treated as coming from the direction of approach rather than its final position.

Q: If I have multiple Thunderbolt formations on CAP I can only send one to intercept an enemy ground attack, correct?
A: Yes. From section 4.2 of the rules: No more than one formation that is on cap may intercept a formation that makes a ground attack mission.

Q: Can aircraft on CAP intercept air assaults as well as ground attacks?
A: Yes, air assaults and landing are considered special types of ground attacks.

Q: Can more than one formation on CAP engage an enemy, or can I counterattack a formation on CAP orders with my own CAP formation?
A: No and no.

Q: Is it allowed for an aircraft to choose a STAND DOWN action?
A: Yes, if you want to take a Stand Down action you can, it's on the list of actions under 4.2.

Q: Do aircraft get a BM for failing an activation?
A: No (they lose all BM after activating pass or fail anyway)

Q: If an aircraft has travelled more than 30cm during its approach move but not made a turn can it then turn immediately when it does its disengagement move?
A: No. The aircraft's movement does not carry over after the approach move. In this case the aircraft would have to move the minimum 30cm during its disengagement move before it could turn again.

Q: When an air formation begins its disengagement move, would I be right in thinking that the formation has to move again BEFORE making its first turn.
A: Yes.

4.2.2 Aircraft Attacks

Q: Do aircraft that attack ground formations suffer to hit modifiers for cover?
A: Yes.

4.2.3 Anti-Aircraft Attacks

For Flyer transport War Engine rules see also 3.2.1

Q: If an air Transport gets attacked by Flak during an Air Assault can it still jink and still participate in the Assault?
A: Yes. The rule for jinking (4.2.3) does not specify any other effect of jinking other than the aircraft losing its attack so there would be no other effect of jinking other than this. Also, note that most air transports are bombers and cannot jink.

Q: How are landed aircraft attacked by other units? Can you use AA weapons against them?
A: No. While landed, the aircraft counts for all rules purposes as a ground unit, not an aircraft.

Q: What happens to units that are in a landed aircraft when it is destroyed? The relevant rule phrase: ‘If the transport is destroyed while carrying units, then any transported troops are lost with it (no saves in this case!)’
A: The previous answer would apply – while landed it doesn’t count as a aircraft.

4.2.4 Flak Attacks

Q: If a formation has Blast Markers and wants to fire its AA weapon(s) at an enemy air formation, but the only unit that has the range or the LOF to that enemy is the AA unit, is the AA unit suppressed?
A: All ground units are considered to have an LoF to air units so all the units in the formation, not just the AA unit, would be considered to have an LoF to the aircraft formation. If the AA unit is the only unit in the formation that is in range of the aircraft then it would be suppressed. If other units in the formation were in range then they could be considered valid Suppression targets, not just the AA unit. Note that a unit can be suppressed when firing at an aircraft even if it has no AA attack value.

Q: If an IG Infantry Company with a Hydra upgrade has one Blast Marker, can the Hydra fire at aircraft?
A: The normal Suppression rules apply when making Flak attacks. However, please note that any units in the formation may be suppressed, even if they don’t have AA weapons, just so long as they are within range and LoF of the aircraft unit with at least one weapon. Apply suppression ‘from back to front’ as normal.

Q: Suppression is applied from the rear of the formation relative to the A/c (the furthest unit from the aircraft) irrespective of whether that unit has AA capability or not, is that right?
A: Correct, as long as they have range and LOF.

Q: Ork Fighta Bommers make a ground attack. When my Hydra battery fires its Flak attack only one of the three Hydras are in range of the Fighta Bommers . I shoot with that one. When the Fighta Bommers disengage at the end of the turn the aircraft come within range of the other two Hydras in the formation. Am I permitted to fire the other two Hydras because those units did not previously shoot at that enemy formation?
A: Yes. The rules in 4.2.4 specify that a unit cannot fire on an aircraft more than once so in this case the other two Hydra units would be allowed to fire if the aircraft came into range when they disengaged but not the first Hydra which had already fired on them during the approach move

Q: A formation of Ork Fighta Bommers attacks a formation that has a Hydra attached to it. The Fighta Bommers are also intercepted by two Thunderbolts. What is the order of fire for the Thunderbolts, Hydras, Fighta Bommers AA and Fighta Bommers ground attack?
A: Each formation is allowed to make its Flak attacks after each new air unit has finished its approach move. The attacks would then be resolved in the reverse order that they were initiated following the rule of approach, flak, attack. So the Fighta Bommers would get a Flak attack at the end of the Thunderbolts approach move, the Thunderbolts would get their air attack, the remaining Fighta Bommers would then take fire from the Hydras and then the Fighta Bommers would finish their ground attack.

