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Enter the FMCs – Daemonkin Rules Conundrum #2

By Rob Baer | April 1st, 2015 | Categories: Chaos Space Marines, Rules Conundrums

daemonkin walpaper

Wouldn’t it be nice if those flying monstrous creatures came into play gliding so they can assault on their next turn? Turns out that may be possible, come see.

According to the new Daemonkin book, Blood Tithe triggers at the beginning of the Chaos players turn (p.110 Daemonkin), so Daemon Princes or Bloodthirsters received from the Blood Tithe appear at that time. Now if you look in the main rule book (page 17) it clarifies that effects that happen at the start of the turn are resolved BEFORE the movement phase.

start of turn

The rules for Flying Monstrous Creatures (p.68) indicate that you can change your flight mode at the start of the movement phase which we’ve established is after said units arrive via Deep Strike from the Blood Tithe.

Under Deep Strike (p. 162) it states in the middle column halfway down that ‘Deep Striking Units can not move any further…’ so they apparently still get a movement phase however, can NOT benefit form normal movement therein (i.e. ‘move any further’).  From that line of thought it seems like you are still allowed to change the flight mode of a FMC because that unit still gets it’s movement phase.

bloodthirster box

So diving even further down the rabbit hole, any FMC held in reserve arriving via Deep Strike (Deep Strike Reserve) comes in at the beginning of the turn, also before the movement phase begins, and theoretically can also change flight modes as well. Talking to you Flying Hive Tyrants, and Nurgle/ Tzeentch Princes!

(Keep in mind too that both modes allow you to run after Deep Stirke- either one or two D6’s depending on if the unit was Swooping or Gliding).

That seems to indicate that if you receive a new Daemon Price via Dark Apotheosis (or a Bloodthirster) that you can bring it in Gliding so that it may charge on it’s next turn.  Furthermore it also seems to apply to all FMC’s arriving from Deep Strike Reserve in general?

Seems like this ability makes the Daemonkin a tad bit stronger IMHO. Splash in some icons and you may have a Khorne daemon making machine!

What do YOU think? 

About the Author: Rob Baer

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Rob Baer

Job Title: Managing Editor

Founded Spikey Bits in 2009

Socials: Rob Baer on Facebook and @catdaddymbg on X

About Rob Baer: Founder, Publisher, & Managing Editor of Spikey Bits, the leading tabletop gaming news website focused on the hobby side of wargaming and miniatures.

Rob also co-founded and currently hosts the Long War Podcast, which has over 350 episodes and focuses on tabletop miniatures gaming, specializing in Warhammer 40k. and spent six years writing for Bell of Lost Souls. 

Every year, along with his co-hosts, he helps host the Long War 40k Doubles Tournament at Adepticon and the Long War 40k Doubles at Las Vegas Open, which attracts over 350 players from around the world.

Rob has won many Warhammer 40k Tournaments over the years, including multiple first-place finishes in Warhammer 40k Grand Tournaments over the years and even winning 1st place at the Adepticon 40k Team Tournament.

With over 30 years of experience in retail and distribution, Rob knows all the products and exactly which ones are the best. As a member of GAMA (Game Manufacturers Association), he advocates for gaming stores and manufacturers in these difficult times, always looking for the next big thing to feature for the miniatures hobby, helping everyone to provide the value consumers want.

While he’s played every edition of Warhammer 40k and Warhammer Fantasy (since 5th Edition) and has been hobbying on miniatures since the 1980s, Titans of all sizes will always be his favorite! It’s even rumored that his hobby vault rivals the Solemnance Galleries, containing rulebooks filled with lore from editions long past, ancient packs of black-bordered Magic Cards, and models made of both pewter and resin.