7th Edition FAQ Written by Shawn Hook with input from the M.Y.C.L. FAQ Committee Geoff Hill, Monty Irish, Farshad Maltes, Cole Markgraf, John Pickle, Justin Williams, and Lee Zeuner Table of Contents 1.) Big Rule Book - pgs. 2-10 14.) Buildings - pg. 6 2.) Psychic Phase - pg 2 15.) Force Organization and Factions - pg. 6 3.) Shooting/Charging/Overwatch - pg 2-3 16.) Warlords - pg. 6 4.) Flying Monstrous Creatures - pg. 3 17.) Mission Type / Setup – pg. 7 5.) Gargantuan Creatures - pg. 3 18.) Mysterious Objectives – pg. 7 6.) Vehicles / Damage Chart - pg. 3-4 19.) Special Rules – pgs. 7-9 7.) Ramming - pg. 4 20.) Psychic Powers – pg. 9 8.) Super Heavy Vehicle Walker - pg. 4 21.) Lords of War Special Rules – pg. 9 9.) Stomp - pg. 4-5 22.) Lords of War Acceptable List for M.Y.C.L. Tournaments – pg. 10 10.) Vehicle and Weapon Upgrades - pg. 5 11.) Close Combat Challenges - pg. 5 12.) Terrain - Cover Saves - pg. 5 13.) Gun Emplacements - pg. 5 23.) Fortifications Acceptable for M.Y.C.L. Tournaments – pg. 11 23.) Codex Specific FAQ – pg. 12 Big Rule Book Psychic Phase 1.) Psychic Focus – If all powers are taken from one discipline, then the psycher can have the primaris power for free. Even if only a level 1 psyker. (BRB pg. 22) 2.) If a Psyker has a mark of chaos or is a daemon of a particular chaos god, that model automatically knows the primaris power of the discipline that corresponds to their patron deity. This prevents them from gaining psychic focus in another field of psychic power as the model knows a power in more than one area of focus. (BRB pg. 22) 3.) When generating psychic powers you may roll for one power at a time and decide after each roll if you wish to switch to a different discipline. (BRB pg. 22) 4.) A level 1 Psyker may attempt to manifest 2 powers if there is enough warp charge points left. (BRB pg. 24) 5.) Psykers in a transport can only manifest Witchfire powers while embarked on a transport, however the vehicle must have a fire point with line of sight to the intended target. (BRB pg. 25) 6.) Peril’s Chart – result #1 – cover saves may not be taken by the affected psycker, nor is FNP allowed. For his unit D6 S6 AP1 hits, the attack comes from where the psyker was, cover is granted just as a barrage attack, centering the blast marker over the psyker and going out. The unit may go to ground for a 6+ cover and may take Feel No Pain Rolls if not affected by Instant Death Rule (due to double strength to toughness value). (BRB pg. 25) 7.) If you do not have warp charge points (dice) to expend you may not attempt to deny the witch as well as using Psychic Hoods. (BRB pg. 26) 8.) Focused Witchfire Powers can only pick out models in an enemy unit only if the warp charge points harnessed are above the warp charge points needed to manifest the power. If the charge points are equal to the points needed, then the power effects the closest models instead. (BRB pg. 27) 9.) If a Peril slays the psycker but the power is successfully manifested and the power is the malefic power Possession – does the power still replace the psycher with a daemon or is it failed as the psycher is dead from a peril? Look at the Psychic Powers Sequence Chart #3, the effects of the perils takes effect prior to the powers manifesting #5. So the Psycker is removed as a casualty prior to generating the daemon. (BRB pg. 24, 25, and 195) Shooting/Charging/Overwatch 10.) A Gone to Ground unit may NOT fire Overwatch. (BRB pg. 30) 11.) When targeting and shooting a unit that is behind another unit (friendly or non), it confers a 5+ cover save. However, when elevated models are targeting a unit and the unit between the targeted unit and the elevated model are not intervening (not blocking clear line of sight to any of the targeted unit), then it does this not receive the cover save. What constitutes an elevated unit? The Shooting unit’s player chooses an area on the body, arm, head to draw line of sight to the whole unit being shot at, if that point can draw clear line of sight to all targeted models in the unit without line of sight cover from the unit in between then there is no cover save granted. (BRB pg. 38) 