The order of aircraft and flack attacks is
summarised in the following table:
    1. Attacking air units activate and move into position.
    2. Defending player may "un-CAP" up to one aircraft formation on patrol and move it into position.
    3. Attacker's unit ground flak fires at CAP (if applicable).
    4. Attacking aircrafts' defensive AA fires (i.e. not just ground flak)
    5. Defender's ground flak fires at attacking air units (if applicable).
    6. CAP formation fires at attacking air units (if applicable).
    7. Attacking air units perform ground attack or assault.

Q: Does the movement have effect on flak? Eg. If I double a unit with AA do I get -1 to hit?
A: No modifiers for movement. It's just a free attack. The only formation statuses that affects flak fire are marching or being broken, which negate the attack entirely.

4.2.5 Transporting Ground Units

Q: Can an aircraft land in an enemy ZoC?
A: Only if they are making an Air Assault. In such a situation the aircraft could land right in the middle of a formation, and, assuming it was a War Engine, it could barge enemy units out of the way in order to make space in which to land.

Q: Do troops held off board in an aircraft Transport have to be deployed on the first turn? Or can they come on whatever turn you wish?
A: They can be deployed on any turn.

Q: The rules say the following about units that are picked up by Transport aircraft: “Any units that are picked up and transported off the table may later return to play in the same transport aircraft”. If the unit had the Teleport ability could it choose to return to play by teleporting instead?
A: No.

Q: Can aircraft like Marauders land?
A: No. Only aircraft with the Transport ability can land. From section 4.2.5 Landing: Aircraft with a Transport capability can land after making their approach move and having being fired upon by any enemy flak.

Q: If you have a landed Thunderhawk (or indeed any transport aircraft) that didn't leave the table can it conduct any normal action on the turn after (ie, take off, fly along a bit then ground attack something?) or are they only allowed to make a disengagement move.
A: The crucial part of the rules in my mind is 4.2.5 (Landing subheading - 2nd paragraph):

"Once landed, the aircraft is treated in all ways as a ground unit with a speed of 0..."

This means that the aircraft can, assuming it started the turn on the board (or enters by planetfall), perform any action that a ground unit can (i.e. Advance, Engage, Double, March, Marshal, Overwatch, Sustained Fire and Hold). Obviously with a move of 0, some of these are pointless. It may NOT make an aircraft action, it doesn't count as an aircraft until the end of the turn, at which point it may make a disengagement move as normal.

Q: What happens to Fearless aircraft that lose an assault?
A: Fearless aircraft are immune to the automatic destruction and are instead treated as any Fearless ground unit.

Q: It is possible for an aircraft to assault into a formation which is completely covered by the Zones of Control of a formation of Scout units. That would force the dismounting troops to enter the ZoC of the scout formation, which is not allowed. How should this work?
A: In general, treat this as if the unloading formation is starting a move in enemy ZoC. They are already Engaging the target formation, so that requirement is met. The other requirement is that they must attempt to move out of the enemy ZoC. Keep in mind that as enemy units are contacted, they lose their Zone of Control.

[list=][*]If the dismounting troops enter a target's ZoC, they must attempt to reach base contact with that unit, per the charge rules.
[*]If the dismounting troops can move out of all enemy ZoC (avoiding the target's ZoC entirely and escaping the screening ZoC), they may choose to do so instead of charging to base contact.
[*]If the dismounting troops cannot escape all enemy Zones of Control, they must attempt to reach base contact with the target formation.[/list]

4.3 Spacecraft

Q: Do Spacecraft count for the Break Their Spirit goal if they are the most expensive formation in an army?
A: No. Spacecraft (or any off-board units or formations) do not count towards goals.

