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==8th Edition== {{Topquote|Correct, young acolyte. The canticle of the bedtime story is entirely necessary for the proper maintenance of the sacred Plasma weaponry.|Unknown Magos of Forge World Ryza}} Strap yourself in, son, this is gonna be a long one. This edition saw a major rules overhaul, stopgap rules brought in before full codices were released, and of course, the most recent fuckups tend to be easier to remember than the ones that happened twenty years ago. *'''Keyword Issues:''' 8th edition got rid of Universal Special Rules, instead opting for units having their own bespoke special rules and having assorted Keywords associated with them. For example, Rhinos cannot transport models with the Terminator Keyword, while Land Raiders treat models with the Terminator Keyword as taking two transport slots. [[derp|It would not be until a halfway through the edition that GW learned to distinguish keywords for models, versus the entire unit sharing collective keywords]]. This led to several earlygame bloopers. **'''Terminator Rune of Yoga:''' Space Wolves have a distinct ability to 'mix-and-match' Terminator Wolf Guard into units of Power Armored units. In early 8th edition, [[derp|giving a Wolf Guard model Terminator Armor did not actually grant the Terminator Keyword]], [[wat|letting said Wolf Guard Terminator cram itself into a transport]]. Since this was before Games Workshop decided to do 'model-level' Keywords, they instead had to FAQ this to state that "the Wolf Guard is treated as though it has the Terminator Keyword". **'''Deathwatch Weightwatchers:''' Deathwatch had the opposite problem; a Kill Team could attach a Vanguard Veteran, Terminator, or Biker to their unit, and collectively gain all the Keywords at the unit-level. The issue with this was [[derp|that adding one Terminator to the unit meant each and every model now took up two spaces inside a Land Raider]]. This also required a similar FAQ, stating that although the entire unit had the Terminator Keyword, only the Terminator counted as having the Terminator Keyword for purposes of transport. **'''All is Atomized Dust:''' The rules for Psykers in 8th are copied from Age of Sigmar: Roll 2d6 against the Psychic Power's difficulty, suffering Perils if you roll double 1s or double 6s. Perils means you suffer D3 Mortal Wounds, and inflict another D3 Mortal Wounds to all units within 6" should the Psyker be slain as a result. Unfortunately, the Aspiring Sorcerer in a unit of Rubric Marines...has 1 wound, while having a weaker version of Smite. Because Mortal Wounds spillover, this means you lose 2d3 models to Perils, the Sorcerer among them. Don't even think about trying to cast powers against Hive Fleet Kronos, lest your [[fail|expensive Rubric Marines go up in a blaze of Chaos is Fickle!]]. Keep in mind, although the entire unit is a PSYKER, the rules for Perils state that the psyker (not keyworded) suffers the Mortal wounds, and the Rubric Marine datasheet mentions that the Aspiring Sorcerer is the model doing the casting, so he has to be the first one removed from the unit no matter what you roll. **'''Honorary title:''' When the SM 8.5 codex dropped, chaplains were given the new litanies of battle mechanic which allowed them to give buffs to units by reciting litanies (rolling a 3+). To get litanies a model needed the <Priest> keyword, which all chaplains were given. But only chaplains were given this keyword, and they all already had the <Chaplain> keyword, meaning GW added another keyword to chaplains to give them this rule, when attaching the rule to the <Chaplain> keyword would have had the same result without adding a redundant keyword to chaplains. *'''And They Shall Know Fear:''' As written, 40k uses a system where you roll dice (d3s, d6s, 2d6s, etc.) and add modifiers to the roll to get the result. If you have any ability to re-roll, those are applied before any modifiers. Space Marines have '''And They Shall Know No Fear''' which lets them re-roll failed Morale Tests. However, a Morale Test is resolved by rolling a D6 and adding the number of casualties the unit has suffered to obtain the result, before comparing against the unit's base leadership. [[Skub|Differring arguments exist as to whether adding a number to get a result is considered a modifier, vs a modifier being for a basic roll otherwise]], but the end result would be that through a literal interpretation, [[Fail|Marines by default could never reroll morale, since they would compare the d6 against their highest Ld (8 for the Sergeant), then modify the roll with the casualties]]. [[Wat|Ironically, this means abilities that lower the Marine unit's Ld would make it more likely for the Marines to actually use ATSKNF]]. [[Skub|You can argue if this is intentional or not too]], [[That Guy|stating "ATSKNF only kicks in when facing true fear."]] *'''I'm Celestine! No, I'm Celestine!''': When a new edition is released there's bound to be one or two things that GW forgets to mention or include, in this case GW forgot to make Saint Celestine ''unique'' when they released her rules, which opened the way for Imperium players to field 5 (or more) of her. This might not be all that bad on its own, if it wasn't for the fact that each Celestine boosted the '''Shield of Faith''' rule that the Sisters of Battle possessed. Normally it gave them a 6+ invulnerable save and for every Celestine on the tabletop this increased by +1, meaning that it was very easy to give your entire army a 2+ Invulnerable save and steamroll the opposing army, while remaining entirely tournament legal (although don't expect any TO to allow you to use this technically-legal list). *'''Holy Artillery:''' Compounding the Celestine shenanigans, thanks to how it was written the Sisters of Battle could use Acts of Faith on any unit in their army of the same order, even if they didn't have Acts of