Warhammer 40k | Ruleshammer | Columns | Core Games
There's a lot to cover. But in everyone's defence, I missed things the first time I read through the rules as well. I'm sure there's stuff in there I still haven't fully taken on. And while the Rules Commentary doesn't answer every question we have, it does cover a lot. Here's a compilation though of questions I've seen frequently over the last few weeks that are answered in the Commentary.
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, a Critical Wound inflicts a number of mortal wounds on the target equal to the Damage characteristic of that weapon and the attack sequence ends.
As that attack has ended, it would never be allocated to a model and therefore not trigger the vast majority of damage reduction abilities, such as this one from Index Space Marines.Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
However the commentary explains that despite this, in this situation players should still modify the damage characteristic before the conversion to mortal wounds.MODIFYING A DAMAGE CHARACTERISTIC AND DEVASTATING WOUNDS Some rules modify the Damage characteristic of an attack that has the [DEVASTATING WOUNDS] ability. ■ When a rule modifies an attack’s Damage characteristic, if that attacks scores a Critical Wound, the Damage characteristic is modified before the damage is applied as mortal wounds.
Not ideal as a solution but it does reign in Devastating Wounds from almost all defensive abilities a unit might have.
Photo Credit: Musterkrux
Unit’s Toughness Characteristic: If an Attached unit contains models with different Toughness characteristics, for the purpose of determining that unit’s Toughness characteristic, use the highest Toughness characteristic amongst that unit’s Bodyguard models. If a non-Attached unit contains models with different Toughness characteristics, for the purpose of determining that unit’s Toughness characteristic, use the highest Toughness characteristic amongst all of that unit’s models. In either case, When resolving attacks against such a unit, determine that unit’s Toughness characteristic when it is selected as a target.
One element that is significant though is that this determination happens when you target the weapons of a unit. So if the highest toughness in a unit was T5 and they were guarding a lowly T3 or T4 model, you don't swap to using that lower value until that whole unit's attacks have been resolved. This keeps the interaction fast rolling friendly but does let such units get a bit more bang for their buck from bodyguards even after they've all been destroyed.Persisting Effects: Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects. If a persisting effect applies to a unit when it embarks within a Transport, make a note of that effect and its duration; if that unit disembarks for any reason, any persisting effects continue to apply to that unit for their full duration. If a persisting effect applies to an Attached unit and that unit ceases to be an Attached unit (because either all of its Bodyguard models or all of its Leader models are destroyed), any persisting effects continue to apply to the surviving unit for their full duration.
REPOSTIONED UNITS ... 6. When a unit is removed from the battlefield to be repositioned, any rules affecting it for a specified duration or under specified circumstances continue to affect it while that duration/those circumstances apply. For example, a unit that was within range of an Aura ability when it was removed would no longer be affected by that Aura ability if it is set back up beyond that Aura ability’s range, whereas a unit that was Battle-shocked when it was removed would still be Battle-shocked until the start of your next Command phase.
One aspect of this I would like to further elaborate on is that Leader abilities are both persisting and not. Attached units stop counting as one unit after all the bodyguard or character models are dead AND the unit attacking them has resolved all it's attacks. As such leader abilities continue to apply until that time as well!While This Model is Leading a Unit: These rules only apply while the model with that rule is part of an Attached unit, and otherwise have no effect. While a model with such a rule is part of an Attached unit, it will also benefit from its own rule. If an Attached unit contains more than one model with such a rule, both models are considered to be leading that Attached unit, and so all such rules apply. Such rules cease to apply if that unit ceases to be an Attached unit (such as when the last Bodyguard model in that unit is destroyed) – if this is as the result of an enemy unit’s attacks, all ‘while this model is leading a unit…’ rules cease to apply after the attacking unit’s attacks have been resolved.
