40K Rules Blooper Reel
GW has a history of failing to make rules that work, whether intentional or otherwise. This page is meant to compile all the classic examples of...unintended hilarity of GW ruleswriting throughout 40k.
4th Edition
- Snikrot Shuffle: Boss Snikrot was made a unit upgrade for Kommandos, giving his unit the ability to appear from any table edge through "Behind Enemy Lines." However, due to the way Behind Enemy Lines was worded, Snikrot was granting the unit the ability, rather than the unit itself being upgraded to have the ability. Thus, although arguably unintentional, it became legal to use Snikrot to "smuggle" decidedly unsneaky Ork Characters alongside him; one must imagine they were carrying the Boss's Bike Fred Flintstone-style.
5th Edition
- You won't need Eyes When You're Raging: 5th Edition introduced True Line of Sight, with the stipulation that infantry models had to measure Line of Sight "from the eyes." Tyrant Guard had a special rule that they would suffer from Rage if the Hive Tyrant they were protecting died. Unfortunately, Rage as written stated you had to move towards the closest "visible" enemy unit, which RAW was impossible for Tyrant Guard since Tyrant Guard don't actually have eyes.
- Selective Warp Field: This one was a formatting goof, but when Codex Tyranids came out, the rules for Warp Fields stated that "A Zoanthrope with a Warp Field has a 3+ Invulnerable Save." The Doom of Malan'tai had a Warp Field but was not explicitly stated to be a Zoanthrope (this is one area where Keywords would have helped). Thus, until GW actually FAQ'd it, people could argue that the Doom didn't actually get an Invulnerable Save (and INAT ruled as such until the GW FAQ overturned it).
- Orks on Stilts: True Line of Sight struck again with heavily modded or based figures. Legs were snipped to give upright poses and weapon arms raised high overhead to give the best firing sight lines. This was the most problematic amount Tyranids, some of whom got to be three or four times taller than they were otherwise supposed to get.
6th Edition
- Grumblegrumble Stupid Chariot: The 6th edition Burning Chariot of Tzeentch was introduced as a Skimmer Chariot, fast and fragile and meant to act akin to a Daemon Land Speeder of a sort. Unfortunately, the actual ranged weapons were on the Exalted Flamer atop the whole Chariot, which was not Relentless. Thus, the Chariot had to move or shoot, which was a death sentence for such a fragile ride (7th fortunately made them Relentless).
- Dude, Where's My Bomb?: The 6th ed Sunshark Bomber had a Pulse Bomb Generator: Whenever the Sunshark successfully makes a Bombing Run, you could roll a D6, and on a 2+, you got a bomb back. Unfortunately, the Sunshark as written didn't actually start with a Pulse Bomb. This remained unfixed in 7th edition.
- Thermonuclear Pyrovores: The Pyrovore in 5th-7th was memetically known as a super-useless unit, but the 6th edition Tyranid Codex was known for a hilariously misworded Volatile rule: Whenever a Pyrovore died to Instant Death, "Every unit suffers a S3 hit for each model (excluding other Pyrovores) within d6 inches of the Pyrovore." Read that rule, and comprehend what "every unit" means.
- Lookout, Cha Gits!: Ork Nobs were indexed to be Characters, and Characters could accept and issue challenges and benefit from "Look Out, Sir" rolls. However, the index didn't distinguish between Nobs leading Boys or units of Nobs, leading to a "musical wound" situation where any damage could be pawned off to the Nob of your choice on a 4+. This created Nob squads where several Nobs had wound on them, despite the usual rule of killing off whole models first.
- Legion of the Dammit: Codex Legion of the Damned was touted as a standalone supplement that was meant to let players field them as a standalone force. The rules required the Legion of the Damned to start with their entire army in Reserves. Unfortunately in 6th, you automatically lost if you didn't actually have any units on the table.
7th Edition
- Nobz In A 'Naut: This may have arguably just been insidious GW marketing instead of them failing to understand their own game, but Gorkanauts/Morkanauts were touted as "nearly indestructible" and reliably able to transport Nobz or other elite units into the fray, despite the fact that they were not Superheavy Vehicles. While you could one-shot them with a lucky Melta or Lascannon shot, a more common outcome was for one to be Immobilized by a Grav Cannon rolling a 6. As for serving as an assault transport, GW forgot to give the 'Nauts the Assault Ramp rule, and thus you couldn't actually assault from one. To add insult to injury, these vehicles cost *more* than a Land Raider while moving slower.
