As you know, I've been on a bit of learning the rules mission lately, so when SpikeyBits posted the
Grand Tournament rules exam, I just knew that I'd have to give it a go. I can honestly say that between first seeing the post and posting this blog, I haven't looked at the rulebook at all. I figure if I want to know how well I know the rules, I'd better do the test properly, otherwise what's the point in taking it.
My answers are below, I really encourage you to mark me and point out where I've got it wrong. Right, now for the test ....
1. When models in one unit move at different speeds, how far can the unit move?
- a. All models in the unit may move no further than the speed of the fastest model.
- b. The models in the unit move at their individual speeds (as long as they maintain coherency).
- c. All models in the unit may move no further than the speed of the slowest model.
C - at the rate of the slowest model.
2. If you roll a six sided die to get a D3 result, and you rolled a ‘4’ on the six sided die, what would the result equate to?
B - 2, take the result, divide by 2 and round up.
3. What is the most important rule of Warhammer 40,000?
- a. If in doubt, roll a d6
- b. The loudest player is always right
- c. Have fun
C - Have fun - I live by it.
4. If you fire the main gun from a Basilisk Artillery to an enemy unit, what should you measure from (on the Basilisk) to determine if you are in range to the enemy unit?
- a. The closest edge of the Basilisk to the enemy model
- b. The tip of the gun barrel to the enemy model
- c. The center of the Basilisk to the enemy model
B - From the tip of the weapon.
5. Can you mount a Space Marine Dreadnought on a 25mm round base?
No, it has to be mounted on the base it came on, plus it wouldn't fit!
6. Can you mount a Space Marine on a 50mm base?
No, see above.
7. What are the 3 main types of terrain? (Please circle the correct answers)
Answer: Clear - Individual - Difficult - Area - Dangerous - Impassable.
Clear, Difficult, Impassable - Terrain is classed as it effects movement.
8. Can a vehicle count as being in cover if it is in a wood?
Only if the wood obscures 50% of the hull.
9. How many dice do you roll when you move a unit of 5 infantry through woods?
2D6 and pick the highest.
10. How many dice do you roll when you move a unit of 5 Bikes through woods?
2D6 and pick the highest.
11. How many dice do you roll when a vehicle moves 12” through woods?
2, 1 for every 6" or partof.
12. How many dice do you roll when a unit of 5 Cavalry moves through woods?
3D6 and pick the highest
13. If a unit wishes to move into a wooded area (5” away from the closest model) and they roll their difficult terrain check. (rolling a maximum move of 4”) do they…
- a.Move up to the edge of the woods (5” of clear movement), but can not go in since this would put them further into the woods than they would have rolled.
- b.Move their maximum move (6”) up to and into the woods, since they didn’t go further than 4” through the woods itself.
- c.Move no more than 4” since that is the highest result rolled, even though they didn’t go into the woods.
C - this represents them moving cautiously towards the woods.
14. If a unit wishes to move into a wooded area (5” away from the closest model) and they roll their difficult terrain check. (rolling a maximum move of 4”) and they decide to stay put instead (moving 0”) Can they fire their heavy weapon since they didn’t move any models in that unit?
No, if you roll, you count as moving even if you choose not to move the models after you roll.
15. When one of your models must pass a Toughness check. What do you do?
- a.Roll 1d6 and compare it to the models toughness; to succeed you have to roll equal to or more than your toughness characteristic.
- b.Roll 1d6 and compare it to the models toughness, to succeed you have to roll less than you toughness characteristic.
- c.Roll 1d6 and compare it to the models toughness, to succeed you have to roll equal or lower than your toughness characteristic.
- d.Roll 1d6 and compare it to the models toughness, to succeed you have to score higher than your toughness characteristic.
C - equal or lower on characteristic tests
16. (T/F) A model may move through friendly intervening models.
True - Only if their base would fit through the gap.
17. What save is allowed by the following cover types:
- Razor Wire: ____6+
- Wrecks: ____4+
- Woods: ____ 4+
- Ruins: ____4+
- High grass: ____5+
- Bunkers: ____3+
18. If a unit of Space Marines moves 6” in the movement phase, what is the furthest distance they may shoot with their bolters? (Rapid Fire, 24” max range)
12" as they must remain still to shoot at maximum range with rapid fire weapons
19. If a Space Marines Sergeant moves 1” in the movement phase, and the rest of the unit stayed still, what is the furthest distance they may shoot with their Bolters? (Rapid Fire, 24” max range)
12" as the whole unit counts as moving even if only one model moved.