Q: The spaceship and drop pod Deathwind rules are somewhat confusing with respect to what constitutes a "firing action" and how BMs for "coming under fire" would be placed. How does Spacecraft and drop pod fire work?
A: Spacecraft attacks generate a single "BM for coming under fire" just as if any other multi-attack unit hits a target. It's analogous to a titan which fired both a barrage weapon and direct fire.

The rules for Drop Pods state explicitly that each formation creates a BM for "coming under fire" for all enemy formations in range of the Deathwind, exactly as if the attacks come from a separate formation. Note, this means a formation hit by a spacecraft barrage and 2 Deathwind attacks will receive 3 BMs for coming under fire, plus any additional BMs for casualties.

There is no clear rules answer about when to apply BMs and check for broken formations, but the best analogy is the bonus BMs for a massive barrage. With that approach, all fire (spacecraft and all Deathwind attacks) woudl be treated as a single, mass "firing action." Apply all BMs generated by all fire as directed, then check for broken formations only after all firing is complete.

Q: The order of resolution for drop pods can make a difference, e.g. if a scout unit is killed by a Deathwind attack, the loss of Zone of Control might clear the area for a different drop pod to land. What is the order of resolution for spacecraft and drop pod attacks?
A: The spacecraft rules state that Planetfall occurs after the spacecraft fires. Each formation is placed and scattered (and any dismounting decisions made) before moving to the next planetfall formation. The SM Drop Pod rules state that the Deathwind attacks occur after the formation has been placed but before the marines dismount, so those attacks would "interrrupt" the placement order. Drop Pods are placed sequentially after the previous pod and deathwind have been resolved.

So that's 1) Spacecraft attacks, 2) Place and scatter Drop Pod, 3) Deathwind attacks, Repeat 2 and 3 as needed. The spacecraft player may choose the order in which the planetfalling formations are resolved. Note, this does allow a certain level of "peeling the onion" as Deathwind attacks can clear the way for follow-on formations.

Keep in mind the effects of casualties and BMs are resolved at the end of the spacecraft's activation, i.e. formations do not break in the middle of a wave of drop pod attacks. While this keeps a formation from being able to retreat, it also means that the Marine player may not use their drop pod placement to try to catch broken formations in order to get the "hackdown" kills from blast markers on broken formations.[/quote]

4.3.3 Orbital Bombardments

Q: Do formations that are under an Orbital Bombardment template receive a Blast Marker for being shot at?
A: Yes.

Q: Under section 4.3.3 of Orbital Bombardments it states: “Take one of the templates and place it with its centre at the co-ordinates you recorded at the start of the battle. Place the two other templates so they are touching the first one…” Does this mean that the minimum number of templates for an orbital bombardment is three and can go up to five depending on the size of the bombardment?
A: No. They get the same number of templates as it says on the Barrage Table in section 1.9.8.

Section 4.4: Planetfall

Q: Do the Space Marine and Chaos Space Marine Drop Pod figures represent an actual unit or are they just a marker to indicate a landing location?
A: They are just used to represent the location of the Planetfall.

Q: Let’s say I have a Battle Kroozer. I also happen to have four Ork Landas. Do all have to land within 15cm of the same drop zone marker or is it possible to set up multiple drop zones? Or is the only way to have multiple drop zone markers to get multiple spacecraft?
A: Each transport formation may have its 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 will need to record clearly which Landa is allocated to each drop zone.

Q: Can Flak attacks be made against units using Planetfall?
A: No.

Q: Can units transported by Planetfall (for example Assault troops in a Thunderhawk) disembark as soon as the transporting unit lands?
A: The intent of the Planetfall rule is that units landing via Planetfall get to land for free early in the turn, and then function as if they had been on the table since the start of the turn. This means that they can take their action later in the turn, as they won't have used it up yet - they are literally counted as having done nothing during the current turn.

Units on board WE or other transport can choose to disembark immediately when they land or they can remain on board. If they choose to remain loaded they act as a normal mounted formation. Regardless of the choice to disembark or remain embarked, the formation may take an action on the turn it lands, as the process of landing and disembarking is free - in other words, just a way to get the units onto the table as part of the spacecraft’s activation. Note if a formation chooses to remain embarked on a War Engine transport, 3.1.3 will apply as normal.

