What changed v946 → v963

4 rules, 184 FAQ entries

Core Rules05. Attack Sequence

changed05.04Inflict Damage

The opposing player resolves the following sequence for each save roll, working from lowest result(s) to highest result(s), until all attacks are resolved or all models in the target unit are destroyed – in the latter case, any excess attacks are lost.

1. Select Model: Select one model in the current allocation group (5.4.1); this must be a model that has lost one or more wounds if possible.

2. Check Save Roll: For each result, check if that attack inflicts damage or fails by matching the first condition below that applies:

Unmodified 1 INFLICTS DAMAGE
Invulnerable Save: The models in the current allocation group have an InSv characteristics, and the result is equal to or greater than that characteristic. FAILS
Save and AP: After modifying the result by the attacking weapon's AP characteristic, it is equal to or greater than the Sv characteristic of model in the current allocation group. FAILS
Any other result INFLICTS DAMAGE

3. Resolve Damage: If that attack inflicts damage, the selected model loses a number of wounds equal to that attack’s D characteristic. If this reduces that model’s remaining wounds to 0 or fewer, it is destroyed.

Example:An AP characteristic of -1 would modify a save roll of 3 to a 2. For models with a Sv characteristic of 2+ or better, that attack would fail.

05.04.01 - Current Allocation Group

The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.

Making Attacks

05.04.02 - Modifying Damage

See Modifiers (02.02.01).

1. Select Weapons

The RED unit is attacking. The following weapons are selected to make attacks with: 

2 boltguns *(A)*

2 bolt pistols *(B)*

1 heavy bolter *(C)*

2. Select Targets

The BLUE unit is selected as the target. The unit is *visible* to all models in the attacking unit. All of the selected weapons are in range, with the exception of one bolt pistol. As a result, that weapon will not make any attacks.

3. Resolve Attacks

There is only one enemy unit being targeted, so the controlling player now gathers *attack dice*:

• Five *attack dice* are gathered for the boltguns and bolt pistol, which have *A* characteristics of 2 and 1 respectively and all make *identical attacks*.

• Three *attack dice* are gathered for the heavy bolter, which has an *A* characteristic of 3 but does not make *identical attacks*.

05.04.03 - Suffers Damage

If an attack reaches the Resolve Damage step of the attack sequence (05.04), the model that attack was allocated to has suffered damage, even if that model subsequently uses a rule to ignore the wounds inflicted or it uses a rule that means those wounds are not lost.

Resolving attack dice

05.04.04 - Destroyed

Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

05.04.05 - Fight On Death

Some rules enable models to attack after they have been destroyed. When a model under such an effect is destroyed, do not remove it from play.

Those models will stay on the battlefield until their unit is selected to attack and has attacked, or until the end of the phase (whichever comes first). Any rules triggered by those models being destroyed are resolved, and then those destroyed models are removed.

If a rule instructs a destroyed model to fight immediately after the attacking unit, instead that model is not removed from the battlefield until that model's unit has fought, or until the end of the phase (whichever comes first). This allows the models in the unit to fight all at once, and stratagems that target that unit will also affect that destroyed model.

05.04.06 - Measuring To A Destroyed Model Or Unit

When a player has to measure the distance to a destroyed model, that player can measure to any point occupied by that model’s base (or any part of that model if it does not have a base or is a Vehicle, excluding Walker models that have a base) before it was destroyed.

When a player has to measure the distance to a destroyed unit, they measure to the last model destroyed in that unit.

1. Hit rolls

The controlling player chooses to make the five *hit rolls* for the boltguns (A) and bolt pistol (B) first. The *BS* characteristic of the weapons is 3+. Four of the attacks hit the target.

2. Wound rolls

The controlling player makes four *wound rolls*. The weapons have an *S* characteristic of 4 and the target unit has a *T* characteristic of 3, so rolls of 3+ are required to wound. Three of the attacks wound the target.

3. Save rolls

The target unit’s controlling player makes three *save rolls*.

4. inflict damage

• The lowest result is less than both the *InSv* and *Sv* characteristics of the target, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which *destroys* it. 

• The next lowest result is less than the target’s *InSv* characteristic, but greater than its *Sv* characteristic of 3+; that attack fails. 

• The other result is greater than the target’s *InSv* characteristic of 5+; that attack also fails. 

Resolving other Attacks

1. Hit rolls

The controlling player then makes three *hit rolls* for the heavy bolter (C). The *BS* characteristic of the weapon is 4+. Two of the attacks hit the target.

2. Wound rolls

The controlling player makes two *wound rolls*. The weapon has an *S* characteristic of 5, so rolls of 3+ are required to wound. Both attacks wound the target.

3. Save rolls

The target unit’s controlling player makes two *save rolls*.

4. inflict damage

• The lowest result, *when modified by the attacking weapon’s** AP* *characteristic of -1*, is less than the target’s *Sv* characteristic of 3+, so that attack inflicts damage. This reduces the model to which that attack was allocated to 0 wounds, which *destroys* it. 

• The other result is equal to the target’s *InSv* characteristic of 5+; that attack fails.

Attacking attached Units

1. Select Weapons
The RED unit is attacking. The following weapons are selected to make attacks with:
7 boltguns *(A)*
1 plasma pistol *(B)*
2 heavy bolters *(C)*
2. Select Targets
The BLUE unit is selected as the target. It is an *attached unit* (19) formed from a Seraphim unit and Saint Celestine (with her two Geminae Superia). The unit is *visible* to all models in the attacking unit, and all of the selected weapons are in range.
3. resolve attacks
There is only one enemy unit being targeted, so the controlling player now gathers *attack dice*. They decide to resolve the heavy bolter attacks first, which each have an *A* characteristic of 3, so six *attack dice* are gathered.
The *attack dice* for the remaining weapons will be gathered once the heavy bolter attacks are resolved (see opposite), as follows:
• 14 *attack dice* for the boltguns, which each have an *A* characteristic of 2.
• One *attack dice* for the plasma pistol, which has an *A* characteristic of 1.

Allocation groups

1. Create groups and Declare Order
The target unit’s controlling player divides it into groups: one containing Saint Celestine, one containing the Geminae Superia, and one containing the Seraphim. They then declare the allocation order, choosing the Geminae Superia first *(E)*, hoping their better *Sv* and *InSv* characteristics will weather the attacks. The Seraphim must be chosen second *(D)*, as Saint Celestine is a Character model so must be last in the order *(F)*.
2. resolve attack dice
The heavy bolters’ attacks wound the target five times, so the target unit’s controlling player makes five *save rolls*.
The attacks are resolved one at a time, from lowest *save rolls* to highest:
• The two results of 1 are allocated first, to the current allocation group (the Geminae Superia). They both inflict damage, and both Geminae Superia are *destroyed*.
• The result of 3 is now allocated to the Seraphim, who have become the current allocation group. *When modified by the attacking weapon’s** AP* *characteristic of -1*, this also inflicts damage, *destroying* one Seraphim model.
• The remaining attacks fail, so no further damage is inflicted.
3. Select next group of attack dice and repeat

Core Rules12. Fight Phase

changed12.04Fight Step

A unit is eligible to fight if it has not already been selected to fight this phase and one or more of the following apply to it:

  • It is engaged, or it was engaged at the start of this step.
  • It made a charge move this turn.

Players resolve the following sequence until all eligible units have been selected to fight and their attacks have been resolved:

1. Resolve Fights First Combats: Starting with the player whose turn it is, players alternate selecting one friendly Fights First unit that is eligible to fight; that unit is selected to fight (see below). If this is not possible:

  • If there are no Fights First units that are eligible to fight, move to the Resolve Remaining Combats step where this player will select their next unit.
  • Otherwise, the other player selects their next unit.

2. Resolve Remaining Combats: Starting with the player who just moved this sequence onto this step, players alternate selecting one friendly unit that is eligible to fight; that unit is selected to fight. If this is not possible:

  • If there are no units that are eligible to fight, the Fight step ends.
  • Otherwise, the other player selects their next unit.

