TEXT: 1
   DESIGNERS’ COMMENTARY
  Since the announcement of Warhammer 
  40,000, some of you have been in touch 
  with questions about the rules. Here you 
  will find some of the most frequently 
  asked of these questions, chosen by 
  our group of expert and experienced 
  playtesters, along with the answers and 
  some guiding examples and commentary.
  Q: If a rule modifies a model’s Strength 
  characteristic, and that model is equipped 
  with a melee weapon that also has a 
  modifier (e.g. ‘x2’), could you explain 
  the order in which the modifiers are 
  applied to the characteristics and the 
  weapon’s Strength?
  A: First you must determine the model’s 
  current Strength characteristic. To do so 
  apply all modifiers to it that multiply or 
  divide the value, then apply any that add 
  or subtract to it. Having done this, you 
  then modify this value as described by the 
  weapon’s Strength characteristic.
  For example, let’s imagine a model with a 
  basic Strength characteristic of 3 is under the 
  effects of two psychic powers: a friendly one that 
  doubles their Strength characteristic, and an 
  enemy one that subtracts 1 from their Strength 
  characteristic. That model’s current Strength 
  is therefore 5. If this model then fights with a 
  weapon like a power fist, which has a Strength 
  characteristic of ‘x2’, that attack will therefore be 
  resolved at Strength 10.
  Q: Are modifiers to dice rolls cumulative 
  in the same way that modifiers to 
  characteristics are?
  A: Yes.
  For example, if a model has the benefit of cover 
  (+1 to its saving throw) and is wounded by a 
  plasma pistol (AP -3, so -3 to its saving throw), 
  the total modifier to the model’s saving throw will 
  be -2.
  Q: Can a dice roll ever be modified 
  above 6?
  A: Yes.
  Note that in some cases, a roll will only be 
  successful on rolls of 7+. Poxwalkers, for 
  example, have a Save characteristic of 7+, 
  meaning that without at least a +1 modifier to 
  their saving throw (such as that gained from 
  cover) they will not be able to pass the roll.
  Q: Can a dice roll ever be modified to less 
  than 1?
  A: No. If, after all modifiers have been 
  applied, a dice roll would be less than 1, 
  count that result as a 1.
  Q: If a rule or ability grants a re-roll on, 
  for example, ‘hit rolls of 1’ (such as a 
  Space Marine Captain’s Rites of Battle 
  ability) does that effect trigger before or 
  after applying modifiers to the hit rolls?
  A: Re-rolls always happen before modifiers, 
  so the re-roll ability is triggered before 
  applying modifiers.
  For example, let’s imagine a Space Marine 
  (Ballistic Skill 3+) moves and fires a heavy bolter 
  (a Heavy 3 weapon) whilst within range of a 
  Space Marine Captain’s Rites of Battle ability 
  (allowing you to re-roll hit rolls of 1).
  The hit dice are rolled and result in a 1, 2 and 5.
  Re-rolls are applied before modifiers. In this 
  example a single dice is re-rolled because of the 
  Captain’s ability, this time resulting in a 3.
  Modifiers are applied after re-rolls. In this 
  example there is a -1 modifier to the hit rolls 
  for moving and firing a Heavy weapon. That 
  means that the post-re-roll scores of 2, 3 and 5 
  are modified to 1, 2 and 4. Comparing the final 
  results to the model’s Ballistic Skill, only one shot 
  hits the target.
  
  2
  Q: When making a hit roll with a 
  supercharged plasma weapon, do you 
  determine whether a ‘1’ was rolled before 
  or after applying re-rolls and modifiers?
  A: You apply all re-rolls and modifiers first.
  For example, if, after re-rolls and modifiers, 
  the final result is then a 1 (or counts as a 1, as 
  explained above), then the supercharged plasma 
  weapon injures or kills the firer.
  Q: If a rule states that an ability triggers 
  on, for example, ‘hit rolls of 6+’, does this 
  refer to the result of the dice rolls before 
  or after modifiers are applied?