Q: If a formation fails to activate and they are still in a vehicle that entered play using the rules for planetfall, can they deploy in a chain up to 15cm from the vehicle and then make a move (as part of the Hold Action they can take) or can
they only move as per the regular activation/order rules?
A: There is one critical point to make before I answer the question: the special rules that apply to Space Marine drop pods do not apply to other units using the planetfall rules; they only apply to drop pods. Units in drops pods may not choose to stay on board (they must disembark on landing) and only units in drop pods get to deploy up to 15cms from the unit they landed in; units disembarking from other planetfall vehicles must disembark normally, using the normal rules.

Q: Does Planetfall trigger Overwatch?
A: Landing does not count as movement for the purposes of triggering enemy overwatch fire. Disembarking triggers overwatch fire as normal.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:18 pm 

Joined: Thu Feb 13, 2003 10:52 pm
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Location: Nashville, TN, USA
Section 5.0: Background and Forces

5.1 Space Marines

5.1.1 They Shall Know No Fear

Q: Do broken Space Marine units count as having one BM per unit or one-half BM per unit in Assault resolution?
A: One BM per unit.

Q: When broken Space Marines formations are shot at, one unit is killed for each 2 Blast Markers as per “They Shall Know No Fear” Special Rule. What if an odd number of Blast Markers is generated, or only one?
A: Any extra Blast Markers are ignored. From the “They Shall Know No Fear” Special Rule: It takes two Blast Markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any left over Blast Markers).

Q: If I shoot two times on a broken Space Marine formation (killing no units) do I generate 2 separate Blast Markers?
A: No. Broken units do not retain Blast Markers. So in this case the Space Marines would ignore the one Blast Marker you place each time and would not lose any units. You would have to place two or more Blast Markers on a broken Space Marine formation before it loses a unit.

5.1.2 Space Marine Units

Q: Can a Space Marine Librarian use his Smite ability in an Assault if he is in base-to-base contact with an enemy unit?
A: No. The Smite ability is listed as being a Small Arms weapon. Small Arms weapons are used in Assaults when the unit is not in base-to-base contact. Note that as a Space Marine Character, the Librarian does have a MWCC attack.

5.2 Imperial Guard

5.2.1 Imperial Guard Units

Q: How do you determine the number of Autocannon shots an Imperial Guard infantry formation has if units in it are suppressed?
A: Work out Suppression for Imperial Guard infantry before working out the number of Autocannon shots. Any Guardsman within 45cm of the enemy is assumed to be in range and may therefore be suppressed as long as they have a Line of Fire. Count the number of remaining Guard units and halve this total, rounding up, to find the number of Autocannon shots you may take.

Another way to think about this is that each IG unit has ½ of an attack. Just as a BM suppresses all the shots of a single unit, it suppresses the ½ shot of the single IG infantry unit.

5.4 Titan Legions

5.4.1 Void Shields

Q: We did have some confusion over the interaction of void shields/power fields and Blast markers. Does having Blast markers prevent having void shields?
A: No. The idea is that downed void shields can be repaired instead of removing Blast markers when you regroup. So if you regroup you could use each pip of the dice roll to either repair one shield or remove one Blast marker.

Q: If a War Engine with Void Shields is hit by a weapon causing multiple points of damage, will any points left over after knocking down shields carry over to the War Engine itself?
A: Yes, they will carry over to damage the War Engine

Q: When Void Shields recharge in formations with multiple units is one dice rolled for the formation or one dice for each unit?
A: When regrouping roll two dice and take the highest as normal. Each pip can be used to remove one Blast Marker or recharge one shield on every unit in the formation that has Void Shields.

Q: When does a Titan/War Engine get Void Shields back?
A: The Void Shields Special Rule in section 5.4.1 defines when a Titan or War Engine can regenerate Void Shields. Basically a Titan or War Engine gets one Void Shield back in the End Phase of each turn (if they have lost any Void Shields). As well, if a Titan or War Engine takes a Marshall action they can use the result of the Regroup dice roll (see 1.13.1) to repair Void Shields.

Q: Does AP fire take down a Void Shield?
A: No. Only AT, MW or TK fire can affect a Void Shield. Note that FF attacks in an Assault will damage a Titan’s Void Shields. Also remember that the Titan or WE will also receive a Blast Marker for coming under fire even if it can’t affect the Titan or damage its Void Shield.