20. (T/F) If a unit loses coherency due to casualties, it may stay where it is and act normally as long as it does not move, but if it does move, they must move back into coherency.)
False, units must move into coherency as soon as possible unless pinned, gone to ground etc.
21. You fire a Melta-Gun (Assault 1, 12” range) at an enemy unit (within 6”). Do you still get a bonus attack if you charge into them in the Assault phase?
Yes, it's an assault weapon, so you may still assault and the bonus attack isn't dependant of shooting, the assault is (ie no assault for units firing rapid fire weapons)
22. If you opt to only fire a Bolter (Rapid Fire, 24” max range) weapon once at an enemy unit (within 6”), may you then assault them in the Assault phase?
No, see above.
23. A Rending Weapon scores an automatic wound with no armor save allowed on:
- a.A roll to wound of 6 (regardless of the model’s toughness)
- b.A roll to hit of 6 (regardless of their BS)
- c.A roll to hit of 6 followed by another roll of 6
- d.A roll to wound of 6 followed by another 6
A - rending on a 6 to wound only.
24. When removing casualties from a flamer template you:
- a.Remove wounded models from under the template
- b.Remove wounded models from anywhere in the unit, only as long as they are in range of the flamer weapon.
- c.Remove wounded models from anywhere in the unit even if they lay further out than the range of the flamer, as long as you have line of sight.
- d.Remove wounded models from anywhere in the unit even if they lay further out than the range of the template.
D - casualty removal is down to the owning player and not dependant on template position so that templates can't be used to take out specific models such as sgt's with power fists etc.
25. A unit of Space Marines rapid fires at a unit consisting of 5 Orks (T 4, sv 6) and 6 Grots (T2, sv -). The Marines score 8 hits with their Bolt Guns (Str 4, AP 5) on the unit. What happens next?
- a.You roll 6 of the 8 hits against the T2 Grots since they are in the majority, and the remaining 2 hits against the T4 Orks. So you would need 6 rolls of 2+ and the remaining rolls need a 4+ to wound.
- b.You roll all of the wounds against the T2 Grots since they are in the majority, so you would need 2’s with all of your rolls.
- c.You roll all of the wounds against the T4 Orks since they are in the majority, so you would need 4’s with all of your rolls.
- d.You don’t even need to roll since the AP of your Bolt Guns are better than their armor save. (AP 5 vs. the Orks save of 6)
B - majority rules, only go for highest T if no majority.
26. If a Krak Missile (Str 8, Ap 3) wounds a Space Marine (sv 3+) does he get to make an armor save?
No - AP's equal to or lower than armour save allow no save.
27. What if a unit of 5 Space Marines (T4, sv 3) has 3 models of the squad is in cover, and 2 are in the open. They take 3 Krak missile (Str 8, ap 3). What happens?
- a.You would allocate the first two hits against the marines out of cover, since the AP = their armor save, they are removed automatically. Then 1 other Marine would get a cover save that is appropriate for the cover he is in.
- b.You would allocate the wounds, then get to make 3 Cover saves against all of the AP3 shots, since the majority of the models are in cover.
- c.You would remove 3 Marines since the AP = their armor save, they are removed automatically. No one gets a cover save if the entire unit isn’t in cover.
- d.You would get to make 3 normal saves against all of the AP3 shots, since the AP of the weapon isn’t lower than the Marines armor save (3+).
B - majority rules regards to cover and applies to the whole unit.
28. If a Space Marine Chaplain (Sv 3+/Inv sv 4+) gets wounded by a Heavy Bolter (Ap 4) shot.
- a.The Chaplain gets to make one saving throw either 3+ or his Invulnerable 4+.
- b.The Chaplain gets to make a 3+ armor saving throw, followed by his invulnerable 4+ saving throw IF he fails his armor roll.
- c.The Chaplain only gets to make a 3+ armor saving throw only, Since the Ap 4 of the heavy bolter equals his invulnerable save (4+).
A - you make one save and always get invulnerable saves regardless of weapon ap etc.
29. If a unit is already pinned. Does it have to make a morale test for taking 25% casualties at the end of the shooting phase?
No - pinning overrides morale tests
30. (T/F) A unit only ever makes one Morale check in a phase for pinning.
False, a unit can be force to take multiple pinning tests from fire from different units.
31. (T/F) A unit only ever makes one Morale check in a turn for 25% casualties.
True - I think, but it's a bit of a guess!
32. If a unit of Space Marines hits an enemy unit with 2 Frag Missile Rounds (burst), you would resolve the hits how?
- a.You place one template catching as many models as possible, covered models are auto hits and partials are hit on a 4+. After this first template has been resolved and casualties have been removed work out the next template and so on.