Faith. This was done by using an Imagifier or Celestine to grant the act on either a 4+ or automatically, which led to players using them to fire Exorcists twice per turn and just erase most armoured units/vehicles/monsters from the tabletop. This was later errata'd so that you can only use this power on units that can actually use Acts of Faith. *'''Were we hunting somebody?:''' Another thing GW forgot at the start of 8th was double-checking army restrictions, specifically who could be allowed to fight beside who. This led to shenanigans like Fallen and Dark Angels fighting alongside each other without issue because they both had the Imperium keyword. *'''Schroëdinger's Airplane''': 8th also re-reverted aircraft rules so that units could not occupy the same space. However, there was no "clause" that airborne models did not block movement. [[Wat|This meant that while you could theoretically kill an aircraft by flooding the board with Conscripts so there was no legal move]], [[derp|this also meant that units could be prevented from legally moving past the aircraft, while not being allowed to Assault them]]. [[That Guy|The 2nd-place winner at LVO 2019 exploited this rule by taking 6 Eldar Flyers and using them to "wall in" the enemy's infantry and Castellan]], leading to GW finally FAQ'ing Airborne to work similar to early 7th. **However, even the fix had its own problems. The FAQ stated that rather than 'blocking' enemy movement, an airborne flyer would not block movement...provided the enemy unit was fast enough to move 1" past the flyer's base. Unfortunately, a 40k flyer base is a 120mm x 92mm oval, translating to 4.7" in length. Most infantry units can move 6" in their movement phase. [[derp|Assuming the flyer is 1" away from an enemy infantry unit, the enemy unit would need to move at least 6.7" forward in order to clear the distance from the flyer, and thus the FAQ effectively changed nothing for infantry]]. *'''Dakkadakka Wolf Guard''': 8th removed Twin-Linked as a special rule; formerly twin-linked weapons now had twice the attacks instead of rerolling to hit. Storm Bolters were made the equivalent of two Bolters for this same reason. 8th also streamlined shooting by stating that a model could fire all of its non-pistol weapons, or all its pistol weapons. [[Dakka|Wolf Guard in the Index could take two Storm Bolters each, as well as a Bike with twin-linked Bolter]], [[Derp|leading to Space Viking Bikers throwing down 12 shots per model]]. [[Wat|One wonders why the White Scars never tried that]]. *'''Technically Correct: The Best Kind of Correct:''' The big FAQ introduced new suggested rules for Tournament play to prevent spam by introducing a hard limit to the same Datasheet to 3 ''per army'' in a 2k point game. On Paper this means you will see at most 3 Flyrants, 3 Units of Dark Reapers, 3 Fire Raptors etc. Sounds good on paper and limits MSU and Spam, right? Well they forgot about the Daemon Prince and the Leman Russ. [[Derp|First off, the Daemon Prince! You can still bring a Battalion of Chaos Marines, Battalion of Daemons, and then a Supreme Command Detachment of Thousand Sons or Death Guard because it is a separate Datasheet for each army]] (FAQ has since rendered this variant of the cheese irrelevant). [[Derp|Second, the Leman Russ is limited to 3 Squads of Leman Russ tanks, so you can bring 3 Squads of 3 in a Spearhead and 3 Tank Commanders in a Supreme Command if you want, then have the 12 Leman Russ Tanks all break unit during the game, giving you 12. 13 if you also take Pask. And then you could keep going with all the forge world variants...]] This works with anything that can Combat Squad or has similar abilities as well. **The second variant of this actually became the basis for a tournament build involving 9 Hellhounds and 9 Artemia-Pattern Hellhounds, as a "meta counter" to Custodes Bike-Captains or hitmods. **Even better with Forge World and the Russes. The Death Korps Mars Alpha Russ is a separate datasheet, as is the Conqueror, Stygies Vanquisher and the Annihilator. So you can have [[Wat|48 units of Russes when there is meant to be a cap of three.]] This would cost far more than 2000 points, though. **With the new Knights codex, there are new type of mini-knight called Armigers, which are split into 2 datasheets and can be taken in 3 man squads like the Russes. So have fun with 18 Lords of War when the limit should be 3. *'''What Role Am I Anyway?:''' The rules to the aforementioned hard limit says "this rule does not apply to units with the Troops or Dedicated Transport Battlefield Role." [[Fail|However, this does not account for the fact that the same Datasheet can be taken for multiple Battlefield Roles]]. For example, Khorne Berzerkers are Troops in a World Eaters Detachment and Elites otherwise. [[Skub|Depending on your interpretation, this can either mean "ignore Troops and Dedicated Transports when determining your total," that units cannot be exempt unless they can only ever be taken as Troops or Dedicated Transports, or they can so long as the potential to take them as Troops exists]]. **The reasonable interpretation would be that, using Berzerkers as an example, you can have unlimited Troops Berzerker datasheets and a cap on Elites Berzerker datasheets. Why GW couldn't make this clearer is anyone's guess. *'''Elysian Demolitions:''' In the Forgeworld Imperial Armour Index, Elysian Drop Troopers had a special Order called '''Fire And Advance''' which let a unit shoot while treating all of its weapons as Assault. [[Fail|By itself, this was underwhelming and even caused Lasguns to shoot less than if they fired without an order]]. However, [[derp|this also gave Elysian frag and krak grenades the Assault profile]], [[cheese|letting a unit of Elysians throw more grenades than even the Grenadier Stratagem]]. Occasionally, [[Skub|lively debates occur over whether or not]] [[wat|chainswords or other melee