This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
And it’s also not an ability; it’s in its own little section. So it comes down to whether an Aura denial ability target the Litanies that priest knows at all? I think they might be able to but it’s not a concrete answer. I think they can because of how they are included in your army roster; a page of the Core Rules that really shouldn’t have rules on it (as it seems to just be an example) but it does actually have some.If a unit has any rules that must, or can be, selected or generated before the battle, your army roster must detail what those selections are (e.g. Litanies of Battle, Powers of the C’tan, Exarch Powers).* This does not apply to rules that are selected at the start of the battle (e.g. Sacred Rites). – Core Book Page 251
You won’t find that in GT2021 either, as Army Building isn’t included in the rules that come with that book. This establishes that the Priest has the Prayers it knows for the enemy to select. With that in mind lets check the wording of Pall of Despair.If that unit has any Aura abilities, select one of those abilities. Until the start of your next Psychic phase, that unit loses that ability.
So in summary, prayers are abilities a model has, some prayers are Auras, and Pall of Despair allows you to select one for it to lose until the next psychic phase. What we’re left with is does the Litany need to have been recited and inspiring for it to be removable? This caused a lot of discussion here at Goonhammer HQ and I went back and forth on the issue. We eventually reached a thin majority consensus that for the unit to have an Aura it needed to have successfully recited it inspiringly so that the Aura was actually present. This would also mean that Aura effects from successfully manifested psychic powers could also be targeted by this ability. Ideally an FAQ would specify if Aura abilities are distinct from Auras provided by other rules but for now I think that treating all Auras as abilities isn’t a leap of logic.AT THE START OF, DURING AND AFTER DEPLOYMENT These terms are commonly used in many rules. We wanted to clarify when each of these happens in the mission sequences that appear in mission packs such as Open Hostility, Eternal War etc.So now we know that Combat Squads happens BEFORE declaring reserves, which changes quite a bit. You can’t put a single unit into reserves using a stratagem such as White Scars Outflank, and then split it into two units afterward. On the other hand, you can decide to split up a unit that has a deepstrike ability and then only use that ability for one of the two new units, giving you a bit more flexibility.
- At the Start of Deployment: A rule that happens ‘at the start of deployment’, is resolved at the start of the ‘Declare Transports and Reserves’ step of the sequence. Combat Squads (see Codex: Space Marines) is an example of just such a rule.
- During Deployment: A rule that happens ‘during deployment’ can happen any time between the start of the ‘Declare Transports and Reserves’ step and the end of the ‘Deploy Armies’ step. The rule itself will provide further details as to exactly when it is used, but typically if the rule lets you set a unit up in a location that is not on the battlefield, it happens during the ‘Declare Transports and Reserves’ step, otherwise it happens during the ‘Deploy Armies’ step. Teleport Strike and Concealed Positions (see Codex: Space Marines) are examples of just such rules that are resolved at different times; a rule such as Teleport Strike allows a unit to set up in a location that is not on the battlefield, and so is resolved in the ‘Declare Transports and Reserves’ step; a rule like Concealed Positions triggers ‘when you set this unit up’, which happens in the ‘Deploy Armies’ step.
- After Deployment: These rules, which also include wordings such as ‘after both sides have deployed’, ‘after both sides have finished deploying’ etc. happen in the ‘Resolve Pre-Battle Abilities’ step. The Lord of Deceit Warlord Trait (see Codex: Space Marines) is an example of just such a rule. After all of these rules have been resolved, the players move onto the ‘Begin the Battle’ step, and the first battle round begins (triggering any rules that are used ‘when the first battle round begins’).
How is the interaction with combat squad a unit going into strategic reserve or deep striking? Is it allowed? What's the order of operations and how does it work with stratagems like White Scars Encirclement? - DanielThere are a few things going on here and some definite ambiguity that we'll talk about in a moment. Let's start by addressing the Encirclement Stratagem, which dodges all these issues.
Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one WHITE SCARS unit (excluding ARTILLERY and BUILDINGS) from your army. You can set up that unit in outflank instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up that unit wholly within 6″ of any battlefield edge and more than 9″ away from any enemy models.and now post June FAQ we know that Combat Squads happens before this stratagem is used.
Blood Ravens Inceptors. Credit - Soggy
So question. If I understand the rules correct, an inceptor would have to slow roll his plasma shots, since he dies after overcharging and rolling a one. Meaning he wouldn't be able to shoot his second gun? Or do all the attacks still go through? - ReneG8Yes he wouldn’t be able to shoot the second gun. At least it seems so to me - though there’s room for debate, unfortunately. This is likely quite a rare occurrence in the rules as most models with several overheating weapons aren’t outright killed by them when they overheat, they usually only inflict a number of mortal wounds.
if any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.There are two ways to go on this:
Imperial Fists Primaris Ancient. Credit: Jack Hunter
Hello! The Astartes Banner changed from INFANTRY to CORE. Does this mean that dreadnoughts and bikes can fight or shoot on death? - BridgesYes they can! However remember that “as if it were your Shooting phase” means that the model is still affected by shooting phase rules. If it’s within Engagement Range of an enemy unit it will need to use pistols, or abide by the rules of Big Guns Never Tire to shoot at units within Engagement range.
Hello! I have a question about how the Astartes Banner rule interacts with the Eradicators' Total Obliteration ability. The former states that the slain "model" can shoot as if it were the Shooting phase. The latter can be used each time the "unit" is selected to shoot in the Shooting phase. Does a unit count as being selected to shoot when one of the models in it is? Can Eradicators double-tap when shooting before being removed, and if so, how often is the target to be totally obliterated chosen? Thank you! - Egor (and Chris G who also sent in a similar question).I agree with your first impressions here. The model is being chosen to shoot, not the unit, so it doesn’t fulfill the trigger of Total Obliteration.
In your Shooting Phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration.I would prefer this to be clarified by an FAQ though, as there’s no real process laid out in the rule (or Rare Rules) for firing a single model from a unit “as if it was the shooting phase”.
Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence endsUnfortunately there's not really a clear answer on this based on the Stratagem's current wording that I can find; however some application of the rules we do have there's a few routes. Let's take a look at an example of an exploding melee hits ability:
While the Assault Doctrine is active for your army, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.So how do we resolve the potential extra hit? Based on some back-and-forth about this on the Reddit and Discord, here are a few ways you might resolve this:
Last Updated: 2021-09-03 GW FAQ Here
Have any questions or feedback? Got a rules question you want answered? Drop us a note in the comments below, ask a question in our Ruleshammer form, or head over to r/ruleshammer to discuss.Tags: Space Marines | 40k | Ruleshammer
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