After resolving a fight in the Resolve Remaining Combats step, if there are one or more Fights First units that are now eligible to fight, return to the Resolve Fights First Combats step.

WHEN A UNIT IS SELECTED TO FIGHT

Each time a unit is selected to fight, select one fight type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:

Normal Fight

12.04.01 - Eligible to fight, but unable to fight

During the Fight sequence, when the sequence returns to a player to select a unit to fight, if all of that player’s units that are eligible to fight are more than 5" from all enemy units, that player can instead choose to pass and return the sequence to their opponent to select a unit. If both players pass in succession, or if one player passes when their opponent has no remaining units that are eligible to fight, the Fight step ends.

Designer's Note: Occasionally, all of a unit’s targets will be destroyed before they have had a chance to fight, with no other targets close enough to engage with a pile-in move. In such cases, a player can choose to pass and wait to see if another enemy unit ends a pile-in move close enough to be attacked later in the phase.

Players alternate selecting units to fight. *Fights First* units (*A* and *B*) must be selected before any other eligible units.

1. The RED player selects their Monster to fight. It makes a *normal fight*, *destroying* the Transport.

2. The embarked unit makes an *emergency* *disembark move*. After doing so, it is *unengaged*.

Overrun Fight

3. The BLUE player has no *Fights First* units, so the RED player selects another *Fights First* unit. This unit is *unengaged*, but was *engaged* with the Transport at the start of the Fight step, so can make an *overrun fight*. It first makes a *pile-in move* to *engage* the unit that disembarked, then fights, *destroying* two enemy models.

4. The BLUE player’s unit fights back, but inflicts no damage.

Core Rules15. Stratagems

changed15.09Snap Shooting

While shooting
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
  • You cannot re‑roll hit rolls.

Core Rules18. Transports

changed18.07Shock Disembark Move

After moving

Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. If one or more enemy units engaged with yourYour unit haveis not been selectedeligible to fight this phase, your opponent must select each of those units, one atdeclare a time; when each is selected, it becomes eligible to fightcharge anduntil isthe selectedend toof fightthe turn.

FAQ

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QQ: My unit has access to a rule that changes the Damage characteristic of an incoming attack to 0. When such an attack is allocated to a model in that unit, is the Damage changed before or after save rolls?
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QQ: Fight On Death (05.04.05) requires models awaiting such an ability to stay on the battlefield until their unit has attacked (or until the end of the phase). How do these models function while this is the case?

A: Models awaiting a Fight On Death ability are still present on the battlefield for all rules purposes. This includes (but is not limited to) the following regarding such models:

  • They can be measured to by friendly/enemy abilities.
  • They can be considered visible to friendly/enemy models where relevant.
  • They can use their datasheet abilities.
  • They can be targeted by stratagems.
  • Enemy units can still be engaged with them (which may restrict the opposing player's consolidation/pile-In moves made as part of an overrun fight).
in the full FAQ
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QQ: Can I use the Insane Bravery stratagem on a battle-shocked unit?

A: No, as a unit's controlling player cannot target that unit with stratagems (01.07).

in the full FAQ
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QQ: Units have all the keywords of all their models, and attached units have all the keywords of all of their component units. How are destroyed models taken into account for these purposes?

A: These statements are only true so long as the models possessing those keywords remain part of the unit; destroyed models do not contribute their keywords to their prior unit.

Example: The Aspiring Sorcerer model in a unit of Rubric Marines is destroyed; as none of the remaining models in the unit possess the PSYKER keyword, that unit is no longer a PSYKER unit.

in the full FAQ
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QQ: Do a unit's abilities continue to function while they are embarked within a TRANSPORT?

A: Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.

Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael's Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects 'weapons equipped by models' in Azrael's unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).

in the full FAQ
edited
QQ: When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?

A: Line of sight is drawn from any part of the observing model to any part of the model being observed.

in the full FAQ
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QQ: If both players have units with the Scouts ability, do they alternate resolving scout moves?

A: Yes, players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.

in the full FAQ
edited
QQ: When do the effects of a FLYING unit taking to the skies apply?

A: When that unit is selected to make a normal/advance/fall-back/charge move. Note that for an advance/charge move, this means you must declare that a unit will take to the skies before rolling for that advance/charge move.

in the full FAQ
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QQ: If a rule refers to an 'objective marker', does this mean an 'objective'?

A: Yes (excluding rules in the Core Rules)'.

in the full FAQ
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QQ: How do modifiers to the charge roll (or to the maximum distance of the charge move, such as Take to the Skies) affect the selection of charge targets?

A: A charging unit may only select charge targets that are within the maximum distance of their charge roll, including any modifiers. If such a modifier occurs after selecting a charge target and causes that charge target to no longer be within the maximum distance, the charging unit would then select new targets (Target No Longer Eligible Or Viable, 04.03.03).

Example: A unit's charge roll is 7", and that unit has a datasheet ability which adds 1 to charge rolls: that charge's maximum distance is 8", so you can select charge targets within 8".

Example: A FLYING unit chooses to take to the skies and rolls a charge roll of 9"; that charge's maximum distance is 7" (9" minus the 2" from taking to the skies), so you can select charge targets within 7".

in the full FAQ
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QIf a rule's effect lasts until the end of a specific part of the battle (e.g. until the end of the phase, until the end of the turn), is that rule still in effect at the end of that part of the battle?

Yes. For example, if an ability gave a unit +1 OC until the end of the turn, at the end of the turn, that unit would still have +1 OC. That unit would not have +1 OC at the start of the next turn.

in the full FAQ
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QWhen a model overhangs the edge of the battlefield, how does that affect its visibility?

That model's controlling player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.

in the full FAQ
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QWhen determining control over an objective, can the same model's OC count towards more than one objective that model is within range of?
added
QCan a unit be controlling more than one objective at once?
added
QWhen does a model's or unit's ability in an attached unit apply to all models in that unit?

A rule that applies to 'this/that unit' or 'models in this/that unit' applies to all models in an attached unit. Rules that just apply to one model in an attached unit (for example, a rule that grants a model Feel No Pain or Lone Operative) only apply to that model, not to all models in the attached unit.

in the full FAQ
added
ErrataKayvaan Shrike, Librarian in Terminator Armour

Add 'CHARACTER'.

in the full FAQ
added
ErrataIron Father Feirros, Iron Father Ability

Change to:

‘While this model is within 3" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative.

in the full FAQ
added
ErrataTechmarine, Techmarine Ability

Change to:

‘While this model is within 3" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative.

in the full FAQ
added
ErrataCaptain Titus, Righteous Fury Ability

Change to:

In the Fight phase, you can use this ability. If you do, this unit’s melee attacks have +1 S, and when this unit has fought: 

▪ This model heals D3 wounds.  