Q: How does allocation work with Void Shields in formations with multiple WEs? Do you treat them as being part of the WEs damage capacity, and continue allocating hits to the one WE up to its combined shield and DC value?
A: The Void Shields are not considered as part of the War Engine’s Damage Capacity when allocating hits to the we. So when allocating hits to a War Engine that has Void Shields, or even Power Fields, only consider the WE’s starting Damage Capacity and not any other factors.

Q: If a Titan with Void Shields gets hit by a TKD3 weapon do you remove 1 Void Shield or D3 Void Shields?
A: D3. The TK shot is assigned to a unit. Once all the hits have been asssigned the results of those hits are resolved. If the unit had fewer Void shields than damage the extra damage would carry over into the unit.

5.5 Orks

5.5.3 Ork Units

Q: The free Ork Warlord Character upgrades the abilities of a single unit in the mob, correct?
A: Yes. This also includes the Gargant or Greater Gargant if the Warlord is added to either of those units.

Q: Where are the stats for the Ork Big Boss Character?
A: The Big Boss unit was removed from the army list but some references to it still exist. Just ignore any reference to it.

Q: Big Gunz, since they are crewed by Grotz, have no save and do not count as part of the Mob-Up rule. BUT, do you accumulate a blast marker for killing one? If so, that would be a rather big negative to taking them. You get all of the minuses and none of the pluses.
A: The special rules in the "Grotz" datasheet apply only to "Grotz" units, so yes you do get BM for killing Big Gunz. On the other hand, Grotz and Big Gunz are specifically mentioned in the Mob Up rule. (Although it actually refers to “Gretchin”, it should read “Grotz”).

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:21 pm 

Joined: Thu Feb 13, 2003 10:52 pm
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Location: Nashville, TN, USA
Section 6.0: Epic Gaming

6.1 General Tournament Scenario

Q: Since a landed transport aircraft is a 0cm move War Engine, is it possible to garrison a loaded one, such as a Marine Landing Craft or Ork Landa?
A: No. 4.2 specifically states that aircraft must start off-board.

Q: Can a WE garrison?
A: Only if it has a move of 0cm or is part of a formation where over half the units are scouts.

6.1.6 Set Up Remaining Formations

Q: When are reserve formations chosen?
A: Designate reserves before deploying any remaining formations and set them aside. The players take it in turn to set up non-reserve formations on the table one at a time

6.1.7 Victory Conditions

Q: To stop an opponent from claiming the 'They Shall Not Pass' goal do you need a whole formation in the opponents table half or will any part of the formation, even a single unit, stop your opponent from claiming the goal?
A: Any part of the formation in your opponent's half of the table will stop them from claiming the goal. The condition is meant to be quite difficult to achieve.

Q: Does a unit that was broken and rallies in the end phase prevent the gaining of the 'They Shall Not Pass' Victory Condition?
A: Yes.

Q: There have been several clarifications regarding the General Tournament Scenario setup procedure. Can we get a list of the setup sequence for the GT similar to the Sequence of Play chart?


GT Pre-Game Setup List
Highest strategy rating acts first during setup.

1. Choose board sides.
2. Place objectives.
3. Deploy fortifications.
4. Decide when spacecraft arrive. Plot targets (secretly). Formations with an option to deploy via planetfall must declare at this point whether they will use planetfall.
5. Place garrisons, alternating players. Formations with an option to deploy as a garrison declare at this point. Once a player states they have no further garrisons to deploy, they may not deploy any more garrisons, i.e. no "passing" on placement. Garrisons are declared to be on Overwatch as they are deployed.
6. Declare which undeployed formations will remain in Reserves, alternating players. Any reserves with deployment options must choose the method of deployment at this point. For example, Eldar reserves must decide whether they will Teleport or use a Wraithgate.
7. Set up remaining formations on the table in the deployment zone, alternating players.