  A: It refers to the final result, after re-rolls 
  and modifiers (if any) have been applied.
  The only exception to this would be abilities 
  that specifically state, for example, ‘unmodified 
  hit rolls of 6’, or ‘hit rolls of 6 before modifiers 
  are applied.’
  Q: Can I use the Command Re-roll 
  Stratagem to re-roll a dice roll made by my 
  opponent?A: No.
  Note that the rules assume that a player always 
  rolls their own dice (instead of asking their 
  opponent, for example, to roll hit rolls, saving 
  throws, etc. on their behalf). That being the case, 
  you can only use the above-mentioned Stratagem 
  to affect dice rolls you make, and not those made 
  by your opponent.
  Q: What happens if a unit that has become 
  split up during battle cannot re-establish 
  unit coherency the next time it moves?
  A: In this case the unit cannot move.
  Note that the rules concerning unit coherency 
  apply any time that a unit is moved, including 
  charging, piling in, consolidating, etc. Again, 
  if a unit cannot end such a move in unit 
  coherency, it cannot make the move.
  Q: Can Characters only perform a 
  Heroic Intervention against enemy units 
  that charged this turn, or can they do so 
  against any enemy unit?
  A: They can do so against any enemy unit.
  Note that they can only do so if they end up closer 
  to the nearest enemy model, whether it charged 
  this turn or not.
  Q: Some Character units can include 
  non-Character models – the Genestealer 
  Cults Patriarch and its Familiar ‘upgrade’, 
  for example. Can such a unit be shot 
  at even if it isn’t the closest visible 
  enemy unit?
  A: No. The restrictions on targeting 
  Characters applies to a unit whilst any 
  model in the unit has the Character 
  keyword (and none have 10 or 
  more wounds).
  For example, if a Patriarch takes a Familiar as 
  an upgrade, the Patriarch is a Character, 
  but the Familiar is not. Neither has 10 or more 
  Wounds. Enemies can therefore only target the 
  pair if they are the closest visible enemy models. 
  If the Patriarch is slain and the Familiar is not, 
  enemy units could then target the Familiar freely.
  Q: If a model cannot shoot at the closest 
  visible enemy unit for some reason (e.g. 
  it is within 1" of one of your units) but 
  the next closest visible enemy unit is a 
  Character, can that model then target 
  the character?
  A: No.
  Q: When rolling for abilities such as 
  ‘Disgustingly Resilient’ or ‘Tenacious 
  Survivor’ against attacks which inflict 
  multiple wounds, do you roll to ignore 
  each individual wound inflicted by the 
  attack, or do you roll only once to ignore 
  all the wounds inflicted by the attack?
  A: Roll to avoid each wound lost separately.
  For example, if a model with Disgustingly 
  Resilient fails its saving throw against an attack 
  made by a thunder hammer (Damage 3), you 
  would roll three dice and for each result of 5+ 
  you would ignore a single wound.
  Q: When determining whether a model 
  benefits from cover, does the model’s 
  entire unit need to be fully on or within 
  terrain, or just the model making a 
  particular saving throw?
  
  3
  A: All of the models in a unit need to be at 
  least partially on or within terrain if any of 
  the models are to receive the +1 bonus to 
  their saving throw.
  Note, however, that it is possible for a unit to 
  gain the benefit of cover as it suffers casualties 
  during the Shooting phase by removing those 
  models that are not on, or within terrain. As 
  soon as the last model that was not on or within 
  terrain is slain, the rest of the unit immediately 
  starts to receive the benefit of cover.
  Q: What happens when a model fires a 
  weapon that can shoot at targets that are 
  not visible to it (such as a mortar) at a 
  target it cannot see, if the target unit is 
  within range of a piece of terrain that 
  grants it the benefits of cover only when it 
  is obscured by a certain amount from the 
  point of view of the firer (such as a unit 
  within 3" of Imperial Statuary)?
  A: The unit receives the benefit of cover.
  Q: Is a unit’s charge roll the same thing as 
  its charge distance?
  A: Yes.
  Q: Can you declare charges against units 
  that are not visible to the charging unit?