▪ Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds.

in the full FAQ
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ErrataDatasheets

Change the following weapon characteristics:
Weapon - Changes - Units
Boltgun - S5, AP-1 - Prosecutors
Castellan Axe (ranged) - S5 - Allarus Custodians, Custodian Wardens, Shield-Captain, Shield-Captain in Allarus Terminator Armour
Combi-bolter - S5, AP-1 Venerable Contemptor Dreadnought
Gnosis (ranged) - S5 - Valerian
Guardian Spear (ranged) S5 - Allarus Custodians, Custodian Guard, Custodian Wardens, Shield-Captain, Shield-Captain in Allarus Terminator Armour
Master-crafted Boltgun - S5, AP-1 - Knight-Centura
Sentinel Blade (ranged) - S5 - Custodian Guard, Shield-Captain
Storm Bolter - S5, AP-1 - Anathema Psykana Rhino, Venerable Land Raider
Vertus Hurricane Bolter - S5, AP-1 - Shield-Captain on Dawneagle Jetbike, Vertus Praetors

in the full FAQ
added
ErrataDatasheets

Change the following unit characteristics:
Changes - Units
T6 - Abaddon the Despoiler, Chaos Bikers, Chaos Lord in Terminator Armour, Chaos Terminator Squad, Huron Blackheart, Kravek Morne, Sorcerer in Terminator Armour
T5 - Chaos Lord, Chaos Lord with Jump Pack, Chosen, Cypher, Dark Apostle, Fabius Bile, Haarken Worldclaimer, Legionaries, Master of Executions, Master of Possession, Masters of the Maelstrom: Garreon the Corpsemaster, Masters of the Maelstrom: Garlon Souleater, Masters of the Maelstrom: Katar Garrix, Nemesis Claw, Raptors, Red Corsairs Raiders, Red Corsairs Reave-Captain, Sorcerer, Warpsmith, Warp Talons
W3 Havocs

Change the following weapon characteristics:
Weapon - Changes - Units
Astartes Chainsword - S5 - Chaos Bikers, Chaos Lord, Havocs, Legionaries, Nemesis Claw, Raptors
Bolt Pistol - S5, AP -1 - Chaos Bikers, Chaos Lord with Jump Pack, Chosen, Dark Apostle, Havocs, Legionaries, Lord Discordant on Helstalker, Master of Executions, Master of Possession, Masters of the Maelstrom, Nemesis Claw, Raptors, Red Corsairs Raiders, Red Corsairs Reave-Captain, Sorcerer
Boltgun - S5, AP -1 - Chosen, Havocs, Legionaries, Nemesis Claw, Red Corsairs Raiders
Combi-bolter - S5, AP -1 - Chaos Bikers, Chaos Land Raider, Chaos Lord in Terminator Armour, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Terminators, Chaos Vindicator, Helbrute, Kravek Morne, Sorcerer in Terminator Armour
Combi-weapon - S5, AP -1 - Chaos Land Raider, Chaos Lord in Terminator Armour, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Terminators, Chaos Vindicator, Chosen, Sorcerer in Terminator Armour
Close Combat Weapon - S5 - Chaos Bikers, Havocs, Legionaries, Raptors
Cypher's Bolt Pistol (ranged and melee) - S5 - Cypher
Hideous Mutations - S6 - Possessed
Nostraman Chainblade -S5 - Nemesis Claw

in the full FAQ
added
ErrataDatasheets

Change the following unit characteristics:
Changes - Units
T6 - Grey Knights Terminator Squad

Change the following weapon characteristics:
Storm Bolter - S5, AP - 1 Grey Knights Terminator Squad, Imperial Rhino

in the full FAQ
edited
ErrataSlaanesh's Chosen Detachment, Vengeful Surge Stratagem, Effect SectionStratagem

Change to:

'Your'WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged EMPEROR’S CHILDREN CHARACTER unit this phase has shot.

TARGET: That EMPEROR’S CHILDREN CHARACTER unit.

EFFECT: Your unit can make a surge move of up to D6". If your unit is not your army'sarmy’s Favoured Champions, you can re-roll the dice to determine the distance of that surge move.'

in the full FAQ
added
ErrataDatasheets

Change the following unit characteristics:
Changes - Units
T6 - Chaos Terminators, Lord Kakophanist, Lucius the Eternal
T5 - Infractors, Lord Exultant, Sorcerer, Tormentors
W3 - Noise Marines

Change the following weapon characteristics:
Weapon - Changes - Units
Bolt Pistol - S5, AP-1 - Flawless Blades, Infractors, Lord Exultant, Sorcerer, Tormentors
Boltgun - S5, AP-1 - Tormentors
Combi-bolter - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators
Combi-weapon - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators
Close Combat Weapon - S5 - Lord Exultant, Lord Kakophanist, Noise Marines, Tormentors
Duelling Sabre - S5 - Infractors

in the full FAQ
added
ErrataDatasheets

Change the following weapon characteristics:
Weapon - Changes - Units
Bolt Pistol - S5, AP-1 - Plague Marines, Plague Surgeon, Malignant Plaguecaster
Boltgun - S5, AP-1 - Icon Bearer, Plague Marines
Combi-bolter - S5, AP-1 - Blightlord Terminators, Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Helbrute
Combi-weapon - S5, AP-1 - Blightlord Terminators, Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino
Close Combat Weapon - S5 - Blightlord Terminators, Foul Blightspawn, Tallyman
Plague Knife - S5, AP-1 - Icon Bearer
Plague Knives - S5, AP-1 - Biologus Putrifier, Plague Marines

in the full FAQ
added
ErrataBerzerker Warband Detachment
Relentless Rage Detachment Rule

Change to:
‘Friendly WORLD EATERS units’ melee attacks have +1 A.’

in the full FAQ
added
ErrataDatasheets

Change the following unit characteristics:
Changes - Units
T6 - Chaos Terminators
T5 - Khârn the Betrayer, Khorne Berzerkers, Master of Executions

Change the following weapon characteristics:
Weapon - Changes - Units
Bolt Pistol -S5 , AP-1 -Khorne Berzerkers, Lord Invocatus, Master of Executions
Chainblade - S5 - Khorne Berzerkers
Combi-bolter - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators, Helbrute
Combi-weapon - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators

in the full FAQ
added
ErrataAngron, Driven by Ultimate Rage Ability

Change to:

‘While a friendly WORLD EATERS unit is within 6" of this unit, that unit’s melee attacks can:
▪ Re‐roll hit rolls of 1.
▪ Re‐roll wound rolls of 1.’

in the full FAQ
added
ErrataKhorne Berzerkers, Abilities Section

Add new ability:

‘Murderous Charge: If this unit made a charge move this turn, this unit’s melee attacks have +1 S.’

in the full FAQ
added
ErrataDatasheets

Change the following unit characteristics:
Changes - Units
T6 Scarab Occult Terminators, Sorcerer in Terminator Armour
T5 Ahriman, Exalted Sorcerer, Exalted Sorcerer on Disc of Tzeentch, Infernal Master, Rubric Marines, Sorcerer

Change the following weapon characteristics:
Weapon - Changes - Units
Close Combat Weapon - S5 - Rubric Marines
Inferno Bolt Pistol - S5, AP-2 Ahriman, Exalted Sorcerer, Exalted Sorcerer on Disc of Tzeentch, Infernal Master, Rubric Marines, Sorcerer
Inferno Boltgun - S5 - Rubric Marines
Inferno Combi-bolter - S5 - Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Vindicator, Helbrute, Scarab Occult Terminators, Sorcerer in Terminator Armour
Inferno
Combi-weapon - S5 - Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Vindicator, Sorcerer in Terminator Armour

in the full FAQ
reattached
ErrataStormtalon Gunship, Stormhawk Interceptor

■ Core Abilities: Remove 'Hover'.
■ Profile: Change M and OC to '-'.

in the full FAQ
added
ErrataDatasheets

Change the following unit characteristics:
Changes - Units
T6 - Brother Captain, Brotherhood Chaplain, Brotherhood Librarian, Brotherhood Terminator Squad, Grand Master, Grand Master Voldus, Paladin Squad
T5 - Brotherhood Champion, Brotherhood Techmarine, Castellan Crowe, Interceptor Squad, Purgation Squad, Purifier Squad, Strike Squad
T9 - Grand Master in Nemesis Dreadknight, Nemesis Dreadknight

Change the following weapon characteristics:
Weapon - Changes - Units
Close Combat Weapon - S5 - Interceptor Squad, Purgation Squad, Purifier
Combi-weapon - S5, AP-1 - Brotherhood Librarian
Hurricane Bolter - S5, AP-1 - Stormraven Gunship
Storm Bolter - S5, AP-1 - Brother Captain, Brotherhood Champion, Brotherhood Chaplain, Brotherhood Librarian, Brotherhood Terminator Squad, Castellan Crowe, Grand Master, Grand Master Voldus, Interceptor Squad, Land Raider, Land Raider Crusader, Land Raider Redeemer, Paladin Squad, Purgation Squad, Purifier Squad, Razorback, Rhino, Strike Squad, Venerable Dreadnought

in the full FAQ
removed
ErrataSpace Marine Chapters, Army Rules

Add the following bullet points:

‘• If your army includes one or more BLACK TEMPLARS units, it cannot include any ADEPTUS ASTARTES PSYKER models, and cannot include any of the following models that do not have the BLACK TEMPLARS keyword: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.
• If your army includes one or more SPACE WOLVES units, it cannot include any of the following units: APOTHECARY; DEVASTATOR SQUAD; TACTICAL SQUAD.’