weapons get the assault rule]]. *'''Does anyone actually playtest this anymore?''' FAQ again! So the character targeting rules changed to prevent cheese. before you could only target a character with less than 10 wounds if they were the closest ''visible'' unit. This leads to [[cheese]] like surrounding squads with their own tanks and transports, leaving a small hole so a unit could only see a character, or attempting to snipe characters with Mortars and Basilisks. Instead of fixing this by saying something like "You can see through friendly units for the purposes of targeting (and only targeting) but cannot shoot through them", GW tried to patch this out. [[What|Now you can't target the character if there is a unit between the shooter and character '''even if that closer unit isn't in LoS'''.]] This has lead to characters like Archons and [[Smashfucker]] becoming the best objective holders and deep strike denial units in the entire game. Now imagine what a Reaper Launcher Autarch with Mark of the Incomparable Hunter can do with this... ::Note that as of the 2nd big FAQ this remains not only unchained, but now made into an official rule. If a character is in clear view and the only enemy units that are closer to your unit than them are completely out of Line of Sight, [[FAIL|then you still cannot shoot that character.]] The FAQ also specified that you ignore other characters for the purposes of 'closest enemy unit', but only if they have less than 10 wounds. ::Prior to being patched, this led to a notable "Superfriends" of assorted Imperial Characters (including Gulliman and Draigo and more), several Eversor Assassins, and at least four Culexus Assassins. The Culexus Assassins could only be hit on 6s, were immune to Smite, and had a 4+ Invulnerable, and were also the only unit the opponent could legally target. *'''GRAMMAR IS FOR THE WEAK!:''' The Chaos Daemon Codex has the rule '''Daemonic Ritual:''' Instead of moving in their Movement Phase, any CHAOS CHARACTER may, at the end of their Movement Phase, attempt to summon a DAEMON unit ''with this ability'' by performing a Daemonic Ritual. The key is the "with this ability," since this can form an ambiguous lexical construct. "I found you with my flashlight" can either mean subject A found Predicate B in the possession of A's Flashlight, or that A used A's Flashlight to find B. Only by noticing that non-character Daemon Units have Daemonic Ritual will a player infer that [[wat|having Daemonic Ritual does not let you perform a Daemonic Ritual]], [[derp|but lets any Chaos Character that doesn't necessarily have Daemonic Ritual perform a Daemonic Ritual]], [[FAIL| and the clause "By performing a Daemonic Ritual" is just flavor-text with no actual relevance to Daemonic Ritual]]. [[Skub|Feel free to attempt to summon a Heldrake]] [[That_Guy|on account of ambiguous ruling though]]. *'''Lesser Keyword of Solomon:''' The Daemon Codex came with many Stratagems, which people immediately started thinking of ways to apply to [[Cheese|Magnus and Mortarion]]. To curb this, GW released a FAQ stating that Daemon Stratagems and Relics only work on Faction Keyword Daemons. The problem? The Warhammer Designer Commentary FAQ (the same one preventing Sept<Craftworld<Wu'Tang Clan>>) states that [[derp|once the battle is begun, there is no functional difference between a Keyword and a Faction Keyword]], [[Fail|so the errata as written doesn't work]]. *'''Plasma is Hotter At Night:''' When you Overcharge Plasma weaponry, it explodes on a 1. Not a "natural" one but a "modified one." This means any penalties to-hit also increase the odds of Plasma exploding. The Machine Spirits are afraid of the dark. Note that supercharged Plasma Guns "slay the bearer on a hit roll of 1". Everything in the book draws gear from one list. Yes, including vehicles. Yes, that 371pts Land Raider with 16 wounds just spontaneously evaporated itself with its own pintle-mounted combi-plasma. Don't press that, brother! **To add insult to injury, there is even a situation where you can make an Overcharged Plasma Cannon explode on any result to hit, thanks to GW giving -1 to hit effects to the Craftworld Eldar like it's going out of style. All you need to do is overcharge and shoot a Plasma Cannon at night (-1 to hit) after moving (-1 to hit) at some knife eared assholes painted blue (Alaitoc Attribute, -1 to hit at +12") with fancy armour (Warp Spider's Flickerjump ability, -1 to hit) who are pulling some Matrix shit (Lightning-Fast Reactions Stratagem, -1 to hit). So that's a total of -5 to hit, meaning any result you roll to hit will be modified down to a 1. I guess the Machine Spirits are also scared of Eldar too? **On a more positive note, you can (almost always) fire the gun on regular mode at no risk. As hilariously bad as this rule is, you at least don't ''need'' to commit suicide or do nothing. **Some models have special rules on their guns to "fix" this, mostly characters with big expensive minis and guns that only cause a mortal wound on a 1. *'''Anti-Air Flamethrowers:''' Flamethrowers in 8th edition no longer use an AoE "teardrop" template, but instead inflict a random number of automatic hits on a unit. For example, a Hellhound's Inferno Cannon inflicts D6 automatic hits. Due to these changes, regular flamers are less important as a crowd control weapon, and more as an anti-hitmod (and [[derp|anti-aircraft]]) weapon; this is especially true of weapons that have a multi-damage value like the aforementioned Inferno Cannon. Where it gets silly though is how Flamers interact with "ambush/deepstrike" abilities. See, regular flamers have an effective range of 8 inches, but most "strike from Reserve" powers require you to set up more than 9 inches away. This means that flamers are useless when you appear from Reserves, but it also means they're useless for defending against units Charging from Reserves, since the flamers are [[fail|out