- b.You place one template, putting one model under the hole, covered models are auto hits and partials are hit on a 4+. After this first template has been resolved and casualties have been removed work out the next template and so on.
- c.You place one template, centering one model under the hole, models touched are auto hits. After this first template has been resolved for the number of hits, multiply that number by the number of templates, in this case two.
Not sure on this one as arn't partials out in 5ed? I thought that you place the template anywhere (not centred on one model) work out the hit, then place the second in the same way to work out the total hits before rolling to wound and working out casualties.
33. If a model has a combination of wargear that both add to and multiply one of its characteristics:
- a.Multiply the basic value and add the extra points.
- b.Add the extra points to the basic value then multiply the total.
- c.You may only have one effect on any one of your characteristics, so you pick the best benefit to you.
A - Multiply then add!
34. In an Assault, a unit kills all models in their 2” kill zone; the enemy then fails their morale check and flees combat. Can the victor sweeping advance into them?
Yes, if the can get higher or equal to in a roll of I + D6
35. If a unit that is fleeing gets charged by the enemy…
- a.The charging unit destroys the fleeing unit automatically
- b.The fleeing unit must make an immediate fall back roll again, if they do not get far enough away, they are destroyed.
- c.The fleeing unit must make an immediate morale check to regroup, if they fail they are destroyed. Otherwise they regroup and fight as normal.
- d.The fleeing unit must make an immediate morale check (no modifyers), if they fail they are destroyed. Otherwise they fight in HtH as normal.
- e.The charging unit locks them into HtH but gets no charging bonus.
- f.The charging unit locks them in HtH and gets their charge bonus.
F - failing back units automatically regroup if charged.
36. If a victorious unit consolidates into a nearby enemy.
- a.The units are locked in HtH and it is treated as a charge.
- b.The units are locked in HtH and it is not treated as a charge.
- c.The units are not locked in HtH and are free to move away before the next round of HtH combat.
- d.The victorious unit may not consolidate into HtH.
I thought you couldn't consolidate into another combat? I'm starting to think this is a 4ed test!
37. When fighting multiple combats (i.e. one unit fighting two or more enemy units) to determine the loser you:
- a.Determine wounds inflicted and received on each unit separately and then have each unit make a morale check separately.
- b.Determine wounds inflicted and received total and then have each unit make a morale check separately.
B - totals apply (I think)
38. When fighting multiple combats (i.e. one unit fighting two or more enemy units) and one side has unit(s) that flee, you:
- a.If the victorious units are now unengaged, they make one sweeping advance roll to compare to all of the fleeing unit totals.
- b.If the victorious units are now unengaged, they make a sweeping advance roll to compare to each of the fleeing units separately.
- c.The victorious units make one sweeping advance roll to compare to all of the fleeing unit totals.
- d.The victorious units make a sweeping advance roll to compare to each of the fleeing units separately.
B - I +D6 depends on the units I value and so may be different, therefore two tests.
39. When is a unit considered to be ‘off’ the table?
- a.When one or more models in the unit fully move beyond the edge of the table
- b.When the entire unit crosses the edge of the table
- c.When one or more model edge’s goes over but doesn’t completely cross the edge of the table
C - anyone touches the table edge and your gone.
40. If an Independent character assaults with a unit and is in the 2” of a friendly modle in base to base, but not in base to base themselves, can he participate in the combat?
No, he must be in base to base to take part in the combat.
41. (T/F) A Monstrous Creature can re-roll difficult terrain checks.
Monstrous creatures ignore difficult terrain, so no test to reroll.
42. What is the maximum strength of a defensive weapon?
Strength 4 (I hate that rule)
43. Which of the following weapons would remove a Space Marine Captain (4 toughness, 3 wounds, and a save of 3+) due to instant death? (circle all that apply)
- a.A Plasma Gun (Str: 7, Ap 2)
- b.A Krak Missile (Str: 8, AP 3)
- c.A Las Cannon (Str: 9, AP 2)
- d.An Assault Cannon (Str: 6, AP 4) (with a rending result)
B & C - Double strength for ID, AP equal or lower for no save.
44. (T/F) A vehicle moves less than 6” and is destroyed; the passengers are wounded on a roll of 4+ and must make a normal pinning check.
Errm ... this is definitely a 4ed test. If a vehicle explodes, all models within D6" take a S4 wound otherwise no need to roll for wounds, eg - destroyed results.
45. (T/F) A vehicle that is stunned (may not move or shoot) cannot use smoke launchers.
False, vehicles may always use smoke launchers but only once.