- Who is the Warlord Again?: In 7th edition, Ultramarines could purchase Chronus as an upgrade to Tanks. Unlike Longstrike or Pask, Chronus was an Infantry Character, that would turn the tank he was riding into a Character, only to emerge from said Tank like a passenger should it be destroyed. However, RAW, Chronus was a Character and so was the Tank that Chronus was riding in, but neither were the same Character. Thus, you could either make Chronus your Warlord and wait before his tank was destroyed before you could use his Warlord Trait (assuming it required being on-table), or make his Tank your Warlord. Oops. (As an amusing bonus, he also had a Servo-Arm but not Blessing of the Omnissiah, so he could punch stuff but couldn't fix it).
- Khornedogs of Slaanesh: Daemons in Khorne Daemonkin had Fearless instead of Daemonic Instability. Thus, Battle Brothers from Chaos Space Marines could join Daemon units from Khorne Daemonkin. Although an Independent Character with a Mark could not join a unit with a different Mark, having the Mark of a Chaos God and being a Daemon of a Chaos God were two different things. Thus, Daemonkin meant you could have a Sorcerer of Slaanesh use Flesh Hounds of Khorne as bodyguards.
- Ordo Xenos or Ordo Xerox?: Codex Deathwatch had generally sloppy rules, copypaste formations ("Reroll to-wound vs X"), and odd examples of GW being arbitrarily restrictive in unit loadouts (notably, Deathwatch couldn't take Rifleman Dreads or Strontos Razorbacks). However the most amusing example of this was how the Bane Bolts relic had a profile for being used by a Stalker Boltgun, despite Deathwatch HQs not having the option for a Stalker Boltgun.
- Siphon Magic, Period: Siphon Magic may easily be the worst-written power of 7th edition. "Siphon Magic is a Blessing that targets the Psyker. For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18" of them, place a dice next to this model. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points." This power itself was problematic for several reasons: Does "a friendly model" include the Psyker that cast Siphon Magic? Did casting Siphon Magic actually grant the Psyker an immediate bonus die. It was noted that Deny the Witch did not turn a Success into a Failure, but simply cancelled the power's effect, and so Siphon Magic still granted a bonus die. However, the real RAW kerfluffle was the fact that since Siphon Magic did not grant bonus Warp Charge, but "dice that could be spent as additional Warp Charge," you could argue that it was possible to store dice from Siphon Magic across turns. Hilariously though, Siphon Magic was otherwise useless for ML 1 Psykers since if it was the only power that could be cast that turn, then it would mean storing up dice that could not be used. Oops.
- No Death Guard Zombies: Typhus let you nominate any Chaos Cultists as Plague Zombies at army creation, giving them Fearless, Feel No Pain, and Slow and Purposeful. They however could not purchase any other options besides increasing their unit size. When Traitor Legions came out, it added rules for different Legion Tactics; notably, Death Guard detachments required all units with the option to purchase the Mark of Nurgle. Due to ambiguous order of operations, it was entirely possible that the Cultists having to purchase the Mark of Nurgle precluded Typhus being able to nominate said Cultists as Zombies. However, Typhus let you nominate any Cultists in your army, and not necessarily the Detachment he was in, so if you took an allied Alpha Legion detachment, you could have Infiltrating ninja-zombies. Let that image sink in.
- Soul Pain: The Ynnari Psychic Power Unbind Souls targeted an enemy unit, and made a number of Strength 4 attacks equal to the number of models in the target unit. It was supposed to be used to cut large hordes down to size. However, the rulewriter forgot that only models in range and line of sight could be removed as casualties, and Unbind Souls only had 12 inches of range. The result would be a few unlucky Orks or Tyranids being struck down with extreme overkill, to the confusion of the rest of the unit.
- Revenge is Sweet: In what may be the best bit of poetic irony of 7th Edition, the Avatar of Khaine was completely immune to Gulliman, since all of Gulliman's close combat attacks had Soul Blaze. Feels good after being punched out in all of Matt Ward's old fluff...
8th Edition
- Plasma at Nighttime: 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.
- Flamingly Bad: 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 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 out of range and thus unable to actually lay down a Wall of Death unlike 6th-7th Edition, or interrupt movement like 2nd Edition.
- 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 *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.