Add new sub-header and bullet points:

‘DEATHWATCH

■ Your army can include ADEPTUS ASTARTES DEATHWATCH units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
■ With the exception of Kill Team Cassius (see Legends: Agents of the Imperium), your army cannot include any AGENTS OF THE IMPERIUM DEATHWATCH units.
■ Your army cannot include any of the following units: ASSAULT SQUAD; ASSAULT SQUAD WITH JUMP PACKS; ATTACK BIKE SQUAD; DEVASTATOR SQUAD; LAND SPEEDER STORM; RELIC TERMINATOR SQUAD; SCOUT BIKE SQUAD; SCOUT SQUAD; SCOUT SNIPER SQUAD; TACTICAL SQUAD; TERMINATOR ASSAULT SQUAD; TERMINATOR SQUAD.

in the full FAQ
removed
ErrataOath of Moment, Army Rules

Change to:

‘If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:

■ You can re-roll the Hit roll.
■ If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.’

in the full FAQ
removed
ErrataEmperor's Shield, Forgefather's Seekers, Hammer of Avernii, Armoured Speartip, Ceramite Sentinels, Headhunter Task Force, Spearpoint Task Force, Shadowmark Talon, Blade of Ultramar, Anvil Siege Force, 1st Company Task Force, Firestorm Assault Force, Gladius Task Force, Ironstorm Spearhead, Stormlance Task Force, Vanguard Spearhead Detachments - Armour of Contempt Stratagem, Effect Section

Change to:

Effect: ‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’

in the full FAQ
removed
ErrataOrbital Assault Force, Suppression Strafing, Effect Section

Change to:

‘Select one enemy unit visible to and within 18" of your unit. That enemy unit takes a Battle‑shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

in the full FAQ
removed
ErrataReclamation Force Detachment, Scroll of Proclamation Enhancement

ADEPTUS ASTARTES model only. When this unit declares a charge, if an enemy unit within range of an objective is within 12" of this unit, you can use this enhancement. If you do:

• This unit can re-roll that charge roll.
• This unit must end that charge move engaged with one or more of those enemy units.

in the full FAQ
removed
ErrataBlades of Ultramar Detachment, Practical Tactics Stratagem, Target Section

Change 9" to: 8"

in the full FAQ
removed
ErrataFirestorm Assault Force Detachment, Forged in Battle Enhancement

Change to:

'ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6.’

in the full FAQ
removed
ErrataGladius Task Force Detachment, Fire Discipline Enhancement

Change to:

'ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can re-roll Advance rolls made for that unit.'

in the full FAQ
removed
ErrataGladius Task Force Detachment, Storm of Fire Stratagem, Target Section

Change to:

'One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.'

in the full FAQ
removed
ErrataGladius Task Force Detachment, Squad Tactics Stratagem, Target Section

Change 9" to 8".

in the full FAQ
removed
ErrataIronstorm Spearhead Detachment, Target Augury Web Enhancement

Delete ‘Aura’ from this Enhancement and change to:

‘TECHMARINE model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability.’

in the full FAQ
removed
ErrataIronstorm Spearhead Detachment, Master of Machine War Enhancement

Delete ‘Aura’ from this Enhancement and change to:

‘ADEPTUS ASTARTES model only. In your Command phase, select one ADEPTUS ASTARTES VEHICLE model within 6" of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn.’

in the full FAQ
removed
ErrataIronstorm Spearhead Detachment, Mercy is Weakness Stratagem, CP Cost

Change to ‘2CP’.

in the full FAQ
removed
ErrataIronstorm Spearhead Detachment, Ancient Fury Stratagem, Effect Section

Change to:

‘Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.

in the full FAQ
removed
ErrataShadowmark Talon Detachment, Masters of Shadow Detachment Rule

Change to:

'Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover.'

in the full FAQ
removed
ErrataShadowmark Talon Detachment, Coronal Susurrant Enhancement, Lord of Deceit ability

Change to:

'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.'

in the full FAQ
removed
ErrataShadowmark Talon Detachment, Raptorial Vigilance Stratagem, Target Section

Change 9" to: 8"

in the full FAQ
removed
ErrataSpearpoint Task Force Detachment, Hunter's Instincts Stratagem, Target Section

Change 9" to: 8"

in the full FAQ
removed
ErrataStormlance Task Force Detachment, Wind-swift Evasion Stratagem, Target Section

Change to:

‘One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of that enemy unit.'

in the full FAQ
removed
ErrataVanguard Spearhead Detachment, Shadow Masters Detachment Rule

Change to:

'Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", the target has the benefit of cover.'

in the full FAQ
removed
ErrataVanguard Spearhead Detachment, Calculated Feint Stratagem, Target Section

Change to:

‘TARGET: One friendly ADEPTUS ASTARTES INFANTRY unit within 12" of that enemy unit.’

in the full FAQ
removed
ErrataVanguard Spearhead Detachment, Shadow War Veteran Enhancement

Change to:

'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.'

in the full FAQ
removed
ErrataAethon Shaan, Blackwing Mantle Ability

Change to:

'You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

▪ That use is -1 CP.
▪ That use does not prevent any uses of that stratagem on other units this phase.'

in the full FAQ
removed
ErrataAncient, Ancient in Terminator Armour, Apothecary, Apothecary Biologis, Bladeguard Ancient, Lieutenant, Lieutenant in Phobos Armour, Lieutenant in Reiver Armour, Wardens of Ultramar – Core Abilities Section

Remove 'Leader', add 'Support'.

in the full FAQ
removed
ErrataCaptain in Gravis Armour, Master-crafted heavy bolt rifle profile

Change to:
‘[ASSAULT, HEAVY]’.
Range - 30"
A - 2
BS - 2+
S - 5
AP - -1
D - 3

in the full FAQ
removed
ErrataCaptain in Phobos Armour, Master of Deceit Ability

Change to:

‘After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly ADEPTUS ASTARTES INFANTRY units and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.’

in the full FAQ
removed
ErrataCaptain in Phobos Armour, Lieutenant in Reiver Armour, Reiver Squad, Scout Squad – Combat Knife weapon

Change AP to '-1'.

in the full FAQ
removed
ErrataCaptain with Jump Pack, Wargear Options Section

Add the following bullet point:

‘• If this model is equipped with a heavy bolt pistol and an Astartes chainsword, it can be equipped with 1 relic shield. This model’s heavy bolt pistol and Astartes chainsword cannot be replaced.

in the full FAQ
removed
ErrataCato Sicarius - Core Abilities

Remove 'Leader', add 'Support'

in the full FAQ
removed
ErrataCato Sicarius, Knight Champion of Macragge Ability

Change to:

'In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6”.'

in the full FAQ
removed
ErrataCato Sicarius, Honour or Death ability

Change to:

'You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

▪ That use is -1 CP.
▪ That use does not prevent any uses of that stratagem on other units this phase.'

in the full FAQ
removed
ErrataChief Librarian Tigurius, Master of Prescience Ability

Change to:
▪ This unit has Stealth.
▪ Melee attacks that target this unit have ‐1 to hit rolls.
▪ (Once per battle round, per army) When you target this unit with the Counteroffensive/Fire Overwatch/Heroic Intervention stratagem, that use is ‐1 CP.