46. You defeat a fearless unit in hand to hand combat (by 2 more wounds) and outnumber him 3:1. How many additional wounds does he suffer?
2 wounds, he takes the difference for not been able to break off.
47. Can a character detach from a fleeing squad he had joined?
No, if he was in for the fight, he's in for the flight!
48. Can a character charge out of a friendly squad he had joined by himself?
No, if he didn't move away in the movement phase, then he's with them until the next movement phase when he can choose to move away if he wants.
49. An Imperial Guard infantry squad is reduced below 50% from shooting and flees. Do they get to regroup at the beginning of your next turn?
No, no regrouping below half strength.
50. Circle the vehicle types you may assault out of the turn the vehicle moved.
- Chimeras
- Skimmers
- Open topped
- Fast
- Land Raiders
Open topped and those land raiders with the flak thingies.
51. If a model rapid fires twice with a Plasma Gun (gets hot), what will it overheat on?
A roll of 1 on either or both dice.
52. What is the penetration roll for a sniper rifle? And is it possible for it to to a penetrating hit on a rhino (AV 11)
S3 plus D6 plus another D6 if first was a 6 due to rending. Maximum 15, so hell yes!
53. Can a melta gun (Str 8, Ap 1) penetrate a land raider (av 14) at 12” (max range)?
No, it'll get a glancing hit on a 6, but needs to be within 6" for the extra D6.
54. Space Marines (In 4) charge Dark Eldar (In 5) while the Eldar are in woods area terrain. What initiative do the Dark Eldar strike on? (no one has grenades for this example)
Not sure about what initiative but pretty sure the DE go first. I think they count as having I10 with being in cover.
55. As above, but what initiative do the Space Marines strike on?
They strike on I4 - I think!
56. A Rhino troop transport armed only with a storm bolter is struck on its front armor (11) by a las cannon (S9). The roll to penetrate is a 2. On the appropriate damage chart a 5 rolled. On the subsequent turn an auto-cannon (S7) hits the Side armor (11). The roll to penetrate is a 5. On the appropriate damage chart a 3 is rolled. On the third turn a chaos marine armed with a bolter hit the rear armor (10) of the rhino with is bolter (S4) and rolls a 6 to penetrate. On the appropriate damage chart a 5 is rolled. What happens to the rhino.
Definitely 4ed test, there's only one damage chart now. So, S9 + 2 = glancing hit, -2 on damage chart. 5 becomes 3 - weapon destroyed (I think). Second turn, penerating hit, no other weapons, so immobilised. Third turn doesn't count since no weapons and immobilised counts as destroyed.
57. Perils of the warp. If a psyker rolls a 2 to engage a psychic power, what happens?
- a.The power does not go off.
- b.The power goes off.
- c.The power does not go off and the psyker takes a str d6 hit, with no save allowed of any kind.
- d.The power does go off and the psyker takes a wound, with no armor save allowed, invulnerable saves must be re-rolled
4ed? Power goes off but psyker takes a wound from Perils of the Warp.
58. In the assault phase, a unit with jump packs wants to assault into woods…
- a.They roll for difficult terrain and may only make an assault move if they have rolled well enough to contact an enemy model.
- b.They are placed into assault with any models that are within 6” of them and each jump pack trooper must make a dangerous terrain check.
- c.They roll for difficult terrain and move that distance even if it is not enough to get them into base to base contact.
- d.They roll 2d6 and move the total distance rolled into contact with the enemy.
- e.They roll for difficult terrain and may only make an assault move if they have rolled well enough to contact an enemy model. Each model that goes into the woods, will trigger a dangerous terrain check.
Errrm .... dangerous terrain tests only apply to the movement phase for jump troops as in assault, they run on foot. So, they'd roll D6 and if they make contact, assault is initiated, if not, they don't move.
59. If a rhino attempts to move through woods at a speed of 7” and rolls its dangerous terrain check. Is it possible for the result to be worse than an immobilized result? (if so what?)
No, it can only be immobilised, although it would roll 2D6 and any 1's would immobilise it.
60. If a standard transport vehicle moves 3” in the movement phase, and troops disembark towards the enemy. They can
- a.Fire their weapons as having moved, and may assault in the assault phase, if the enemy are within 6”
- b.Fire their weapons as having moved, but may not assault in the assault phase, even if they are within 6”
- c.May not fire their weapons since they moved, but may assault in the assault phase, if the enemy are within 6”
B - if the vehicle moves, they may not assault unless it's open-topped but may fire as if they moved.