  A: Yes.
  Note however that the unit being charged still 
  obeys the normal rules for targeting when it 
  fires Overwatch, and so, if a model cannot 
  see the charging unit, it will not be able to 
  fire Overwatch.
  Q: If any of your units are eligible to fight 
  in the Fight phase, can you choose for 
  them not to fight this turn? Also, if any of 
  your units charged in the Charge phase, 
  do they have to fight first in the Fight 
  phase, or can you choose for them to wait 
  until later in the phase?
  A: All eligible units must fight in the Fight 
  phase; they cannot ‘pass’ and wait for 
  another phase. Additionally, a unit must 
  fight when it is its time to do so; it cannot 
  ‘hold’ in order to fight later in the phase. 
  So if a unit charged in the preceding 
  Charge phase, it must fight before any 
  non-charging models in the Fight phase 
  (barring any related abilities).
  Note that when a model fights, it must do all 
  of its close combat attacks if it can do so – you 
  cannot choose for it not to do so (though you can 
  still choose which weapon it uses for each close 
  combat attack).
  Q: If a unit starts the Fight phase within 
  1" of an enemy unit but, due to casualties 
  suffered and models removed, it is no 
  longer within 1" of any enemy units later 
  in the phase, can it still be chosen to fight?
  A: No, unless the unit in question charged 
  this turn it cannot be chosen to fight if 
  there are no longer enemy units within 1". 
  Note that it is possible – if heavy enough 
  casualties have been incurred – that even 
  a unit that did charge may not be close 
  enough, even after a pile-in move, to 
  make close combat attacks. It can still, of 
  course, consolidate.
  Q: If a unit starts the Fight phase with no 
  enemy units within 1", but then enemy 
  units that have been chosen to fight move 
  to within 1" of it as a result of their pile-in 
  or consolidation moves, can that unit then 
  be chosen to fight when it is your turn to 
  choose a unit?
  A: Yes.
  Note, however, that units can only be chosen to 
  fight once per phase.
  Q: When piling in and consolidating, does 
  a model have to move as close as possible 
  towards the nearest enemy model, or do 
  they just need to move closer to it?
  A: If a model moves at all when piling 
  in or consolidating, it only has to end 
  its move closer to the nearest enemy 
  model than where it started. It is not 
  necessary to move as close as possible (i.e. 
  base-to-base contact).
  Note that if a model is in base-to-base contact, it 
  cannot possibly end a move closer to the enemy, 
  and so cannot move when its unit piles in 
  or consolidates.
  
  4
  Q: If a unit piles in or consolidates into 
  a unit it didn’t declare a charge against 
  in the preceding Charge phase, does that 
  unit get to fire Overwatch?
  A: No.
  Remember though that units that charged can 
  only make close combat attacks against units 
  that they declared the charge against, even if 
  pile-in moves, etc. bring them within 1" of a 
  different unit.
  Q: When is a unit considered to be 
  ‘completely destroyed’ or ‘wiped out’?
  A: These two terms are used synonymously. 
  A unit is considered to be completely 
  destroyed when the last model in that 
  unit is destroyed (also referred to as slain) 
  or flees.
  Q: Which player rolls the D6 to see if a 
  vehicle explodes, or if a monster has death 
  throes, etc. when it is destroyed?
  A: The player whose model has been 
  destroyed rolls the D6.
  Q: In missions where players alternate 
  deploying units, do units that are set up 
  somewhere other than the battlefield still 
  count as a player’s deployment choice? 
  What about units that begin the battle 
  embarked within a transport?
  A: Units with abilities on their datasheets 
  that allow them to be set up somewhere 
  other than the battlefield must still be ‘set 
  up’ in that locale, and so still count as a 
  deployment choice. When you choose to 
  set up a transport, declare what units (if 
  any) are embarked inside – these are not 
  separate deployment choices.
  For example, two players are deploying their 
  armies for the Only War mission. The mission 
  instructs them to alternate deploying their units. 