of range and thus unable to actually lay down a Wall of Death like in 6th-7th Edition, or interrupt movement like in 2nd Edition]]. **9th 'fixed' this for flamers by upping their range to 12", essentially granting them the ability to hit targets provided they started their charge within range of the flamer model in question. Of course, 9th also made Overwatch a Stratagem to the [[skub|debatable benefit of everyone]]. *'''Just Another Bugged Hunt:''' Genestealer Cults have a special rule called Brood Brothers: For each Genestealer Cult detachment in your army, you may take one Guard detachment, ignoring said Guard Detachment's Faction Keywords when determining if your army is Battle-Forged. The Guard Detachment cannot benefit from any Regiment-specific Stratagems, Doctrines, or Relics. However, a separate Forgeworld FAQ ruling states that Elysian and Krieg bonuses are not considered Regiment bonuses but their own "bespoke" rules. Combine with the fact that Brood Brothers has no restriction on being triggered by an Auxiliary Detachment, and you can have a Battalion of Tyranids fighting alongside a Battalion of Elysians, [[wat|with a single Cult Acolyte in an Auxiliary Detachment making the list Battle-Forged]]. *'''Unfocused Fire:''' Due to wonky RAW, the Tau Stratagem Focused Fire (hopefully to be FAQd) works best by splitting fire across the entire enemy army. Say the opponent has a unit. You shoot that unit, it fails its save, and you then activate Focus Fire. For the rest of that phase, any T'au Sept ''unit'' of yours that ''targets'' that unit gets +1 to wound. However, selecting targets and resolving shooting are separate steps; this means that RAW, a Hammerhead could allocate Smart Missiles against the unit that Focus Fire was activated against, allocate its Railgun against another unit, and get +1 to wound both units. **The Big FAQ errata'd Focus Fire so that you get +1 to wound with attacks that are made by T'au Sept units from your army that target the enemy unit. [[Skub|Although some will argue that "that target unit" refers to the attacks]], even if that were the case, [[Derp|RAW units Choose Targets, and then after allocating weapons, you Resolve Attacks]], [[Fail|and therefore this errata effectively changes nothing]]. **'''Sidenote:''' 8th renames Tau to T'au, while adding bonuses for Sept T'au. Thus, there was a joke due to the Faction and Sept having the same name. "All T'au are T'au, but some T'au are more T'au than others." *'''Really Hot-Blooded:''' Normally, the shooting sequence is: Select a unit to shoot, Declare targets, allocate weapons, then resolve attacks. Certain Stratagems or abilities may allow a unit to "fire its weapons twice" or "shoot an additional time at the end of the Shooting Phase." However, the Vior'la Stratagem '''Hot-Blooded''' is worded that at the start of the Shooting Phase, you may pick an INFANTRY unit from your army, and it may be "chosen to shoot twice this phase." The key is that normally, the rules state that you may not select a unit to shoot if it Fell Back, Advanced, or is engaged, [[derp|yet this Stratagem as written overrides those restrictions]]. [[Skub|Unlike other RAW screwups, it is unknown if this was intentional or just GW flubbing standardizing their rules]]. *'''They can have TWO weapons?:''' After waiting months for a FAQ, the tau finally got an answer as to what counts as a "shot" in the cadre fireblade's volley fire ability. GW answered "It means the player can make one more hit roll for each model that is firing at a target within half range", which conflicts with the wording of the ability which says the model gets an extra shot for EACH WEAPON, meaning drones, which carried 2 pulse carbines, would not get an extra shot per pulse carbine. Many months later GW issued a FAQ of the FAQ, saying the model would get one extra shot for each weapon. *'''Supreme Lack of Fire Discipline:''' The T'au Sept Sa'cea has the Tenet '''Calm Discipline''', which at first looks similar to the Salamander Chapter Tactic '''Master Artisans''', in that it lets each Sa'cea unit reroll a single to-hit roll. However, while the Salamanders Chapter Tactic is worded that you "you can reroll a single failed hit roll and a single failed wound roll made for a SALAMANDERS unit with this Tactic each time it shoots or fights," the Sa'caea Tenet is written that "In the Shooting phase you can re-roll a single failed hit roll when a unit with this tenet shoots." [[Fail|As written, the Tenet gives you one reroll to-hit for the entire shooting phase, and not one per unit.]] *'''Ork Snipers are totally a thing:''' Again with GW forgetting that -1 to hit is actually powerful and handing it out everywhere, this initially meant that Orks are literally incapable of hitting anything with a -2 to hit, since there is no "6 always hits" rule (until the Orks' codex) the way there is a "1 always fails" rule. ** GW thankfully realized this in time for the Ork Codex, not only giving them a special rule to always hit with shooting on unmodified 6s, but to gain extra attacks through it. ** This can be exploited by a Tyranid list with [[Biovore]]s. The Spore Mine Launcher, on a miss, allows you to put a Spore Mine on the table for free, even in Matched Play. Tired of to-hit penalty cheese making all your guns hit on a 6+ or 7+? Have your Biovores shoot at them and they can literally cover the table in Spore Mines, because they'll always miss. *'''Thermonuclear Spore Mines:''' The wording of the '''Floating Death''' ability states that a Spore Mine explodes if it is within 3" of any enemy units at the end of any Charge phase; whenever it explodes, it inflicts Mortal Wounds on the "nearest" enemy unit except on a 1. [[wat|The issue is that multiple Spore Mines in range of the same unit explode simultaneously, and thus their wounds must be sequentially resolved]]. Suppose I have three Spore Mines, each in range of a squad