12.) Primary Weapon – fires no matter if moved or not – this is usually on a Super Heavy Vehicle. (BRB pg. 42) 13.) A unit is ALLOWED to charge a unit that it can not harm. This does include vehicles. (BRB pg. 45) 14.) Overwatch casualties and wounds taken from failed dangerous terrain tests are NOT counted in the total wounds done in close combat for purposes of close combat resolution. (BRB pg. 52) 15.) Units that have failed morale in a previous phase, automatically fail future morale tests, PASS all pinning tests, can not go to ground, and if charged do a regrouping test at full LD if fail are run down (destroyed). (BRB pg. 58) 16.) When falling back from losing a CC, move distance rolled, however the distance rolled would put the unit within 1” of an enemy model, then move the models the minimum distance to achieve the 1” distance away from the enemy unit. If trapped by surrounding troops or impassible terrain and can not fall back in any direction, then the unit is destroyed. (BRB pg. 58) Flying Monstrous Creatures 17.) If a Swooping Flying Monstrous of Gargantuan Creature is shot down during any phase it may charge in its subsequent phase. However, if it began its turn swooping and changed to glide mode, it can not charge in that same player turn. (BRB pg. 68) 18.) A Flying Monstrous Creature that arrives via deep strike is in swooping mode. (BRB pg. 68) Gargantuan Creatures 19.) Gargantuan Creature that is not a flying gargantuan creature – moves 12” but what about through difficult terrain? For difficult terrain roll 3D6 and then take it times 2. This is the maximum distance it can move in the movement phase. (BRB pg. 70) 20.) A Gargantuan Creature is not affected by instant death weapons. D-Weapons cause the wounds rolled on the D-Weapon chart. They can not make FNP rolls against D-Weapons. (BRB pg. 70 and 163, Escalation) 21.) Gargantuan Creatures marked by Necron Deathmarks, are wounded by Deathmark units when shooting and CC attacks. There is no reference for this and GW has not FAQed it, it was majority vote. Vehicles/Damage Chart 22.) A drop pod dropping does not lose a Hull Point. (BRB pg. 76) 23.) When shooting at a flyer, jetbike, bike or skimmer – the shooter must ask the intended target’s controlling player if they wish to jink, PRIOR to rolling to hit. If not given the opportunity to do so, the controlling player may decide to do so after the attacker rolls to hit. (BRB pg. 76) 24.) If an explosion occurs from a vehicle that may affect a jetbike/bike/or skimmer unit, the radius is rolled first of the explosion, then the controlling player may decide to jink PRIOR to, to wound rolls are made. (BRB pg. 76) 25.) Damage Table Changed – Stunned Flyer can not turn and goes 18” forward (if this can not be achieved because of intervening enemy models, then the flyer crashes and burns). If Immobilized result is rolled on zooming flyer, then roll dice 1 or2 crash and burn, if 3+ then stunned result just as described previously. (BRB pg. 76) 26.) A cover save is granted to vehicles that are at least 25% obscured. The cover save is based off of the terrain it is behind. For example a woods would grant a 5+ cover save, a ruins a 4+ cover save. If the entire facing of the vehicle (the side facing the shooter) is obscured from the shooters perspective and line of site can be drawn to another facing of the vehicle then the vehicle gets a +1 to its cover save (i.e. – woods 4+ and ruins 3+). (BRB pg. 77) 27.) All non-walker vehicles are treated as WS 1 unless immobilized, then treated as WS 0. It does not matter if the vehicle moved or not in the previous turn. (BRB pg. 78) 28.) Squadrons can have individual vehicles choose to ‘Flat Out Move’, they must remain in 4” coherency though. (BRB pg. 79) 29.) If a vehicle is affected by the damage chart, the unit being transported must take a leadership test. IF passed then the unit acts normally, if failed then the unit may only make snap fire shots in shooting phase but otherwise unaffected. (BRB pg. 82) 30.) When a transport vehicle suffers an explodes result the wounds are RANDOMLY allocated and NOT assigned by the controlling player (S4 AP- for