  Player A starts by setting up a unit of Ork Boyz 
  on the battlefield. Player B then sets up a unit 
  of Intercessors on the battlefield. Player A then 
  sets up a Battlewagon on the battlefield – as it 
  is a transport, Player A declares it will start the 
  battle with a Warboss and a unit of Tankbustas 
  embarked inside. Player B then sets up a unit 
  of Terminators, but uses their Teleport Strike 
  ability to set them up in a teleportarium chamber 
  instead of on the battlefield. Player A then sets 
  up their next unit, and so on.
  Q: Can a Battle-forged army ever have 
  fewer than 0 Command Points?
  A: No.
  Regardless of how many Auxiliary Support 
  Detachments you take, you can never start a 
  battle with fewer than 0 Command Points.
  Q: What is the difference between a unit’s 
  Power Rating and its points value? Can I 
  play a matched play game using my army’s 
  Power Level instead of its points total? 
  Can I play a narrative play mission using a 
  points total?
  A: A unit’s Power Rating is a measure of 
  its efficacy on the battlefield. The higher 
  the Power Rating, the more powerful the 
  unit. An army’s Power Level is calculated 
  by adding up the Power Ratings of all the 
  units in the army, so an army with a high 
  Power Level is more powerful than one 
  with a low Power Level.
  Power Ratings are designed to give players, 
  at a glance, an idea of how mighty a unit 
  is on the battlefield, irrespective of the 
  weapons and wargear it can take (they are 
  actually based on a calculation of the unit’s 
  average value, after considering all possible 
  combinations of weapons and wargear 
  the unit can have). They can therefore 
  be used as a quick guide to establish the 
  comparative might of each army, and are 
  intended primarily for open and narrative 
  play games.
  Points values are similar, but are designed 
  specifically with matched play in mind 
  because they offer more granularity. 
  Whilst it takes a little longer to work out 
  each unit’s points value, doing so enables 
  you to differentiate between two similar 
  squads equipped with different weapon 
  options, as the points values listed in our 
  books reflect the fact that some weapons 
  are more powerful than others.There is 
  a relationship between the two – a unit 
  with a high Power Rating will also have a 
  
  5
  high points value. As a result, it is perfectly 
  legitimate to play a matched play game 
  using Power Ratings instead of points 
  values. Likewise, if you wish to use points 
  values in a narrative or open play game, 
  you can. We recommend both players use 
  the same method as each other, but as long 
  as you both agree, you can decide which 
  method you prefer to use.
  Q: If I can choose a keyword for a 
  unit, such as <Regiment> for Astra 
  Militarum, could I choose that keyword 
  to be, for example ‘Blood Angels’ or 
  ‘Death Guard’?
  A: No.
  In the example above, ‘Blood Angels’ is a Chapter 
  of the Adeptus Astartes and ‘Death Guard’ is a 
  Legion of the Heretic Astartes – neither of which 
  are Regiments of the Astra Militarum.
  Q: If I create an Astra Militarum 
  Regiment of my own and name them, 
  for example, the ‘Emperor’s Finest’, and 
  I then also create an Adeptus Astartes 
  Chapter of my own choosing, and also 
  call them the ‘Emperor’s Finest’, do the 
  abilities that work on the <Regiment> 
  and/or <Chapter> keywords now work 
  on both the Astra Militarum and Adeptus 
  Astartes units?
  A: No.
  The intent of naming Regiments, Chapters, 
  etc. of your own creation is to personalise 
  your collections and not to enable players to 
  circumvent the restrictions on what abilities 
  affect what units. It is also not intended to 
  circumvent the restrictions on which units are 
  able to be included in the same Detachment.
  Q: When a model does not have a base, 
  as is the case with many vehicles, what 
  exactly is the ‘hull’ of the model?
  A: The hull of these models refers to 
  the main body of the model. It does not 
  include things such as turrets, sponsons, 
  aerials, banners, spikes etc. If there is still 
  doubt, we recommend both players agree 
  about what constitutes the hull of such 
  models before the battle begins.
  Q: What is the difference between a 
  keyword and a Faction keyword?