of 2 Space Marines. All three explode. The first one wipes out the Space Marine Squad, [[derp|while the second and third one each inflict Mortal Wounds on the "next" nearest unit]], [[Fail|even if on the opposite side of the game board and out of Line of Sight]]. *'''Sonic the Genestealer:''' Tyranids have a Stratagem called '''Metabolic Overdrive''' that lets a unit move a second time in the Movement Phase in exchange for not being able to Charge that turn. Hive Fleet Kraken Tyranids roll 3d6 and pick the highest roll for determining their Advance move, while their '''Opportunistic Advance''' Stratagem lets them double their Advance distance for that movement phase. The initial issue was that RaW, [[derp|Advance added to your Move Characteristic for that phase, instead of increasing your characteristic for that specific move.]] [[wat|Thus, a unit of Kraken Genestealers could move not 8 + 12 + 8 + 12 inches in the Move Phase, but 8 + 12 + 8 + 12 + 12]]. [[derp|Combine with a Swarmlord's Hive Commander ability for an effective top speed of 66", and a unit of Kraken Genestealers could outrun a supersonic aircraft on foot]]. [[Meme|Gotta go fast]]! ** GW FAQed this [[fail|not by stating that Advancing only applies to a specific move, but by stating that you can only advance once in a phase and it applies to all moves made that phase]]. This did make the initial Sonic the Genestealer option slower, with a top speed of [[derp|only]] 54". However, GW also clarified that Opportunistic Advance could be used with Hive Commander, Overrun, Mind Eater, or any other ability that lets a unit "move as though it were the Movement Phase." [[wat|Aside from giving a unit of Kraken Genestealers a theoretical top speed of 101" (8+12 from Move & Opportunistic Advance, 8+12 from Hive Commander and Opportunistic Advance, 12 from Charge, 3 from Piling In, 3 from Consolidate, 3 from Piling in and again with the Adrenaline Surge stratagem, 8 + 12 from Overrun (replacing Consolidate from the Adrenaline Surge) and Opportunistic Advance, and another 8 + 12 from Mind Eater and Advance)]], [[fail|it sets a messy precedent for Dark Eldar due to GW not strictly defining what "as if in another phase" actually means]]. *'''What Phase is It Anyway?:''' The Dark Eldar Wych Cult of Red Grief has the Stratagem '''No Method of Death Beneath our Grasp''' which can be used immediately upon destroying an enemy unit in the Shooting or Fight Phase. If you destroy an enemy unit in the Shooting Phase, you get a second round of shooting. If you destroy an enemy unit in the Fight Phase, you get to (after Consolidation) Fight a second time in the Fight Phase. By itself, this is remarkably innocent. [[Derp|However, GW forgot that Ynnari are capable of "out-of-phase" actions, and confirmed that Dark Eldar Ynnari still have access to Dark Eldar Stratagems]]. [[Skub|You can have a unit of Ynnari Red Grief Reavers destroy an enemy unit in the Fight Phase, use Soulburst to "shoot as if it were the Shooting Phase" to destroy another unit, pop the Stratagem, and then cause the game to break under at least three separate interpretations over what phase you are actually in.]] [[Fail|The fact there is no "Else" clause in the ability means that you can argue that if the Stratagem works as if in both phases, you can Consolidate, shoot and fight with this Stratagem]]. **The Big FAQ clarified that Soulburst takes place after you Consolidate despite triggering immediately, giving potential weight to the theory that you get both effects. *'''The Howling Banshees got into the cookie-dough again:''' Howling Banshees get +3" to the distance they roll for charges, and are also supposed to be able to charge units 15" away. However due to how the rule is written, all it does is let them charge after advancing if a unit is 15" away, not that they get to ignore the 12" limit from the main Rulebook. I guess Jain Zar has some coupons for Ben and Jerry's or something? *'''"We forgot the difference between Unit and Model" for 500, Alex:''' The rules for Advancing say that the unit may not be selected to shoot if it does so. The rules for Assault weapons say a model with an Assault weapon may shoot it if it advanced, but at -1 to hit. The problem is that you can never select the unit the model with an Assault weapon is in as a unit you want to shoot with, due to the rules for advancing. The same applies for Pistols with a unit within 1" of an enemy. *'''Stop Betraying Yourself! Stop Betraying Yourself!''': [[Khârn]] the Betrayer has the rule '''Kill! Maim! Burn!''' which lets him (any friendly World Eaters within 1", so really just himself) reroll all hits in the Fight Subphase, and he hits on a 2+. Sounds good so far, right? However, his rule '''The Betrayer''' means he cannot reroll 1s (so he cannot reroll any hits), each 1 hitting a friendly unit instead. You would think this would mean that you should run him solo, for "If there are no friendly models within 1 inch of Khârn, the hits are discarded." Unfortunately, a model is always treated as being in range of itself for auras or other special rules, meaning [[Fail|a bunch of 1s (or modified rolls) will result in Khârn hitting himself instead of the enemy]]. *'''Dakkaskull of Dakka:''' The Admech Stratagem '''Scryerskull''' can for the measly cost of 1 Command Point be used "at any time" to do one of several things: Reveal D3 Hidden Setup Markers, reveal a Mysterious Objective, or shoot with an ADEPTUS MECHANICUS unit while ignoring penalties from Dawn Raid, Low Visibility or Cover of Darkness. The "At any time", a lack of a requirement that the mission being played is using special rules or a 'shooting phase only' limitation results in game-breaking issues. **Stratagems used before a battle are exempt from the once per phase rule. So feel free to use Scryerskull "at any time" during your deployment phase until you run out of CP or enemies to shoot. If you