So they do "persist" for a moment, which keeps them fast rolling friendly, otherwise Leader abilities like this Tau one:Enforcer Commander: While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1.
would be a slow rolling nightmare, only every able to attack in batches large enough to kill the last Crisis model in the unit before they lost the AP modifier. Thankfully that's not the case.Critical Wound: A Critical Wound is scored when a player rolls an unmodified Wound roll of 6 for an attack. Critical Wounds are always successful Wound rolls, and can also trigger additional effects as described in certain rules (such effects are often said to be triggered ‘on a Critical Wound’, meaning when a Critical Wound is scored).
This also includes Critical Wounds caused by other abilities such as Anti X+.DUPLICATED CORE ABILITIES The Core Rules describe dozens of abilities, including weapon abilities and deployment abilities. These are referred to as Core abilities, and most models, units, weapons or attacks either have one or more of them innately, or can gain them during the battle through other means such as Stratagems, Enhancements or attached Leaders. Regardless of the source, if a model, unit, weapon or attack has multiple instances of the same Core ability, those abilities are not cumulative, and only one instance of that ability can take effect at any one time. If that ability has a number after it (e.g. [SUSTAINED HITS 1], Scouts 6"), the controlling player must choose which instance of that ability to apply each time. Note that multiple instances of the [ANTI-] ability are only considered to be the same if the keyword listed after the word ‘Anti’ is the same (e.g. [ANTI-VEHICLE 4+] and [ANTIVEHICLE 3+] are considered to be the same ability, but [ANTI-VEHICLE 4+] and [ANTI-INFANTRY 2+] are not).
So you can't get units up to Sustained Fire 3 by combining Sustained Fire 1 and Sustained Fire 2.
Black Templars vs Adeptus Custodes. Credit: SRM and Kriegsie
Eligible to Shoot (when not equipped with ranged weapons): Unless a unit Advanced or Fell Back this turn or is Locked in Combat, it is eligible to shoot, even if no models in that unit are equipped with ranged weapons. This means that such units can be selected for any rules that require you to select a unit that is eligible to shoot.
Realated to this:OUT-OF-PHASE RULES Some rules allow a model or unit to move, shoot, charge or fight outside of the normal turn sequence. For example, the Fire Overwatch Stratagem enables a unit to shoot in the opponent’s turn as if it were your Shooting phase. When using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase.
What are the implications of that though? What if the unit you wanted to overwatch with was a Rhino with the Firing Deck ability. Firing Deck is a specifically "in the Shooting phase" abilitySome Transport models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase
So you couldn't use Firing Deck for the Overwatch attacks. How about if they charge the Rhino and it wants to use Big Guns Never Tire. I think the first part of the ability is Shooting phase only and therefore doesn't work.Monster and Vehicle units are eligible to shoot in their controlling player’s Shooting phase even while they are within Engagement Range of one or more enemy units.
So no shooting with Monsters or Vehicles that have been charged during Overwatch, unless you shoot them before they make the move and end up in Engagement range. However the ability to shoot at Monsters and Vehicles within Engagement Range is not shooting phase locked.You can select an enemy Monster or Vehicle unit within Engagement Range of one or more units from your army as a target of ranged weapons.
So if the Rhino was charged by a vehicle or monster, then another of your units would be able to benefit from BGNT to shoot at that enemy vehicle or monster..Attached Units with Multiple Characters (allocating attacks): Some units can have more than one Leader unit attached to them, and so can contain more than one Character model. Each time an attack with the [PRECISION] ability successfully wounds such a unit, the attacking model’s controlling player can choose to have that attack allocated to any visible Character model in that unit, rather than following the normal attack sequence. In such cases, allocate all [PRECISION] attacks that successfully wound before any saving throws are made.
So what's wrong with it? Well this whole ruling is not written with the slow rolling nature of the game in mind, you don't at any point in this game allocate attacks like this. You allocate attacks one at a time making saves, sometimes we might fast roll them in bataches. If you do as it says in that last line:In such cases, allocate all [PRECISION] attacks that successfully wound before any saving throws are made.
does that mean that any precision attacks left over after the character is dead are lost, or do you allocate them again? We just don't know.Tags: 40k | Warhammer 40k | FAQ | featured | Ruleshammer | 10th Edition
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