vehicles, Superheavy and zooming flyers S10 AP 2 = to the # of passengers). Look out sir rolls may be made if allocated to a character or independent character. (BRB pg. 82 & pg. 94 for Super Heavies) 31.) Skimmers and jetbikes that Jink must decide to jink PRIOR to rolls made to hit. They then must snapfire in the next shooting phase. An immobilized vehicle MAY NOT opt to jink. (BRB pg. 84) 32.) Walkers swivel weapons 45 degrees vertical and horizontal. They do not fire any direction now. Can fire overwatch in any direction, but if immobilized can only fire from the arc that its weapons are located. (BRB pg. 90) 33.) Walkers are not limited to a single attack bonus and get +1 attack for each extra cc weapon they have after the first weapon. (BRB pg. 91) 34.) Walkers can not make a sweeping advance or pile in move in CC if immobilized or stunned. (BRB pg. 91) Ramming 35.) A walker that is rammed may NOT make a Death or Glory Attack, however it may attack the ramming vehicle in the CC phase if it survives the ram. (BRB pg. 91) 36.) Ram has no distance modifiers any more. It is calculated at ½ AV of the vehicle's facing doing the ramming or being rammed. Bonus modifiers are +1 for tank, +2 for Heavy/Superheavy or building, and +1 for a dozer blade. (BRB pg. 93 and 98) 37.) If ram does not result in an explosion the ram stops. Wrecks stop ramming vehicles. (BRB pg. 93) 38.) If a vehicle rams, the units inside must snapfire that shooting phase and units can not disembark that turn. (BRB pg. 93) Super Heavy Vehicle and Walker 39.) When a Super Heavy Vehicle suffers an explosion result, it loses the original Hull Point PLUS D3 more but does not explode (BRB pg. 94) Stomp 40.) STOMP – Rule states D3 blast templates – each resolved on the Stomp Table and affects each model under the template. It does NOT state if these stomps can affect units outside of the CC unit. It has been decided that the templates must maximize hits to units it is in close combat with (following the template rule when shooting one unit and hitting another unit rule in templates section BRB pg. 173), however if units outside the close combat are hit by the template, they are affected as well. (BRB pg. 96) Vehicle and Weapon Upgrades 41.) A Dozer Blade not only lets you reroll dangerous terrain checks, it also adds +1 to the AV when ramming. (BRB pg. 98) 42.) Vehicles with the Extra Armour upgrade treat Crew Stunned results on the vehicle damage as a Crew Shaken result instead – no roll needed now. (BRB pg. 98) 43.) Searchlight – Once a vehicle equipped by this upgrade hits a target, then the target is spotlighted and does not benefit from the Stealth benefit of Nightfighting, nor does the vehicle with the upgrade. (BRB pg. 98) 44.) A unit with Target Locks and Split Fire must choose a primary target that the main unit will shoot at. That unit's primary target can be charged in the close combat phase provided it is allowed to do so. Gargantuan Creatures and Super Heavy Walkers may target multiple units with each shot that it has, it may then charge any unit that it targeted in the shooting phase for assault. (Escalation Book) Close Combat Challenges 45.) There can be only ONE challenge per Close Combat. Until it is resolved another challenge can not be declared. A glorious intervention may be attempted after the first round of CC, however only one of these may be attempted per round and only on the players own CC phase. (BRB pg. 101) 46.) Glorious Intervention may ONLY be attempted in the player’s own fight subphase. (BRB pg. 103) Cover Saves - Terrain 47.) The Imperial Statuary grants a 3+ cover for those behind it; Ruins, Barricades, walls, Tank Traps, Gun emplacement and Rubble grant a 4+ cover save; Woods and Area terrain grant a 5+ cover save; Craters and Tanglewire grant a 6+ cover save all regardless of how obscured the model is on the terrain piece. Going to ground grants +1 to the cover save of any terrain piece, with the exception of the Aegis Defense Line and Crater which grant 2+ to the cover. For Ruins, woods, craters, in rubble, the model benefits from the full cover save no matter how obscured the non-vehicle unit