6.2 Tournament Army Lists

6.2.1 The ‘Counts As’ Rule

Q: The WYSIWYG rule confuses me a bit, especially regarding infantry (vehicles are ok, I guess). Because of this rule, I’m supposed to have one Missile Launcher per Space Marine Tactical unit, at least for Tournament play, correct? (Q continues below)
A: No, what the WYSIWYG rule means is that if you use the Space Marine Tactical units that we make in a Tournament game, then they must be used as Space Marine Tactical units rather than Assault units, Devestators etc. Basically, if you have a model of something that is included in the army lists, then you can’t say the model ‘counts as’ anything else.

Q ...continues: None of my ‘old’ Marine rectangular stands only have a missile launcher model on every other stand, while half just have five Marines with bolters. Does this mean a rules-lawyering opponent could prevent half of my Marines units from firing in shooting phase?
A: The ‘counts as’ rule would apply in this case. You’d simply tell your opponent ‘These stands with five Marines armed with bolters count as tactical units’. Simple, and directly covered by the tournament rules. I’ve put this rule in to enable and encourage the use of older models, rather than restrict their use.

Q: Some vehicles’ Transport Notes mention that they can carry particular troops but the army list doesn’t allow me to add that vehicle as an upgrade to all the troop types it can carry. Why is that?
A: The vehicle’s Note list all the troops a vehicle could carry not necessarily the troops that it can possibly carry as described in the army list. The army lists are intended for tournaments or point-based gaming but if you are having a friendly game or you are designing a special scenario the possible units a vehicle can carry allows you to play games that aren’t bound by the GT army lists.

6.3 Codex Astartes Army List

6.3.1 Space Marine Transports

Q: How and when are Space Marine transport options selected?
A: Choosing transport options is part of the army selection process. Portions of a formation may be left behind during deployment (to garrison, for example) the decision to exchange options, even “free” ones, must be made when the army list is determined.

Q: The Razorback upgrade in the Space Marine army list states “Replace any number of Rhinos with 1 or 2 Razorbacks each.” If I take 3 Razorbacks how do I determine how many Rhinos I have left in the formation?
A: You’d take the minimum number of Rhinos to carry the units not being transported in Razorbacks. This might leave one Rhino with one spare space in it but that is okay as long as you don’t take Rhinos in excess of the transportation needs of the formation.

Q: Does the Land Raider upgrade available to the Devastator formation replace that formation’s Rhinos? And if so how do you add Razorbacks to the formation if they do?
A: A Devastator formation can be given up to four Land Raiders. However, including Land Raiders in this way will mean that the number of free Rhinos the formation will receive will be reduced to the minimum number needed to carry any Devastator stands that can’t fit inside the LRs. Then, once the number of Rhino’s needed for the formation is known, you may replace each remaining Rhino with 1-2 Razorbacks.
To summarise:
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.

6.4 Armageddon Steel Legion Army List

6.4.1 Commisars

Q: Can Commissars be placed in Titans or even Spacecraft if they are included in a Steel Legion army?
A: Yes, you can add Commissars to any formation in the army, including Titans, aircraft or spacecraft if you wish to.

6.5 Ork War Horde

6.5.1 Ork Warlords

Q: Can the Ork Warlord join any Ork unit if you do not have a Gargant in your army?
A: The Ork Warlord has to join a Greater Gargant if you are fielding one. If there is not a Greater Gargant in the army then the Warlord Character can be added to any Nobz or Gargant unit. Conceivably if your army has no Nobz or Gargant units then it could join any Ork unit.

Q: The free Ork Warlord character upgrades the abilities of a single unit in the mob, correct?
A: Yes. This also includes the Gargant or Greater Gargant if the Warlord is added to either of those units.


Q: In the FAQ/Errata section, the following Rulebook errata are given:
Page 189: Strike Cruiser: “Transport (20)” should be “Transport (One Company)”
Page 189: Battle Barge: “Transport (60)” should be “Transport (Three Companies)”
I can't seem to find a definition of "company" anywhere.
A: The Errata is solely for the summary sheet and are only a rough approximation. For an exact count of what it can carry, reference the data sheets for the ships.