61. If a standard transport vehicle remains stationary in the movement phase, and troops disembark towards the enemy. They can
- a.Fire their weapons as having moved, and may assault in the assault phase, if the enemy are within 6”
- b.Fire their weapons as having moved, but may not assault in the assault phase, even if they are within 6”
- c.May not fire their weapons since they moved, but may assault in the assault phase, if the enemy are within 6”
- d.May move shoot and assault as if they moved normally, but were the same as being out of the vehicle the entire time.
A - if the vehicle hasn't moved, then the may act normally after disembarking.
62. If a bike unit declares it is using it turbo boosters to get the invulnerable save, how far does it have to move to get the bonus?
18" and must travel in a straight line (not sure on the straight line bit)
63. (T/F) If a vehicle is in a wooded area, and your opponent scores a penetrating hit. The hit is automatically downgraded to a glancing shot.
No, but if 50% of hull is covered, then can claim a cover save of 4+ to ignore shot (Damn 4ed)
64. (T/F) A Melta Weapon automatically treats any glancing hit result against vehicles as a penetrating hit instead.
No, but they do get +1 on the damage chart for being AP1
65. (T/F) Offensive grenades, when assaulting into cover, allow all models to strike in initiative order.
True
66. What happens if an Ordinance blast hits an open topped vehicle vehicle, how may dice do you roll for armor penetration? Are there any extra effects as well?
2D6 for ordinance, plus 1 to damage for being open topped (might be +2)
67. (T/F) If an Ordinance blast hits a vehicle but the center of the blast is over the vehicle, the strength of the hit is resolved at half strength.
False - the hole has to be over the hull for full strength, overwise it's half strength (unless it's a deathstrike, I need me one of those!)
68. (T/F) If a character that does not have infiltrate joins a unit that has infiltrate; the unit loses the infiltrate skill.
True, IC's will force units to lose abilities if they don't have them.
69. (T/F) A fearless character joins a unit that does not have the fearless ability, the unit becomes fearless.
False - IC abilities do not transfer onto the units they join.
70. (T/F) If a character joins a unit that is Fearless, he becomes fearless.
False (I think, in all honesty, I don't know, so it's a guess)
71. (T/F) A unit with the “preferred enemy” special ability, re-rolls any failed to hits in the first round of combat.
False, they hit on 3+ as standard and I think they get +1 to I, but not sure on that.
72. A unit of Space Marines (and they shall know no fear) flees from combat, and are caught by sweeping advance. What happens to the unit? Be specific.
They die!
73. What two special rules apply to Swarms?
Vunerable to blasts and are fearless! Actually isn't swarms a rule itself now?
74. XXXXXXXXXXXX CENSORED XXXXXXXXXXXXXX
That was an easy question!
75. A unit of space marines (3 bolter marines, 1 flamer marine, & 1 sergeant) take 7 wounds to be allocated. The owning player allocates one wound to each model, and the extra two wounds get placed on the bolter marines. The owning player rolls five saves for the bolter marines. He rolls (1,1,2,2,5) how many marines are removed from the unit? (circle one)
- a.3 bolter marines and the remaining failed save results in the owning player removing the sergeant as well.
- b.3 bolter marines. The extra “failed save” is ignored since all of the models in that group are already removed as casualties.
- c.The defending player rolls all of the dice together and removes anyone he wishes as casualties, the Missile Launcher Trooper can not be picked out, since he is not a character model.
- d.3 bolter marines and the remaining failed save results in the owning player removing the sergeant as well.
4ed strikes again. Each set of allocated wound would have to be rolled separately and any failed saves only applied to the group / model they were allocated to.
76. (T/F) Units with “Counter-attack” must take terrain into account when they make their Counter Attack move.
False - although, I truth, I don't know for sure, so that's a guess.
77. (T/F) In a game using Random Game Length, at the end of turn 5, you would begin by rolling a d6. On a roll of 4+ the game continues, on a roll of 1-3 the game is over. Repeat this process at the end of each turn, until a roll of 1, 2, or 3 has finally been rolled.
False T5 4+, T6 +3 T7 +2
Well, that's the test done. It became apparent during the test that it's for 4ed (Damn you SpikeyBits - lol), but I continued anyway. You'll notice that I've tried to answer the questions as fully as possible, as I wanted this to be a test of my knowledge and understanding of the rules. I felt that I did pretty good in the movement, terrain, basic shooting and cover questions, but these are areas I've relearn so far as part of my '
cure of MES' progress but when I got to the assault, vehicles and IC questions, things started to get a bit more hazy and I wasn't as sure as I was with the earlier questions.
So guys, it's time to get your red markers out and start checking my answers. I'll look forward to you lot pointing out my errors in the comments. So, how did I do guys?