is. Vehicles if 25% obscured are granted the cover save of the cover they are in or obscured by. If the entire facing being fired at by the shooter is obscured, then a +1 to the cover save is granted. (BRB pg. 109) Gun Emplacements 48.) Gun Emplacements that can be fired manually can only be fired by non-vehicle models (this includes walkers). (BRB pg. 109) 49.) Gun Emplacements are auto-hit in Close Combat and can be charged and targeted by shooting. Since this constitutes a unit, it would count as first blood. (BRB pg. 9 and 109) 50.) Gun Emplacements are NOT fire points. (BRB pg. 112) 51.) Auto Fire guns can fire at different targets as long as it is the closest enemy target available. (BRB pg. 112) 52.) Gun emplacements purchased do count as a unit and do count towards first blood. (BRB pg. 133) Building Rules 53.) Units disembarking from buildings MAY charge the turn that they disembark. (BRB pg. 110) 54.) Haywire Grenades do hurt buildings just as vehicles. (BRB pg. 110) 55.) A Building that has detonated is treated as a crater, if it is destroyed or loses its last hullpoint it becomes impassible terrain. (BRB pg. 111) 56.) Battlements DO NOT count as dangerous terrain for bikes and skimmers. (BRB pg. 112) 57.) Claimed buildings are scoring units and can claim objectives. (BRB pg. 134) 58.) Purchased buildings and fortifications can NOT be placed on top of objectives (BRB pg. 133135) Force Organization and Factions 59.) Militarum Tempestus and Legion of the Damned are not mentioned as to what faction they are. (BRB 118). According to BAO/NOVA and a source in Games Workshop Event Organization - Militarum Tempestus and Legion of the Damned are their own distinct independent Factions. 60.) A Combined Arms Detachment (CAD) is built from a Faction, not a codex. (BRB 118 / 122) 61.) A Codex and a Codex Supplement are considered the same Faction (BRB 118) 62.) A Battle Forged Army can be made up of any number of attachments – Allied Detachment must not be from the same detachment as the Primary. (BRB pg. 122) 63.) It is not specified in the book, however it has been inclined from a Games Workshop Organizer that any Detachment formed may only be selected from ONE codex or codex supplement. Example you may not select units within one CAD from both Codex Eldar and Supplement Codex Iyanden. Another example is Codex Tau and Supplement Codex Farsight Enclaves, or Codex Chaos Space Marines and Supplement Codex Black Legion. 64.) Formations are permitted as a Detachment. However no Apocalypse or Fortification Formations are allowed in NON-Apocalypse games. 65.) Battle Brothers – DO benefit from the allies warlord trait, Independent Characters can join each other (however daemons may not, unless the ally is another Daemon unit as per their codex (Codex Chaos Daemons pg. 23)), Can use benefits for rerolling reserves, psychic powers, can repair each other’s vehicles, and can embark on transports. (BRB pg. 127) 66.) Allies of Convenience – can not come within 1” of an ally, even in Close Combat. (BRB pg. 127) 67.) Desperate Allies – if within 6” roll a die 6 if a ‘1’ is rolled do nothing. Swooping creatures and Zooming Flyers move straight ahead no turn 12” or 18” respectively. (BRB pg. 127) 68.) Come the Apocalypse – Is like desperate allies, except can not deploy within 12” of Come the Apocalypse allies. (BRB pg. 127) Warlords 69.) A warlord DOES NOT need to be a charcter, however if he is not, then he receives NO warlord traits. (BRB pg. 124) 70.) New Warlord Trait Tables See pages 124-125. They have changed from last edition, look closely. Mission Type / Set Up 71.) This depends on Mission type however, in most cases the terrain is set up and then objectives deployed PRIOR to choosing Deployment zones and choosing sides. (BRB pg. 130 & 142) 72.) For purposes of first blood, if opponents in CC achieve first blood at the same initiative step, then both players receive 1 victory point for first blood. (BRB pg. 133) 73.) There is no notation that unit inside a vehicle can not score, so units inside vehicle a can score and contest. So for purposes of capturing or contesting objectives, both the transport AND the unit count (as if the unit was out of the transport). 