in the full FAQ
removed
ErrataCompany Heroes

▪ Company Heroes Rule: Remove this rule.
▪ Keywords: Change to:
‘KEYWORDS – ALL MODELS: INFANTRY, GRENADES, IMPERIUM, TACTICUS, COMPANY HEROES | ANCIENT: ANCIENT’

in the full FAQ
removed
ErrataDarnath Lysander

Add new ‘Inspiring Commander’ section:

‘If you include this model in your army, until the end of the battle, non-CHARACTER models in TERMINATOR ASSAULT SQUAD and TERMINATOR SQUAD units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked.’

in the full FAQ
removed
ErrataDesolation Squad

■ Targeter Optics Ability: Change to ‘Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.’
■ Unit Composition: Change bullet points to:

'• 1 Desolation Sergeant
• 4 Desolation Marines'

in the full FAQ
removed
ErrataDrop Pod, Drop Pod Assault Ability

Change 9" to: 8"

in the full FAQ
removed
ErrataDrop Pod, Gladiator Lancer, Gladiator Reaper, Gladiator Valiant, Hammerfall Bunker, Impulsor, Invader ATV, Land Raider, Land Raider Crusader, Land Raider Redeemer, Predator Annihilator, Predator Destructor, Razorback, Repulsor, Repulsor Executioner, Rhino, Storm Speeder Hailstrike, Storm Speeder Hammerstrike, Storm Speeder Thunderstrike, Vindicator, Whirlwind – Keywords Section

Add 'FRAME'.

in the full FAQ
removed
ErrataHeavy Intercessor Squad, Ranged Weapons, heavy bolt rifle and heavy bolter profiles

Change to:

Heavy bolt rifle [ASSAULT, HEAVY]
Range - 30"
A - 2
BS - 3+
S - 5
AP - -1
D - 2

Heavy bolter [ASSAULT, HEAVY, SUSTAINED HITS 1]
Range - 36"
A - 3
BS - 3+
S - 5
AP - -1
D - 2

in the full FAQ
removed
ErrataImpulsor, Transport Section

Change to:

‘This model has a transport capacity of 7 TACTICUS or PHOBOS INFANTRY models. It cannot transport JUMP PACK models.'

in the full FAQ
removed
ErrataInceptor Squad, Meteoric Descent Ability

Change to:

‘In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.’

in the full FAQ
removed
ErrataIncursor Squad, Lieutenant in Phobos Armour, Lieutenant with Combi-weapon – Paired Combat Blades weapon

Change AP to '-1'.

in the full FAQ
removed
ErrataInfernus Squad, Ranged Weapons, pyreblaster profile

Change to:

Pyreblaster [IGNORES COVER, TORRENT]
Range - 12"
A - D6
BS - N/A
S - 5
AP - -1
D - 1

in the full FAQ
removed
ErrataInfernus Squad, Incendiary Terror Ability

Change to:

‘In your Shooting phase, after this unit has shot, you can select one enemy INFANTRY unit hit by one or more of those attacks made with a pyreblaster. That enemy unit must take a Battle-shock test, subtracting 1 from that test.’

in the full FAQ
removed
ErrataIntercessor Squad, Abilities Section

Replace previously added Target Elimination ability with the following new ability:
‘Hail of Bolts: In your Shooting phase, when this unit is selected to shoot, select up to one visible enemy unit. While making those attacks, this unit’s Bolt Rifle attacks that targeted that enemy unit have +2 A.'

in the full FAQ
removed
ErrataIron Father Feirros

Add new ‘Inspiring Commander’ section:

‘If you include this model in your army, until the end of the battle, non-CHARACTER models in HEAVY INTERCESSOR SQUAD units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked.’

in the full FAQ
removed
ErrataKayvaan Shrike

Add new ‘Inspiring Commander’ section:

‘If you include this model in your army, until the end of the battle, non-CHARACTER models in ASSAULT INTERCESSORS WITH JUMP PACKS units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked.’

in the full FAQ
removed
ErrataKor’sarro Khan

■ Add new ‘Inspiring Commander’ section:

‘If you include this model in your army, until the end of the battle, non-CHARACTER models in OUTRIDER SQUAD units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked.’

■ Leader Section: change to:

‘This model can be attached to the following units: ASSAULT INTERCESSOR SQUAD, BLADEGUARD VETERAN SQUAD, COMPANY HEROES, INTERCESSOR SQUAD, STERNGUARD VETERAN SQUAD, TACTICAL SQUAD’

in the full FAQ
removed
ErrataLand Raider Crusader, Land Raider Redeemer – Keywords Section

Add 'LAND RAIDER'.

in the full FAQ
removed
ErrataLand Speeder, Keywords Section

Add 'FRAME'.

in the full FAQ
removed
ErrataLieutenant with Combi-Weapon, Evade and Survive Ability

Change to:

'In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6”.'

in the full FAQ
removed
ErrataLieutenant in Phobos Armour, Strategic Dispersal Ability

Change to:

‘In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge.’

in the full FAQ
removed
ErrataLieutenant in Reiver Armour, master-crafted special issue bolt pistol

Change AP to ‘-1’.

in the full FAQ
removed
ErrataOutrider Squad, Abilities Section

Remove the Turbo-boost ability and add the following ability:

‘Thunderous Impact: Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and Damage characteristics of that attack by 1.’

in the full FAQ
removed
ErrataPedro Kantor

Add new ‘Inspiring Commander’ section:

‘If you include this model in your army, until the end of the battle, non-CHARACTER models in STERNGUARD VETERAN SQUAD units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked.’

in the full FAQ
removed
ErrataPredator Annihilator, Annihilator Ability

Change to:

‘Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re‑roll the Damage roll.’

in the full FAQ
removed
ErrataReiver Squad

■ Fearsome Assault Ability
Change to:

‘At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test, subtracting 1 from that test.’

■ Terror Troops Ability
Change to:

‘While an enemy unit (excluding MONSTERS and VEHICLES) is within 3" of one or more units with this ability, subtract 1 from the Objective Control characteristic of models in that enemy unit.

in the full FAQ
removed
ErrataRepulsor, Transport Section

Change to:

‘This model has a transport capacity of 14 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.’

in the full FAQ
removed
ErrataRepulsor Executioner, Transport Section

Change to:

‘This model has a transport capacity of 7 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.’

in the full FAQ
removed
ErrataRoboute Guilliman

■ Keywords – Add ‘MOBILE'

■ Author of the Codex Ability – Change to:

‘At the Start of your Command phase, select two Author of the Codex abilities (see left). Until the start of your next Command phase, this model has those abilities.’

■ Supreme Strategist Ability – Change to:

‘Once per battle round, one model from your army with this ability can use it when a friendly ADEPTUS ASTARTES unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.’

in the full FAQ
removed
ErrataSternguard Veteran Squad, Sternguard Focus Ability

Change to:

‘Each time a model in this unit makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.’

in the full FAQ
removed
ErrataStormhawk Interceptor, Stormtalon Gunship

■ Core Abilities: Remove 'Hover'.
■ Profile: Change M and OC to '-'.

in the full FAQ
removed
ErrataStormraven Gunship

Profile: Change M to 14".
Keywords: Remove 'AIRCRAFT'.

in the full FAQ
removed
ErrataTerminator Assault Squad, Teleport Homer Ability

Change 9" to 8".

in the full FAQ
removed
ErrataTerminator Squad, Teleport Homer Ability

Change 9" to 8".

in the full FAQ
removed
ErrataUriel Ventris

■ Unorthodox Strategist Ability – Change to:

'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, this model can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.'