  A: The only real difference is that Faction 
  keywords are used when building an army; 
  when Battle-forging an army, for instance, 
  you will often only be able to include units 
  in the same detachment if they share the 
  same Faction keyword. Also, if you are 
  playing a matched play game, you will need 
  to have an Army Faction – this is a Faction 
  keyword that is shared by all of the units 
  in your entire army (with the exception 
  of those that are Unaligned). Once the 
  battle has begun, there is no functional 
  difference between a keyword and a 
  Faction keyword.
  For example, when creating a Battle-forged army 
  for matched play, I take two Patrol Detachments; 
  the first contains only units with the Heretic 
  Astartes Faction keyword, and the second 
  contains only units with the Daemon Faction 
  keyword. My Army Faction is ‘Chaos’ because 
  this is a Faction keyword every unit in the entire 
  army shares.
  Once the battle has begun, the distinction 
  between keywords and Faction keywords no 
  longer has any effect – both are used to interact 
  with abilities identically. Imagine, then, that 
  the Heretic Astartes Detachment contains 
  a unit of Possessed (which does not have the 
  Daemon Faction keyword, but does have the 
  Daemon keyword), and I choose for them to 
  replace their <Mark of Chaos> keyword 
  with Khorne. If the Daemon Detachment 
  contained a Herald of Khorne, his ability to ‘add 
  1 to the Strength characteristic of all Khorne 
  Daemons’ would also apply to the unit of 
  Possessed, as they have both the Khorne and 
  Daemon keywords.
  Q: Several missions refer to different 
  types of victory – minor victory, major 
  victory, heroic victory, etc. Do the 
  different types of victory mean anything?
  A: Only for determining bragging 
  rights post-battle.
  
  6
  Use the following flowchart to determine which datasheet to use for your models. Note that regardless of 
  which datasheet you use, if you are playing a matched play game, or a game that uses a points limit, you 
  should always use the most recently published points for your models and their weapons and wargear.
  WHAT DATASHEET RULES SHOULD I USE?
  YES
  YES
  DOES YOUR MODEL HAVE A 
  DATASHEET IN A CODEX?
  USE THE INDEX VERSION OF YOUR 
  MODEL’S DATASHEET
  ARE THERE WARGEAR OPTIONS FOR YOUR 
  MODEL THAT ONLY APPEAR IN THE INDEX 
  VERSION OF ITS DATASHEET?
  USE THE CODEX VERSION OF YOUR 
  MODEL’S DATASHEET, BUT YOU CAN 
  CHOOSE TO USE THE INDEX VERSION FOR 
  ITS WARGEAR OPTIONS (NOTE THAT IF 
  THE WARGEAR HAS RULES IN THE CODEX, 
  THESE REPLACE THE INDEX RULES)
  USE THE CODEX VERSION OF 
  YOUR MODEL’S DATASHEET
  NO
  NO
  For example, if you wished to use a Commissar with 
  a power axe, you would check if the codex – Codex: 
  Astra Militarum – has a datasheet for Commissars. 
  It does, so you would use this datasheet – however, 
  it does not support the wargear options which allow 
  him to replace his power sword with a power axe, so 
  you would use the Commissar wargear options from 
  Index: Imperium 2. 
  Similarly, as Codex: Astra Militarum does not have a 
  weapon profile for the power axe, you would use the 
  one found in Index: Imperium 2.
  When coming to calculate the points cost, the 
  Commissar himself and the bolt pistol have points 
  in Codex: Astra Militarum, so you would use those 
  alongside the cost for the power axe from Index: 
  Imperium 2.
  Alternatively, if you wished to field an Autarch model 
  with a banshee mask, you would use the Autarch 
  datasheet from Codex: Craftworlds alongside the 
  appropriate wargear option from Index: Xenos 1. 
  Codex: Craftworlds contains rules and points costs for 
  all your Autarch’s wargear, so you would use these in 
  place of the ones from Index: Xenos 1.
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2017 FAQs/warhammer_40000_designers_commentary_2017-11-16.pdf