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 Post subject: Re: Master FAQ
PostPosted: Thu May 20, 2010 2:22 pm 

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9609
Location: Nashville, TN, USA
Swordwind FAQs

1.1 Eldar

1.1.2 Hit and Run

Q: In an Eldar move/shoot/move (double move) can transported infantry be unloaded after the first move, shoot and get then picked up as part of the second move?
A: Yes

Q: If I use Eldar and their Hit & Run special rule that allows them to fire before or after I make the move and I shoot once and then move twice, would I still recive a -1 modifier to hit?
A: Yes. A double action is a double action – the -1 applies whichever order the moves/shooting is made in.

1.1.3 Eldar Technology

Q: When do I decide what method Eldar reserve formations will use to enter play?
A: In the GT scenario reserve formations with multiple deployment options must be designated as to deployment method during setup – webway, air transport or teleport..

Q: Do Eldar holo fields work in CC
A: Yes. holo fields work against all forms of attack, including CC attacks and Barrages.

Q: Does the Reinforced Armour ability of Eldar Titans allow you to re-roll a failed holo field Save?
A: Only against AT fire or hits in an Assault. The Reinforced Armour save does not apply to MW fire. Note, the Reinforced Armor reroll after a Holofield save uses the unit’s armor value.

Q: Are Holo Fields effected by Crossfire
A: Yes.

Q: Do you have to choose whether to use a Titan's Holo Field Save or an Armour Save or do you use both?
A: The Holo Field save is taken instead of the unit's normal save. You don't get the Holo Field save and the units Armour Save, you pick which to use.

However, if the unit fails it's Holo Field save and has Reinforced armour, then it is allowed a re-roll for AT hits or hits from an Assault. No Reinforced Armour reroll is allowed for MW hits (or TK hits for that matter). In this case, though, it has to use it's Armour value for the re-roll not the Holo Field save.

The Reinforced Armour ability is used, if applicable, even if the player chose to use the Holo Field save and not the Armour save.

1.1.4 Eldar Units

Q: Played a game a few weeks past and we had an interesting Assault. My opponent had his Avatar in the assault and it was killed by a critical when resolving the CC and FF hits but before we resolved the MW attacks from the Avatar and the CYK. Therefore the Avatar never got to take those attacks since it was dead via the effect of the critical. Legal?
A: No. MW hits inflicted by the Avatar were generated before it was destroyed may still be applied to enemy units that were in base contact with the Avatar when it was killed.

Q: Can a Storm Serpent carry out a March action and use web portal?

Q: Can you use a Webway Portal on a destroyed Storm Serpent?
No. Like all other special abilities, if the model isn't there then the special ability isn't there. While the Wraithgate cannot be attacked, the Storm Serpent can.

Q: Eldar Exarchs: if I add an Exarch to a Fire Dragon unit, is the Exarch’s extra attack MW? And if I add it to a Warp Spider unit, is the Exarch’s additional attack first strike too?
A: The Fire Dragon MW attack is associated with their weapon, so the extra attack from the Exarch is a separate attack and so doesn’t get the MW bonus. The Warp Spiders, however, have First Strike in the notes section, and it therefore applies to all of their attacks, including additional Exarch attacks.

1.2 Imperial Guard Siege Regiments

1.2.1 Imperial Guard Units

For 0cm move units, see section 1.7 above.

For Fortified Positions see Section 3 below.

Section 3 Fortifications and Emplacements

See section 5, Baran Siegemasters Army List for questions on deployment for the GT scenario and formation construction.

Q: What is a fortified position?
A: In the rules this term refers only to the 'fortified positions' you buy from the fortified positions entry on the army list.

Q: Do they work against fire from all directions?
A: Yes, all directions.

Q: For razor wire, only length is given. How broad can a base holding razor wire be?
A: Regardless of width assume it is under 5cm (i.e. can be crossed in one 'cautious' move as described in 1.8.1).

Q: Do fortifications (especially bunkers, but also trenches/siege lines) block LOF?
A: No. Such things are designed to be unobtrusive and if properly constructed mostly below ground!

Q: If a vehicle attacks a unit in a trench in CC does the fact it has attacked me in CC mean it has to take a test?
A: If the vehicle contacts part of the stand that is within cover it has to take a dangerous terrain test, if it contacts a part of the stand that is not within cover (say the unit is half within a wood) it would not and finally if the stand were within a bunker, building or other feature impassable to the vehicle it would not be able to enter CC at all.