don't feel like winning the game during deployment, you can still use Scryerskull once in every phase for both players, means that RAW, [[derp|you can use it once in every Movement, Psychic, Shooting, Charge, Fight and Morale phase, and then again in the next player's turn.]] Combine with Kastellans for almost enough dakka or a neutron laser Dunecrawler to wipe out every vehicle in the opposing army. **This Blooper has been fixed in the Admech FAQ. *'''Trash Can Lid of Faith:''' Seraphim have a 6++ save, and a rule forcing them (if it were optional this wouldn't be a problem) to re-roll failed results when using this save. Celestine gives a +1 modifier to those invulnerable saves. However, because of the totally fun and not at all stupid system where re-rolls must happen before modifiers, if a Seraphim rolls a 5 for their save, they are forced to re-roll it even though it would pass after modifiers. *'''White Autarchs can't Jump:''' While it was fixed in the Codex for Warp Spiders (due to horrible wording in the Index, RAW said that Warp Spiders couldn't teleport out of combat in the Index), an Autarch using a Warp Spider Jump Pack can't use said Jump Pack to teleport out of Combat due to no current rules existing for the Autarch's version of it. *'''Remote Serjery:''' Because the Painboy's healing ability works on models and not units, it's entirely possible for a Painboy to save an Ork in combat on the other end of the table if you conga-line a maxed out squad of Boys. While less of a blooper and more a silly rules interaction, there is something hilariously Orky about the Painboy being able to save something locked in combat several feet away just because it's in the same mob. *'''High Speed Dirt:''' Deliberately crashing your own Flyers sounds dumb, right? Well if you read the rules for a lot of Kill Point missions (thankfully GW's No Quarter Given Objective is clear. Objectives written by Third Party groups are sometimes not so clear), or Tactical Objectives for Maelstrom Missions, deliberately crashing your own near-death flyer (by intentionally moving them for less than their minimum movement distance) means that your opponent doesn't get the kill credit as nobody actually destroyed it. This also leads to... **'''Kamikaze Kauyon:''' The 8th edition Tau Codex allowed a Commander to trigger declare a Mont'ka or Kauyon maneuver once per game at the start of the turn. If the Commander invoked Kauyon, then all friendly Tau units within 6" and of the same Sept could reroll misses but could not move for any reason. [[Derp|Flyers were not exempt from that restriction]], [[wat|leading to the potential for Razorsharks and Sunsharks to kamikaze before they got to benefit from Kauyon]], [[fail|and possibly killing your Commander with Mortal Wounds]]. Clearly the blueberries wanted to be even more weeaboo. **'''Ynnari did 9/11:''' While there are many strange Soulburst interactions, it's entirely possible to deliberately crash your own Flyers by intentionally not moving them their minimum movement distance, something clearly unintended. This can result in some ridiculous [[Tzeentch |Rube Goldberg-esque chain reactions]] where a Soulbursting Warlock can Quicken a Flyer on 1-2 Wounds left and have them crash within 7" of [[Just As Planned|a bunch of Dark Reapers that nuke something across the map for free, which in turn triggers a bunch of Howling Banshees to slice up a unit, which lets the Shining Spears charge in and murder the unit that caused the Warlock to Soulburst to begin with]]. *'''Yvraine who thirsts:''' Ynnari again, and while this one makes sense RAW it's horribly unfluffy. Yvraine and The Visarch are healed on a 4+ by friendly Eldar exploding near them. Yvraine also benefits if it just happens to be a Psyker exploding, as it gives her more powers. Warlocks are very spammable. Put it together and it's not unheard of for Ynnari players to use a Command Point Re-roll to deliberately Perils of the Warp so that Yvraine gets a benefit from a [[Rape|Warlock being sucked into the Warp, likely taking even more Eldar with them if you get really unlucky]]. Yes, Eldar being introduced to Slaanesh's personal Bad Dragon collection actually heals and benefits the Ynnari, but they still swear it's entirely unrelated. Uh-huh... *'''"Drive me closer, I wish to hit them with my Agonizer!"''': [[What|Ramming is always better for Dark Eldar Vehicles]]. Because of a hilariously badly worded FAQ: everything has a Close Combat Weapon, even units that can't physically carry one (like Vehicles). [[Fail |Before this Dark Eldar vehicles were forced to Ram their giant pirate ships into people at the same Strength of a Space Marine punching someone, because Bladevanes were the only weapon choice for Vehicles]]. Post FAQ they can declare they are using their Close Combat Weapon and attack at full strength. *'''"We found a bigger boat, Archon!"''': Dark Eldar and terrible FAQs again! The FAQ for Index: Xenos 1 ruled that Scourges and Hellions can't fit into Raiders or Venoms [[Derp| after an oversight in the Index allowed them to ride them]]. Well they never bothered to apply this FAQ to the Tantalus, [[What| so yes, Scourges and Hellions can still fit in there with their massive wings and giant blades hoverboards]] while still having space for loot, slaves, medical supplies, spare ammo, spare slaves, and someone to fetch the drinks. What else could a self respecting Space Pirate Vampire Elf want? (Hilariously ''still'' not fixed as of the 16/04/2018 Forgeworld FAQ update) *'''Cruddex in a Box?''': Dark Eldar again, [[Robin_Cruddace|and White Dwarf April 2018 confirmed who is responsible for this shitshow of a decision]]. [[Fail| The Crucible of Malediction is available as both an overcosted stratagem, and Wargear option for the Haemonculus meaning there so no reason to ever use the Stratagem and the Dark Eldar have lost out on another Stratagem because of