■ Master of the Fleet ability – Change to:

‘During the Declare Battle Formations step, if your army includes this model, select one PHOBOS, GRAVIS or ADEPTUS ASTARTES TACTICUS INFANTRY unit from your army. That unit gains the Deep Strike ability.’

in the full FAQ
removed
ErrataVictrix Honour Guard, Glory of Ultramar Ability

Change to:

In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6".

in the full FAQ
removed
ErrataVulkan He’stan

Add new ‘Inspiring Commander’ section:

'If you include this model in your army, until the end of the battle, non-CHARACTER models in INFERNUS SQUAD units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked.'

in the full FAQ
removed
ErrataStormlance Task Force Detachment, Shock Assault Stratagem

Change to:
‘WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Your unit’s melee attacks have [LANCE].'

in the full FAQ
removed
ErrataStormlance Task Force Detachment, Ride Hard, Ride Fast Stratagem, Effect Section

 Change to:
‘Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.'

in the full FAQ
removed
ErrataCaptain, Leader Section

Remove the following:
‘This model cannot be attached to a BLADEGUARD VETERAN SQUAD unless this model is equipped with a relic shield, and cannot be attached to a HELLBLASTER SQUAD unless this model is equipped with a plasma pistol.'

in the full FAQ
removed
ErrataChaplain with Jump Pack

Ranged Weapons:
Add the following profile:
Absolvor Bolt Pistol RANGE 18" A1 BS3+ S5 AP-1 D2 [CLOSE-QUARTERS]
Wargear Options Section: Add the following bullet: '• 1 Absolvor Bolt Pistol

in the full FAQ
removed
ErrataVanguard Veteran Squad with Jump Packs

▪Ranged Weapons: Add the following profile:
Heavy Bolt Pistol RANGE 18" A1 BS3+ S4 AP-1 D1 [CLOSE-QUARTERS]
▪ Melee Weapons: Add the following profile:
Master‑crafted Power Weapon RANGE Melee A3 WS3+ S5 AP-2 D2
▪ Wargear Options: Add the following:
▫ All models can each have their Bolt Pistol and Vanguard Veteran Weapon replaced with:
▫ 1 Heavy Bolt Pistol and 1 Master-crafted Power Weapon
▫ For every 5 models in this unit, 1 model can replace their Heavy Bolt Pistol with 1 Plasma Pistol.’

in the full FAQ
removed
QWhich Detachments are considered to be *Codex: Space Marines* Detachments?

Every Detachment printed in *Codex: Space Marines* and every Detachment included in the Space Marines Faction Pack.

in the full FAQ
removed
QWhile using the Gladius Task Force Detachment, does a Combat Doctrine need to be active for my army in order to use the Adaptive Strategy Stratagem?
removed
QIf a Hellblaster is destroyed by anything other than an attack or Hazardous test, can that model use its For the Chapter! ability?
removed
QCan I use a Captain’s Rites of Battle ability to target that Captain’s unit if it is in Reserves or Strategic Reserves?
removed
QDoes an objective marker that has been Sabotaged by my army using the A Deadly Prize Stratagem remain Sabotaged if my opponent controls it at the start or end of any turn?

Yes. However, while your opponent controls that objective marker, its ability to inflict mortal wounds is not active.

in the full FAQ
removed
QCan a unit embarked within a TRANSPORT be selected as the Oath of Moment target?
removed
QCan a unit in Reserves be selected as the Oath of Moment target?
removed
QIf I have two or more Impulsors within 6" of a unit I target with a Stratagem, do each of their Orbital Comms Array wargear abilities trigger?

No, they are Aura abilities and so do not stack.

in the full FAQ
removed
QIf I use a Stratagem on a unit within 6" of an Impulsor with an Orbital Comms Array, but I do not roll high enough to gain 1CP as a result of that wargear, if that same unit is within 6" of a different Impulsor that also has an Orbital Comms Array, can I attempt to roll another D6 to try to gain 1CP?
removed
QDo multiple instances of the Astartes Banner ability stack?
removed
QIf I select one MONSTER or VEHICLE unit as the target of all of a Stormspeeder Thunderstrike’s ranged weapons, and the first weapon that model makes attacks with scores one or more hits, do I add 1 to the Wound rolls made for attacks with its remaining weapons?

No. Only after you have resolved the attacks with all weapons it is shooting with this phase, has that model shot (see ‘Shot’ in the Rules Appendix, 04.03.04).

in the full FAQ
removed
QWhen making attacks with a unit from my army, I split my attacks between the first Oath of Moment target selected as part of my army rule and the second Oath of Moment target selected using Roboute Guilliman’s Master of Battle Author of the Codex ability. If I destroy the first Oath of Moment target before resolving my attacks against the second Oath of Moment target, will those attacks against the second Oath of Moment target benefit from the re-rolls to hit?

No. Only after all of the attacks from that unit have been resolved will the second Oath of Moment selection become active.

in the full FAQ
removed
QDo rules that activate Reanimation Protocols (e.g. the Protocol of the Undying Legions Stratagem) only apply to a Bodyguard unit whose attached Leader unit is on the battlefield if one or more models from that Bodyguard unit are also still on the battlefield?
removed
ErrataCarnifexes, Blistering Assault Ability

Change to:
'In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2".'

in the full FAQ
removed
ErrataGargantuan Squiggoth, Keywords Section

Add 'FRAME'.

in the full FAQ
removed
ErrataCompany of Hunters, Inner Circle Task Force, Unforgiven Task Force, Wrath of the Rock and Lion's Blade Task Force Detachments – Armour of Contempt Stratagem, Effect section

Change to:

‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’

in the full FAQ
removed
ErrataLand Speeder Vengeance, Ravenwing Darkshroud, Sammael – Keywords Section

Add 'FRAME'.

in the full FAQ
removed
ErrataNephilim Jetfighter, Ravenwing Dark Talon

■ Core Abilities: Remove 'Hover'.
■ Profile: Change M and OC to '-'.

in the full FAQ
removed
ErrataCompany of Hunters Detachment, Masters of Manoeuvre Detachment Rule

Friendly ADEPTUS ASTARTES have:
▪ This unit’s ranged attacks have [ASSAULT].
▪ When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot.

Friendly ADEPTUS ASTARTES MOUNTED have:
▪ This unit’s ranged attacks have [ASSAULT].
▪ When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge.
▪ When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge.’

in the full FAQ
removed
ErrataCompany of Hunters - Keywords Section

Change to:

'OUTRIDER SQUAD units from your army gain the BATTLELINE keyword.’

in the full FAQ
removed
ErrataCompant of Hunters Detachment, Mounted Strategist Enhancement

Change to:

‘RAVENWING model only. You can re-roll Advance and Charge rolls made for the bearer’s unit.’

in the full FAQ
removed
ErrataDeath on the Wind Stratagem

Change to:
‘WHEN: Your Movement phase, when a friendly ADEPTUS ASTARTES unit ends an advance move.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: That advance move does not prevent your unit from being eligible to declare a charge.

in the full FAQ
removed
ErrataTalon Strike Stratagem

Change to:
‘WHEN: Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Your unit’s melee attacks have [LANCE].'

in the full FAQ
removed
ErrataInner Circle Task Force Detachment, Vowed Target Detachment Rule

Change to:

‘At the start of your Movement phase, select one of the following:

■ Defensive Footing: Select one objective you control. Until the start of your next Movement phase, that objective is your Vowed objective.
■ Aggressive Push: Select one or more objective you do not control. Until the start of your next Movement phase, each of those objectives is one of your Vowed objectives. If a rule refers to a unit or model being within range of your Vowed objective, that rule takes effect if that unit or model is within range of one or more of your Vowed objectives. Each time a DEATHWING INFANTRY unit from your army makes an attack that targets a unit within range of one or more of your Vowed objectives, add 1 to the Wound roll.’

in the full FAQ
removed
ErrataInner Circle Task Force Detachment, Relic Teleportarium Stratagem, Effect Section

Change 3" to 6".

in the full FAQ
removed
ErrataUnforgiven Task Force Detachment, Grim Resolve Detachment Rule

Change to:

‘While an ADEPTUS ASTARTES unit from your army is Battle-shocked, change the Objective Control characteristic of models in that unit to 1 instead of '-'.