74.) Nightfighting must be rolled for if either player wishes it to be nightfighting. If on a roll of a 4+ it is nightfighting only on turn 1 only and it gives stealth to everyone. No distance modifiers or range maxes in this edition. If a 4+ is not rolled then there is no nightfighting in the game. (BRB pg. 135) 75.) Reserves that come in can use psychic powers on the turn they come in, unless embarked on a transport (see embarked psyche rules). (BRB pg. 135) 76.) In the relic mission. You may not run with the relic, however you may move it in other phases, just not more than 6”. I.E. if your squad can assault move, then the unit carrying the Relic can move as long as it is not running or moving the Relic more than 6”. A Relic embarked on a transport can “turbo boost”, however not more than 6” or it is immediately dropped. (BRB pg. 147) Mysterious Objectives 77.) Mysterious Objectives – you must control the objective to benefit from its effects except for Objective #1 – sabotage, which affects everyone within the large blast radius (S4 AP-). If you control the objective, you must declare which unit controls the objective to your opponent prior to the shooting phase and at the end of player game turn. (BRB pg. 135) 78.) Mysterious Objective Roll #6 – Grave Wave Generator now reduces charge range by 2” instead of by half as in 6th edition. (BRB pg. 135) Special Rules 79.) Special Rule – And They Shall Know No Fear – auto regroups as before, however NO 3” consolidation, just normal move. (BRB pg. 157) 80.) Those embarked on an assault vehicle can not disembark and assault the turn that they come in from reserve. (BRB pg. 157) 81.) Blast Weapon casualties are taken from the closest models, EVEN IF they are out of line of sight from the attacking unit. Cover is still able to be taken with blast weapons. (BRB pg. 158) 82.) Apocalyptic Mega-blast weapon, cover is determined from the center of the blast out, just as barrage weapons. (BRB pg. 158) 83.) If the wielder of the weapon has line of sight with a Barrage Weapon it may fire within the minimum range of the weapon. (BRB pg. 160) 84.) Barrage weapons hit vehicles on side armour, no matter where the blast marker ends up. (BRB pg. 160) 85.) With Barrage weapons with multiple blasts, wound allocation is taken starting from the center of the FIRST blast only. (BRB pg. 160) 86.) Apocalyptic Barrage use special template – once scattered, then roll for the number of shots it has and consult the chart to see where it hits. Wounds are taken from the center blast on the template no matter which templates were actually hit. (BRB pg. 160-161) 87.) Blast and Barrage weapons do not specifically say what level or if multiple levels can be targeted. As of now this committee has decided that hits from blast or barrage templates hit all models under the template no matter what level they are on. (BRB pg. 158, 160-161) 88.) Counterattack is automatic – no LD is test is needed any more. (BRB pg. 163) 89.) Crusader Rule – uses an extra dice in the run move and uses the highest of the two dice. For Sweeping Advance rolls the unit gains an additional D3 for its result. (BRB 163) 90.) Destroyer Weapon new chart – 1 does nothing, 2-5 D3 hullpoints or model gets D3 wounds and is allowed cover and invulnerable saves, 6 – D6 +6 hullpoints or model loses D6 + 6 wounds and no saves of any kind allowed. NOTE THAT IT IS SPECIFICALLY STATED THAT FNP CAN NOT BE USED WITH Destroyer WEAPONS or INSTANT DEATH Inflicting weapons. (BRB pg. 163) 91.) Gets Hot Rolls that are blast weapons, that are also twin linked may reroll their gets hot roll. (BRB pg. 164) 92.) Grav Weapons DO NOT affect buildings. (BRB pg. 164) 93.) Grav Weapons on a roll of a ‘6’ cause the vehicle to lose one hullpoint and make it immobilized. Further ‘6’’s rolled for Graviton weapons would cause 2 hullpoints as the vehicle is already immobilized. (BRB pg. 164) 94.) An Independent Character may not join units that contain Monstrous Creatures or vehicles. (BRB pg. 166) The exception to this is in the Tyranid codex, where Hive Guards may join a Hive Tyrant or the Swarmlord. (Codex Tyranids pg. 46) O'Vesa is an IC however there is no rule that states it can join other units, as a MC, it would follow the same rules as Tyrants, Swarmlord and anything else treated as a MC and can not join a unit, unless it specifically states that it can - i.e. Hive Guards. 