this...]] ** Ironically enough, GW did FAQ this for the T'au Stimulant Injectors, stating " No. You cannot purchase Stimulant Injectors anymore and the rules for Stimulant Injectors as presented in Codex: T’au Empire (i.e. the Stratagem) take precedence." Sadly due to the bespoke nature of 8th edition, this applies only to Stimulant Injectors and nothing else. *'''Abaddonify''': More Eldar rules breaking something! Jain Zar can [[Abaddon|disarm]] models she is fighting in close combat, rendering them unable to use one of their weapons. Well things get strange if you disarm something carrying the basic Close Combat Weapon. RAW says that the unit can't use that weapon, but the Rulebook states that you are to always assume that they have that weapon. There hasn't been a clear FAQ on this either which makes things more complicated. ** Even more, how do you disarm a [[Tyranid]]? Even [[Hormagaunt]]s are bigger than a [[ork|puny eldar]], not mentioning the monstrous creatures. *'''Space Elf Pirate Ninja?:''' Eldar yet again. This time the Corsairs. [[What| Because the Corsair Prince has vanished from the Index]], [[Fail |it's impossible to field a legal army if you go pure Corsairs]]. It's also impossible to bring Corsairs along with you as an Eldar army without taking an Auxiliary Detachment and losing CP, or going Ynnari and having your opponent flip the table. *'''Plague Zombie Cloning:''' If a Poxwalker kills a Necron and turns it into an additional Poxwalker model, you can still re-animate that Necron. The same goes for any model that can "die" and then return to the table in some fashion. Don't think about that one too hard, [[Matt Ward |I don't think the person who wrote it did either]]. [[Derp|Amusingly, this means that one Pink Horror can turn into seven Poxwalker Zombies]]; a notable LVO list by a tournament-goer named [[Awesome|Joshua Death]] [[Peasant Railgun| ran a bunch of Horrors as a screen to "walk up" a bunch of Poxwalkers up the board like a Zombie Railgun]], through the '''Cloud of Flies''' and '''Poxwalker Hive''' Stratagems. **Note that the Plague Zombie Cloning was supposedly fixed by the '''Curse of the Walking Pox''' ability being FAQ'd so that you have to pay Reinforcement Points to increase the unit beyond its starting size. However, the '''Poxwolker Hive''' Stratagem technically replaced '''Curse of the Walking Pox''' for the turn, [[Derp|while not being errata'd with the same Reinforcement Point clause.]] *'''Scunthorpe Weapon Profiles:''' The Scunthorpe Problem is a classic problem with word-search algorithms that censored for filtered out "dirty" words. The problem lay in the fact that certain innocent words would yield "false positives"; the problem was named after users from the town of Scunthorpe, Lincolnshire were unable to create AOL accounts, [[Not As Planned|since "Scunthorpe" has the word "cunt" in it]]. How does this relate to 8th edition? In order to deal with the prior problem of weapon classification, many abilities and stratagems in 8th edition will state that a "X" weapon is defined as any weapon whose weapon profile has "Y" in its name (ex. blahblahblah). Aside from being a futureproofing timebomb waiting to happen, the rules for 8th edition have a messy definition for what exactly is a weapon profile: Is a weapon with multiple attack modes itself a weapon profile, or are the individual attack modes themselves profiles? [[Rules Lawyer |This may seem like pedantic semantics]], [[Tzeentch|but either interpretation will result in bloopers]]. **'''Prometheium is Heresy:''' Chapter Approved 2017 introduced Cities of Death Stratagems, including Siphon Promethium. Siphon Promethium lets an infantry unit double the range of its flamer weapons, including Skorchas, Burnas, and any weapon profile with 'flame' in its name. This particular wording hurts Orks in particular, [[skub|since depending on the interpretation]], [[fail|this prevents Kombi-Skorchas from benefitting and no Ork Infantry unit has the option to take a regular Skorcha]]. The real comedy however comes from the fact that Horrors of Tzeentch use 'Coruscating Flames', which can now shoot out to 36" on account of a false positive. **'''Holy Duality?:''' The Sisters of Battle beta codex had a stratagem '''Holy Trinity''', which granted bonuses when a unit used a flamer, bolter, and meltagun on the same target. The definition for each component was for any weapon profile with 'bolt', 'melta', or 'flame' in its name, while explicitly treating Inferno Pistols as Melta weapons. If the interpretation that the weapon profile itself encompasses all the attack modes available, the end result would be Sisters using Combi-Flamers and Combi-Meltas to trigger the Stratagem at a distance, for superior dakka. **'''Weapons of the Derp Age:''' The '''Weapons of the Dark Age''' stratagem gives Dark Angel plasma weapons +1 damage, defining a plasma weapon as any weapon whose weapon profile includes plasma in its name. This means that it also accidentally applies to other weapons, like the bolter part of a combi-plasma, since it forgets to exclude them the same way the Beta Bolter rules exclude the non-bolter weapon profile of any combi-weapon. **'''"How do you fix this:''' Although it would take time to implement, the "ideal" fix would add rules for giving keywords to weapon profiles (similar to 7th edition). A weapon profile would inherit the keywords of the model wielding it. So rather than "'''INFANTRY''' firing flamer weapons. A flamer as defined as a ...", you have "firing '''INFANTRY FLAMER''' weapons". This would also allow for handling false positives, including ensuring that a Baleflamer is not a Flamer...ahem. *'''I Like my Genestealers Scrambled:''' Genestealer Cultists have the Cult Ambush ability, where they set up ambush markers, and reveal themselves on the first turn, appearing within 1" of the marker as if arriving from Reinforcements. Enemy units cannot move within 9" of said markers. The problem is certain units can project a 12" aura preventing enemy units from arriving from Reinforcements. Thus, some Primaris Infiltrators could walk 9.1" away from Ambush Markers, and unless the GSC player used Stratagems to relocate/hide undercover...