In your Command phase, you can select one ADEPTUS ASTARTES unit from your army. Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in that unit.’

in the full FAQ
removed
ErrataShroud of Heroes Enhancement

Change to:
'ADEPTUS ASTARTES model only. (Once per battle, per army) When this model is destroyed, at the end of the phase, roll one D6:
▪ On a 2+, set up this model on the battlefield, unengaged and as close as possible to where it was destroyed. This model is not part of an attached unit and its unit has a starting strength of 1. This model has 3 wounds remaining, or its full wounds remaining if this model was battle-shocked when it was destroyed.'

in the full FAQ
removed
ErrataDeathwing Terminator Squad, Deathwing Knights – Watcher in the Dark Ability

Change to:

‘Once per battle, in any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES model in this unit, this unit can summon a Watcher in the Dark. When it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability against mortal wounds.’

in the full FAQ
removed
ErrataDeathwing Terminator Squad, Teleport Homer Ability

Change 9" to 8".

in the full FAQ
removed
ErrataDeathwing Knights

■ Teleport Homer Ability: Change 9" to 8".
■ Melee Weapons: Change the mace of absolution and power weapon profiles to:

Mace of absolution [ANTI-MONSTER 4+, ANTI-VEHICLE 4+]
Range - Melee
A - 4
WS - 2+
S - 6
AP - -2
D - 2

Power weapon
Range - Melee
A - 5
WS - 2+
S - 6
AP - -2
D - 2

in the full FAQ
removed
ErrataInner Circle Companions, Calibanite Greatsword Profiles

Change to:

Strike [LETHAL HITS]
Range - Melee
A - 4
WS - 3+
S - 6
AP - -2
D - 2

Sweep [SUSTAINED HITS 2]
Range - Melee
A - 5
WS - 3+
S - 6
AP - -2
D - 1

in the full FAQ
removed
ErrataLand Speeder Vengeance, Plasma Storm Battery Profiles

Change to:

Plasma Storm Battery - Standard [BLAST, TWIN-LINKED]
Range - 36"
A - D6+1
BS - 3+
S - 8
AP - -2
D - 2

Plasma Storm Battery - Supercharge [BLAST, HAZARDOUS, TWIN-LINKED]
Range - 36"
A - D6+1
BS - 3+
S - 9
AP - -3
D - 3

in the full FAQ
removed
ErrataLion El’Jonson

▪ Keywords section: Add 'MOBILE'.
▪ All Secrets Revealed Ability – Change to:
‘Mist-wreathed Shadow Realms: in your Command phase, if this unit is unengaged, you can use this ability. If you do:
▫ Place this unit in strategic reserves.
▫ This unit can make an ingress move in your next Movement phase (including in your first turn).’
■ Martial Exemplar (Aura) Ability – Change to:

‘Martial Exemplar (Aura): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.'
■ Primarch of the First Legion Ability – Change to:

‘Primarch of the First Legion: At the start of your Command phase, select two Primarch of the First Legion abilities. Until the start of your next Command phase, this model has those abilities.’
■ The Emperor’s Shield Ability – Change to: ‘Each time an attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll.’
■ Fealty weapon profile: change to:

Fealty - Strike[LETHAL HITS]
Range - Melee
A - 8
WS - 2+
S - 12
AP - -4
D - 4

Fealty - Sweep[SUSTAINED HITS 1]
Range - Melee
A - 16
WS - 2+
S - 6
AP - -3
D - 2

in the full FAQ
removed
ErrataRavenwing Black Knights, Ravenwing Command Squad – Black Knight Combat Weapon Profile

Add [DEVASTATING WOUNDS].

in the full FAQ
removed
ErrataRavenwing Command Squad, Honour or Death Ability

Change to:

'While this unit contains a Ravenwing Champion, add 1 to Advance and Charge rolls made for this unit. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.'

in the full FAQ
removed
ErrataSammael, Grand Master of the Ravenwing Ability

Change to:

‘While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced. If that unit is already eligible to shoot and declare a charge in a turn in which it Advanced, add 1 to Advance and Charge rolls made for that unit instead.’

in the full FAQ
removed
ErrataNephilim Jetfighter, Lightning-fast Manoeuvres Ability

Change to:
‘Ranged attacks that target this unit have ‑1 to wound rolls.'

in the full FAQ
removed
ErrataRavenwing Command Squad, Keywords Section

Remove ‘Leader’, add ‘Support'.

in the full FAQ
removed
ErrataRavenwing Darkshroud, Icon of Old Caliban Ability

Change to: ‘Friendly ADEPTUS ASTARTES units within 6" of this unit have Stealth.'

in the full FAQ
removed
ErrataRavenwing Dark Talon, Stasis Bomb Ability

Change to:
‘Stasis Bomb: At the end of your opponent’s Fight phase, select one visible enemy unit (excluding AIRCRAFT/Lone Operative units) within 24" of this unit. That enemy unit is slowed until the end of your opponent’s next Movement phase:
▪ While a unit is slowed, in your opponent’s Movement phase, when that unit is selected to move, unless that unit remains stationary, roll one D6:
▫ On a 1‑4, that unit suffers D3 mortal wounds and that unit has ‑2" M.
▫ On a 5‑6, that unit suffers 2D3 mortal wounds and that unit has ‑3" M.

in the full FAQ
removed
QWhile using the Wrath of the Rock Detachment, can I use the Charge move from the Leonine Aggression Stratagem to move a unit out of Engagement Range with another unit?
removed
ErrataAngelic Inheritors, Rage-cursed Onslaught, The Angelic Host, The Lost Brethren, Liberator Assault Group Detachments – Armour of Contempt Stratagem, Effect Section

Change to:

‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’

in the full FAQ
removed
ErrataDeath Company Captain, Death Company Captain with Jump Pack, Death Company Marines, Death Company Marines with Bolt Rifles, Death Company Marines with Jump Packs, Death Company Dreadnought – Black Rage ability

Change to:

'Each time a model in this unit makes a melee attack, you can re‑roll the Hit roll. While this unit is not within 6" of one or more friendly BLOOD ANGELS CHARACTER models, or not within 12" of one or more friendly CHAPLAIN models, it cannot be selected to Fall Back and its Objective Control characteristic is 0.’

in the full FAQ
removed
ErrataThe Angelic Host, The Lost Brethren, Liberator Assault Group Detachments – Restrictions

Add the following restriction:

‘Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.’

in the full FAQ
removed
ErrataThe Angelic Host Detachment

■ Gleaming Pinions Enhancement

Change to:
'ADEPTUS ASTARTES JUMP PACK model only. In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6”.'

■ Death from the Skies Stratagem

Change to:
‘WHEN: Your Movement phase, just after an ADEPTUS ASTARTES JUMP PACK unit from your army Advances or Falls Back.'
TARGET: That ADEPTUS ASTARTES JUMP PACK unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.’