Q: Do you roll dangerous terrain tests for going over your own barbed wire?
A: Yes

Section 5 Gaming

Biel-Tan Carftworld Army List

Q: Just wondering... Aspect Warhost... can you actually have different Aspect warriors in this warhost?
A: Yes, mix and match.

Q: Are Engines of Vaul included in the 1/3 point limit for Titans and War Engines?
A: No. There are no restrictions on the purchase of Engines of Vaul other than the fact that they are troupes and you must have purchased a Warhost for every three troupes in your army.

Q: This came up in an Ork v. Eldar game tonight. There were no Farseers on the board at the start of the third turn. The Eldar player used the Wraithgate to bring on some Guardians and a Farseer. Then, based on the Farseer now being on the board he brought in his Avatar right after, during the same phase. Is that legal?
A: No. The Avatar is summoned at the start of the turn (see box 1.4.2, p14), i.e. before the Strategy Phase. Units entering though a Wraithgate do so in the Action Phase. So the Farseer would have to be present on the board at the very start of the turn to summon the Avatar.

Baran Siegemasters Army List

Siege IG Errata
Page 73 - Change ‘Siege Regiment Support Formations’ heading to ‘Siege Regiment Company Upgrades’. (The first heading - the one with the 's'.)

Suggested errata (slight rules change/simplification)

Page 73 (under the entry for sappers) change
‘The units may be split up and added to one or more Infantry Companies in the army, or fielded as a single formation in their own right.’
‘The units may be split up and added to one or more Companies in the army, or fielded as a single formation in their own right.’

Q: Do you have to deploy all of a fortified position (i.e. must I deploy all bunkers, barbed wire etc that I buy)?
A: No, not all of a position has to be deployed.

Q: Do you have to deploy the gun emplacements that can come with artillery and flak formations immediately after objectives as with all other fortified positions?
A: No, fortifications that come as part of a formation (e.g. for Howitzers) are deployed with the rest of the formation.

Q: Are a set of emplacement upgrades part of the formation they are upgrading? (So implications for coherency and similar.)
A: No. They are terrain features not combat units, but they must be deployed within coherency distance of a unit from the formation when they are set up.

Q: Do units with emplacement upgrades have to deploy in them?
A: No they do not, but they must be deployed within coherency distance of the formation they have been purchased for.

Q: How do Siegemaster fortifications contribute to an opponents VP total, if at all?
A: No VPs are awarded in any way for them

Q: How are sappers added as upgrade for purposes of victory points and establishing the BTS goal?
A: Each sapper unit adds 30 points to a formations value. The sappers are counted in all ways as part of the formation they are added to.

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 Post subject: Re: Master FAQ
PostPosted: Thu Sep 23, 2010 2:51 pm 

Joined: Thu Feb 13, 2003 10:52 pm
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Location: Nashville, TN, USA
Black Legion and Lost and Damned

Daemon summoning

Q: At which point in activating a formation is the decision to summon daemons made? Can I summon daemons and then declare which action a formation will make?
A: The decision to summon daemons is made between Step II of activating a formation (declare which action it will carry out) and Step III (the formation must then pass an action test to see if it carries out the action successfully). So you must declare the action before you summon daemons.

Q: If a formation has a Daemonic Focus, can I voluntarily allow summoned daemons to return to the warp in the end phase? It might be desirable to summon them to a different formation.
A: Yes. The Daemonic Focus ability says you “may” keep them with the formation. It is not a requirement.

Q: If I take no Pact, what happens with strategy roll of 6?
A: You receive the bonus daemons in the Daemon Pool as normal, but will have no way to summon them to the battlefield.

Q: Can you purchase daemons even if there is no Pact in the army?
A: Yes. However, the daemons may not be summoned to the battlefield without a Pact so the utility will likely be quite limited.

Q: Can I purchase a Daemonic Pact but not Daemons for the Daemon Pool in the hopes of a ‘6’ strategy roll?
A: Yes.

Q: If a formation with daemons loses an assault, do you kill off the daemons that return to the warp BEFORE assessing the extra casualties caused by losing the assault?
A: No. The extra casualties go on before the loser breaks. The daemons only disappear once the formation is broken.

Q: Can I summon Daemons into an enemy’s ZoC?
A: No.

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