95.) An Independent Character once joined to a unit is treated as that unit until all of the models in the unit are destroyed or until the IC leaves the unit. (BRB pg. 166) 96.) An Independent character may join a ‘unit’. This unit, may be a unit of one (a character). (BRB pg. 9 and 166) 97.) Psychic powers cast on a unit with an Independent Character carry with both the unit and the Independent Character once separated. (BRB pg. 166) 98.) Poisoned weapons must be HIGHER in strength in order to reroll to wound models. (BRB pg. 169) 99.) Precision shots that are snap fired ARE NEVER precision shots on a roll of a ‘6’. (BRB pg. 169) 100.) Preferred Enemy Trait allow the bearer to reroll rolls to hit AND to Wound of ‘1’ in both shooting and close combat. (BRB pg. 169) 101.) If a unit Scout moved it can not assault the first game turn. (BRB pg. 171) 102.) Smash – if you use the special smash attack to double your strength to a maximum S 10, then model only gets one attack. (BRB pg. 171) 103.) Sniper – Strength against vehicles is S 4 now, and are not rending on a vehicle now. (BRB pg. 172) 104.) Split Fire does not require an LD test, it just happens now. (BRB pg. 172) 105.) Strikedown – if a model is wounded by a model with Strikedown special rule, then it moves as if in difficult terrain the next turn. (BRB pg. 172) 106.) Swarms – Each wound from a Template or Blast weapon counts as 2, unless due to the weapon's strength it would also cause instant death. In the case of instant death one wound is used to remove 1 base. Swarms are not slowed by difficult terrain, but must test for dangerous terrain as normal. (BRB pg. 172) 107.) When firing template weapons, the tip or narrow end of the template must touch the base of the model, so when firing at ruins and multiple levels the template must start at the shooter's base and angle up towards the models and level it is intending to target. (BRB pg. 173) 108.) A Template that hits a fire point on a building or an open topped vehicle, not only affects the vehicle or building, but also the occupants inside the vehicle or building. The occupants take D6 hits at the S and AP of the weapon fired. These wounds are randomly allocated. (BRB pg. 173) 109.) Vector Strike causes one hit that ignores cover and is randomly allocated to the unit and hits vehicles on their side armour at the unit’s unmodified S and at AP 2. If the target is a zooming flyer or swooping FMC then it causes D3 hits instead of 1. (BRB pg. 174) 110.) Special attacks performed by Screamer Units (from Codex Chaos Daemons) and Dark Eldar Reaver Jetbikes (from Codex Dark Eldar) while turbo boosting in the shooting phase, may not be used to hit flyers or flying monstrous or gargantuan creatures in swooping mode. (not specifically referenced in BRB or Black Library FAQ) 111.) Zealots are Fearless and reroll hits in the first round of CC. (BRB pg. 174) Psychic Powers 112.) The Psychic Power of Sacrifice under Malefic Powers, if a Herald is summoned, the 30 pts can be used to purchase an exalted reward and thus a Hellforged item. However this may not be used to purchase a hellforged item that was present and used already by the controlling player, whether or not the bearer of the artifact has already been removed as a casualty. (BRB pg. 195 and Codex Chaos Daemons pg. 65) 113.) The power Invisibility under the Telepathy Psychic discipline forces enemy units to make snap shots at the affected unit. However blasts and barrage templates may scatter onto invisible units, however they may not be the primary or original intended target. Template weapons may hit invisible units, as long as they are not the primary targets and the primary target is hit to the maximum affect. (BRB pg. 158, 160, 173, and 198). Lords of War Special Rules 114.) When playing an opponent that contains a LOW you may attempt to seize the initiative on a 5+ instead of a 6+. (Escalation) 115.) When playing against LOW you generate your warlord trait as normal, however you may generate a free warlord trait on the LOW Warlord Table in addition to your normal trait. This trait may NOT be rerolled even if playing a Battleforged army. Lords of War Allowed in Tournaments or Games Run by M.Y.C.L.: a FAQ Addendum Chaos 1.) Greater Brass Scorpion (Imperial Armour Apocalypse pg. 51) 2.) Khorne Lord of Skulls – (No Daemongore Cannon) – (Escalation pg. 56) Eldar 1.) 