■ Descent of Angels Stratagem, Effect section

Change 3" to 6".

in the full FAQ
removed
ErrataBaal Predator – Keywords section

Add 'FRAME'.

in the full FAQ
removed
ErrataSanguinary Priest – Core Abilities section

Remove 'Leader', add 'Support'.

in the full FAQ
removed
ErrataDeath Company Dreadnought, Driven By Fury ability

Change to:

'In your opponent’s Shooting phase, when an enemy unit has shot, if this model lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2".'

in the full FAQ
removed
ErrataDeath Company Marines with Bolt Rifles, Visions of Heresy ability

Change to:

'■ This unit can re-roll charge rolls.
■ When you target this unit with the Fire Overwatch/Heroic Intervention stratagem, that use is -1 CP.'

in the full FAQ
removed
ErrataSanguinary Guard

■ Encarmine blade: Change WS to '2+'.
■ Encarmine spear: Change A to '4' and WS to '2+'.
■ Wargear Options section: Change first and second bullets to:

‘• Any number of models can each have their encarmine blade replaced with 1 encarmine spear.
• For every 3 models in this unit, 1 model’s Angelus boltgun can be replaced with 1 inferno pistol.’

in the full FAQ
removed
ErrataThe Sanguinor, Miraculous Saviour Ability

Change to:

'(Once per battle, per army) At the end of your opponent's Charge phase (excluding the first battle round), you can select one enemy unit that made a charge move this phase. This unit can make an ingress move and must be set up engaged with that enemy unit. That move does not prevent this unit from being eligible to move.'

in the full FAQ
removed
QCan I use the Sanguinor’s Miraculous Saviour ability to set it up engaged with two or more enemy units, provided at least one of those enemy units made a charge move this phase?
removed
ErrataThe Angelic Host Detachment, Upon Wings of Fire Detachment Rule, Final Paragraph

Change to:
▪ Place those units in strategic reserves.
▪ Those units must make an ingress move in your next Movement phase (including in your first turn.)

in the full FAQ
removed
ErrataBlack Spear Task Force Detachment, Armour of Contempt Stratagem, Effect Section

Change to:

Effect: ‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’

in the full FAQ
removed
ErrataCorvus Blackstar - Keywords Section

Add 'FRAME'.

in the full FAQ
removed
ErrataCorvus Blackstar

■ Profile: Change M to 14"

■ Keywords: Remove AIRCRAFT

in the full FAQ
removed
ErrataDeathwatch Terminators, Teleport Homer Ability

Change 9" to: 8"

in the full FAQ
removed
ErrataWatch Master, Watch Master Ability

Change to:

Rites of Battle: Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

in the full FAQ
removed
ErrataSaga of the Great Wolf Detachment, Grimnar's Mark Enhancement

Change to:

ADEPTUS ASTARTES TERMINATOR CAPTAIN model only. Once per battle round, you can target this unit with the Rapid Ingress/Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

▪ That use is -1 CP.
▪ That use does not prevent any uses of that stratagem on other units this phase.

in the full FAQ
removed
ErrataSaga of the Beastslayer Detachment, Legendary Slayers Detachment Rule

Change to:

'At the start of the first battle round, your Beastslayer tally is 0, and you determine your Beastslayer target by halving the number of units from your opponent’s army (including those embarked within TRANSPORTS) that have one or more of the following keywords (rounding up): CHARACTER, MONSTER, VEHICLE.’

in the full FAQ
removed
ErrataSaga of the Beastslayer Detachment, Wolf-touched Enhancement

Change to:

'SPACE WOLVES model only. Add 2" to the Move characteristic of the bearer.'

in the full FAQ
removed
ErrataSaga of the Beastslayer Detachment, Impetuosity Stratagem, Effect Section

Change to:
'WHEN: Your opponent's Shooting phase, when an enemy unit that targeted a friendly unengaged WULFEN INFANTRY/BLOOD CLAWS unit this phase has shot.
TARGET: That WULFEN INFANTRY/BLOOD CLAWS unit
EFFECT: Your unit can make a surge move of up to D6".'

in the full FAQ
removed
ErrataSaga of the Beastslayer Detachment, Thunderous Pursuit Stratagem, Target Section

Change 9" to 8".

in the full FAQ
removed
ErrataFenrisian Wolves, Predatory Instinct Ability

Change to:

'In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6”.'

in the full FAQ
removed
ErrataLogan Grimnar

■ High King of Fenris Ability – Change to:

'Once per battle round, in your Movement phase, you can select one friendly SPACE WOLVES unit that is in Strategic Reserves. If you do, until the end of the phase, for the purpose of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.'

■ Guile of the Wolf Ability – Change to:

'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.'

in the full FAQ
removed
ErrataIron Priest, Gift of the Iron Wolf Ability

Change to:

'In your Command phase, you can select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, select one ranged weapon equipped by that model to have the [RAPID FIRE 1] ability. Each model can only be selected for this ability or the Blessing of the Omnissiah ability once per turn.'

in the full FAQ
removed
ErrataWolf Guard Headtakers, Headhunters Ability

Change to:

'At the start of the battle, select one unit from your opponent’s army to be this unit’s quarry. Weapons equipped by HEADTAKERS models in this unit have the [DEVASTATING WOUNDS] and [PRECISION] abilities while targeting its quarry. Each time this unit’s quarry is destroyed, select one new enemy unit to be this unit’s quarry. This ability can be used even if this unit is embarked within a TRANSPORT.'

in the full FAQ
removed
ErrataWulfen Dreadnought, Bestial Rage Ability

Change to:

'In your opponent’s Shooting phase, when an enemy unit has shot, if this model lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2".'

in the full FAQ
removed
ErrataSaga of the Bold Detachment, Thunderwolf’s Fortitude Enhancement

Change to:
'ADEPTUS ASTARTES model only. (Once per battle, per army) When this model is destroyed, at the end of the phase, roll one D6:
▪ On a 2+, set up this model on the battlefield, unengaged and as close as possible to where it was destroyed. This model is not part of an attached unit and its unit has a starting strength of 1. This model has 3 wounds remaining.’

in the full FAQ
removed
ErrataVeterans of the Fang Detachment, Old Greymanes Detachment Rule, 2nd bullet point

Change to:

‘In the Declare Battle Formations step, you can split a friendly GREY HUNTERS unit into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units).’

in the full FAQ
removed
ErrataGladiator Lancer, Gladiator Reaper, Gladiator Valiant, Impulsor, Land Raider Crusader, Repulsor, Repulsor Executioner – Keywords section

Add 'FRAME'.

in the full FAQ
removed
ErrataAbhor the Witch, Destroy the Witch Templar Vow

Change to:

  • This unit’s melee attacks that target a PSYKER unit have [PRECISION].
  • When this unit declares a charge, If an enemy PSYKER unit is within 12" of this unit, you can use this part of this ability. If you do:
    • This unit can re-roll that charge roll.
    • This unit must end that charge move engaged with one or more of those enemy PSYKER units.

in the full FAQ
removed
ErrataCompany of Vehemence Detachment, Heresy Begets Retribution Stratagem, Target Section

Change 9" to 8".

in the full FAQ
removed
ErrataCompanions of Vehemence Detachment, Heresy Begets Retribution Stratagem, Effect Section

Change to:

'Your unit can make a surge move of up to D6".'

in the full FAQ
removed
ErrataVindication Task Force Detachment, Purge and Sanctify Detachment Rule

Change the second bullet point to:

'Each time a friendly CRUSADER SQUAD unit makes a surge move, instead of selecting a surge target, you can can select the closest objective to that unit. When that unit makes that surge move, each model in that unit must end that surge move as close as possible to that objective instead.'

in the full FAQ
removed
ErrataCastellan, Crusade Ancient – Core Abilities section

Remove 'Leader', add 'Support'.

in the full FAQ
removed
ErrataCrusader Squad, Righteous Zeal Ability

Change to:

'In your opponent's Shooting phase, each time an enemy unit has shot, if any models in this unit were destroyed as a result of those attacks, this unit can make a surge move of up to D6+2".'

in the full FAQ
removed
ErrataEmperor's Champion, Sigismund's Heir ability

Change to:

  • When this unit declares a charge, If an enemy CHARACTER unit is within 12" of this unit, you can use this part of this ability. If you do:
    • This unit can re-roll that charge roll.
    • This unit must end that charge move engaged with one or more of those enemy CHARACTER units.

  • (Once per battle, per army) In the Fight phase, when this unit is selected to fight, if this unit is engaged with a CHARACTER unit, you can use this part of this ability. If you do, this unit's melee attacks have [DEVASTATING WOUNDS].

in the full FAQ
removed
ErrataLand Raider Crusader – Keywords section

Add 'LAND RAIDER'.

in the full FAQ
removed
ErrataTerminator Squad, Teleport Homer Ability

Change 9" to 8".

in the full FAQ