[[fail|the units tied to those Ambush markers would automatically be destroyed]]. FAQed so GSC units using Cult Ambush Blips don't count as coming in from reserves. *'''46 shots, 1 kill:''' The current character targeting rules exist to stop people from [[cheese]] such as parking two Rhinos so your Devastator Squad with 4 Lascannons can only draw Line of Sight to your enemy's Warlord. As the Rules are written right now, you can't do this as they need to be both the closest unit, and closest visible unit. This is very important when it comes to "Mortar" and "Sniper" units, as they don't overwrite these requirements: a Mortar can't just declare it's shooting at the character behind a wall because they can't see it, even if it's the closest unit, and they can't shell the Character at the back even if they can somehow draw LoS if there is just one intervening model. Why mention this? [[Fail| The new Space Marine unit: Primaris Eliminators simply don't function if you go by RAW]]. The new weapon profile is functionally a Sniper and Mortar unit combined, but the Rules don't actually allow this: They need both LoS on a Character and the Character to be the closest unit to take the shot. If you fail to meet any of these qualifiers then you can't target the character. They can, however, target regular units as normal but at that point why not just take an allied Heavy Weapons Team? **This has been clarified in the Shadowspear errata. An eliminator with a bolt sniper rifle that is firing mortis rounds CAN target a Character that is not the closest enemy unit and not visible to the firing model. *'''Superman Drop:''' Transport rules seem pretty straightforward, right? Except they weren't written with flying transports in mind, so nothing is preventing your marines from just jumping out of a strafing gunship. In fact, they can <i>jump back in</i> if they wanted to. Suck on this, Invasion Beams! *'''Box-o'-Fuckoff:''' Transport rules again. Those were ''simplified'' like everything else in 8th, meaning each bloody unit now has a unique instance of it. Oh boy, how can THAT backfire on us? Well, remember there were units that took extra transport space like Jump Packers and Ogryns and stuff? ''Now each and every one of them must be written individually into every instance of the Transport rule for it to function.'' The writers thought themselves cheeky and limited the passengers by faction keyword, thus isolating each Codex and limiting the issue. Except there are unaligned Fortifications in the game that (still) have no such limit, so enjoy cramming Heavy Weapons Teams, Termies, Obliterators and all the other fuckhuge dudes into tiny bunkers. From which they can then shoot out. No, tying passenger size to a {{W40Kkeyword|Size: X}} keyword was too clear-cut of a solution, why do you ask? *'''Too Quick for my Gunz!:''' The flying, Titan-killing wedge of death that is the Tau Tigershark AX-1-0 had a hilariously obvious oversight when the rules were ported to the new edition. The flyers party piece - its two Heavy Railguns - had their stats brought into line with the new edition, including being classed as Macro weapons. At first glance it was appropriate - Macro weapons do additional damage to superheavy targets and structures. However: you must remain stationary to fire them. These were mounted on a Flyer. With a minimum movement and no hover capability... Thankfully the problem was obvious enough to be quickly FAQ'd. *'''The Best of the Best:''' When Vigilus Defiant was released, it came with the Stratagem "Veteran Intercessors", which increased their attack characteristic by 1. Seems simple, so what went wrong? Well this was one of those Stratagems used before a battle begins, so there was no limit on how many times you could use it... [[Derp|or how many times you could use it on a single unit]]. GW eventually came out with a FAQ stating you could only use it once on each unit, so the days of seeing models go from 3 attacks each to 20+ are over. *'''Zhufor the Scary:''' Zhufor the Impaler from the Chaos Space Marine range had an odd rule, in that when you took your Morale test near him you added 1 to the roll, making it easier to fail. The problem came about when he fought Daemons who had the Daemonic Icon rule, which caused them to regain models if they rolled a 1 for their Morale test. While they were in range of Zhufor this was impossible, so somehow this dude was so scary, [[wat|literal Daemons would refuse to reinforce their brethren if it meant they had to fight him.]] *'''Objective Unmanned:''' Buildings (and Fortifications) can control objectives in 8th. No further comment, just let that sink in. *'''Mechanicus Understudy:''' The Mechanicus have a Stratagem called "Mechanicus Locum" that allows a character other than the Warlord to generate a Warlord trait. The problem is that, according to the FAQ, they're only considered the Warlord so they can use the trait they have, and it does not change which traits they can normally access. Since the traits they can normally access are none unless they're the Warlord, this Stratagem does nothing at all. *'''Editorial oversight? Sounds like heresy:''' The Sisters of Battle 2019 codex states a Canoness can only take a rod of office if she takes a power sword and standard boltgun. The monopose Canoness miniature released ''the very same day'' in the box set is armed with a rod of office, a power sword... and a plasma pistol. Nobody checked if they were selling players illegal loadouts. This had to be fixed in an FAQ, the plasma pistol loadout is the legal one.
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