2.) 3.) 4.) 5.) Cobra (Imperial Armour Apocalypse pg. 93) Lynx with Pulsar (but not with Sonic Lance) (Imperial Armour Apocalypse pg. 97) Scorpion (Imperial Armour Apocalypse pg. 94) Vampire Hunter (Imperial Armour Apocalypse pg. 96) Vampire Raider (Imperial Armour Apocalypse pg. 95) Imperial Guard 1.) All of the Baneblade chassis vehicles except for the Hellhammer (Including theTraitor’s Bane variant) and Stormsword (Escalation pgs. 4047) 2.) Crassus Armored Assault Transport (Imperial Armour Apocalypse pg. 28) 3.) Gorgon Heavy Transporter (Imperial Armour Apocalypse pg. 30) 4.) Minotaur Artillery Tank (Imperial Armour Apocalypse pg. 31) 5.) All Macharius chassis vehicles (Imperial Armour Apocalypse pgs. 32-35) 6.) All Malcador chassis vehicles, except the Malcador Infernus (Imperial Armour Apocalypse pgs. 36-38) 7.) Valdor Tank Hunter (Imperial Armour Apocalypse pg. 40) Imperial Navy 1.) Marauder Bomber (may not take Hellstorm bombs) (Imperial Armour Apocalypse pg. 47) 2.) Maurader Destroyer (Imperial Armour Apocalypse pg. 48) Necrons 1.) Obelisk (Escalation pgs. 60-61) Orks 1.) 2.) 3.) 4.) 5.) 6.) 7.) Gargantuan Squiggoth(Apocalypse pg. 137) Kill Blasta Tank (Imperial Armour Apocalypse pg. 115) Kill Krusha Tank (Imperial Armour Apocalypse pg. 112) Kustom Battle Fortress (Imperial Armour Apocalypse pg. 110) Skullhamma Battle Fortress Tank Ork (Apocalypse pg. 278) Stompa (Codex: Orks) Ghazgkhull Mag Uruk Thraka (Codex: Orks) Space Marines 1.) Cereberus Heavy Tank Destroyer (Imperial Armour pg. 13) 2.) Fellblade (Imperial Armour Apocalypse Pg. 11) 3.) Thunderhawk Transporter (Imperial Armour Apocalypse pg. 23) Tau 1.) Orca Dropship (Imperial Armour Apocalypse pg. 125) 2.) Tiger Shark (Escalation version) pg 76-77 Tyranids 1.) Barbed Hierodule (Apocalypse pg. 159) 2.) Harridan (Escalation pg. 80-81) Scythed Hierodule (Imperial Armour Apocalypse pg. 130) Fortifications from Stronghold Assault that are allowed for M.Y.C.L.’s Tournaments: 1.) 2.) 3.) 4.) 5.) 6.) 7.) 8.) Aegis Defense Line Fortress of Redemptions Imperial Bastion Promethium Relay Pipes Skyshield Landind Pad Void Shield Generator Firestorm Redoubt Vengeance Weapons Batteries CODEX Specific FAQ: 1.) Dark Angels – Power Field Generator – the 3” 4+ invulnerable save. When entering a vehicle the model that has this upgrade does not convey a 3” invulnerable save from the vehicle or even effect the vehicle that the model has embarked upon. This was an old FAQ that was taken down with the 7th Edition change. (Codex Dark Angels) 2.) Dark Eldar – Models that have pain tokens can ONLY confer pain tokens to units that can gain pain tokens and not to units that cannot normally benefit from pain tokens. This was also an FAQ that GW removed from their old version of the FAQ when 7th Edition began. (Codex Dark Eldar) 3.) Codex Eldar – Serpent Shields – This vehicle upgrade can be destroyed with a weapon’s destroyed result, however it CAN still downgrade penetrating damage results to glancing hits on its normal roll even if it cannot be fired. (Codex : Eldar) 4.) Codex Eldar – Crushing Blow Exarch Power – this is a permanent change to the model’s stat line so if the model has a weapon that doubles its strength, then it would double the S + Crushing blow bonus +1 to strength. For instance, a scorpion exarch would be S 4 so with a power claw would be St 8 hit. (Codex: Eldar) 5.) Codex Orks – The last Ork Warlord trait conveys a bonus +1 Strength to the Warlords Stat line. Meaning if the Character was S 4 it would become S 5. This means that a model loaded with a Power Klaw would do wounds with a S 10 weapon. (Codex Orks)