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Made in us
Horrific Horror





Southern Oregon

Here are the two rules as seen in the new FAQs:

Page 33 – Shadow in the Warp, second paragraph
Change to “Any enemy psyker within 12” of a Tyranid
with the Shadow in the Warp special rule must roll an
extra dice when taking Psychic tests, and will suffer a
Perils of the Warp attack on the roll of any double 1 or
double 6.

Page 26 – Runes of Witnessing
Change the last two sentences to “A Farseer with runes
of witnessing must roll an extra dice when taking
Psychic tests and discards the highest result.

Now, does this mean the Farseer must roll 4D6 when testing within 12" of SitW, or do the "roll an extra dice" statements not stack?

Secondly, do you discard the highest before or after checking for Perils?
If before, this treats Eldar as rolling 3D6 just like any other race in range of SitW, with a slightly higher chance to avoid 6's.
If after, this opens a chance for two sets of doubles; does this create a chance for two simultaneous Perils?


Automatically Appended Next Post:
Forgot to point out that in SitW, it states, on the ROLL of double 1's or 6's, not on a RESULT of.

This message was edited 1 time. Last update was at 2012/01/19 02:00:53


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The farseer would roll 4d6 and discard the highest rolled die. The discarded die would not count against SitW as it doesn't count for regular Perils. The FAQs used to say that Runes of Witnessing and SitW cancelled each other out, does it not still state that?

This message was edited 2 times. Last update was at 2012/01/19 02:18:30


 
   
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Southern Oregon

Makes sense to me.
The only thing that made me question it was the wording:
"will suffer a
Perils of the Warp attack on the roll of any double 1 or
double 6."
vs something like
"will suffer a
Perils of the Warp attack on a result of any double 1 or
double 6."


Automatically Appended Next Post:
CrashCanuck wrote:The farseer would roll 4d6 and discard the highest rolled die. The discarded die would not count against SitW as it doesn't count for regular Perils. The FAQs used to say that Runes of Witnessing and SitW cancelled each other out, does it not still state that?


And no, it no longer states that.
Shadow is no longer mentioned in the Eldar FAQ, and Runes are no longer mentioned in the Tyranid FAQ.

This message was edited 3 times. Last update was at 2012/01/19 02:21:15


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I understand being cautious about the different terms, but remember that Runes of Witnessing says discard, so you toss that die over your shoulder and pretend it was never there.
   
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Buffalo, NY

Of course, now I'm curious as to how Runes of Warding and Runes of Witnessing interact with each other, as the question was removed from the FAQ.


Automatically Appended Next Post:
As it is I disagree with the 4d6 roll. I would play it as follows:
1. Roll 3d6 (both state you add 1d6 to Psychic test).
2. Check for double 1's and 6's. If 2 (or 3) dice are 1 or 6, suffers PotW.
3. Discard the highest die to determine if the test passes.

This message was edited 1 time. Last update was at 2012/01/19 02:57:13


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Southern Oregon

Happyjew wrote:Of course, now I'm curious as to how Runes of Warding and Runes of Witnessing interact with each other, as the question was removed from the FAQ.


Automatically Appended Next Post:
As it is I disagree with the 4d6 roll. I would play it as follows:
1. Roll 3d6 (both state you add 1d6 to Psychic test).
2. Check for double 1's and 6's. If 2 (or 3) dice are 1 or 6, suffers PotW.
3. Discard the highest die to determine if the test passes.


Since they each say "add an additional dice," I would say that they stack, since it's just saying +1, not stating a specific number of how many are rolled, simply that one more dice is added. So, one dice is added, then a second dice is added.
If they both said "roll 3D6 for psychic tests," (as I believe they have in the past) then I would agree that they don't stack.

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Buffalo, NY

Yeah, I keep forgetting they changed it to add an extra dice. I keep going off how they are written in the codex, which both say 3d6.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
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Southern Oregon

Yeah, so that's my question.

As written, this is how I see it playing out:
-Roll 4D6
-Check for double 1's or double 6's directly after rolling (since it says "on the roll of any double 1 or
double 6"
-Discard the highest (since it says "discards the highest result")
-Determine if it passes and resolve

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Crackgnome wrote:Yeah, so that's my question.

As written, this is how I see it playing out:
-Roll 4D6
-Check for double 1's or double 6's directly after rolling (since it says "on the roll of any double 1 or
double 6"
-Discard the highest (since it says "discards the highest result")
-Determine if it passes and resolve


I would say
-Roll 4D6
-Discard the highest
-Check for double 1's or double 6's
-Determine psychic test results

If the die is not discarded before the doubles are checked, then it's not really discarded or "ignored".

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Southern Oregon

Rephistorch wrote:
Crackgnome wrote:Yeah, so that's my question.

As written, this is how I see it playing out:
-Roll 4D6
-Check for double 1's or double 6's directly after rolling (since it says "on the roll of any double 1 or
double 6"
-Discard the highest (since it says "discards the highest result")
-Determine if it passes and resolve


I would say
-Roll 4D6
-Discard the highest
-Check for double 1's or double 6's
-Determine psychic test results

If the die is not discarded before the doubles are checked, then it's not really discarded or "ignored".


It is ignored for the psychic test, but the Perils inflicted by Shadow are an entirely different rule, and thus are not the same Perils as found in a normal psychic ability.
Though if that were the case, Perils would be inflicted twice for a roll of double 6's, once for Shadow and once for normal test resolution.
So I guess you're right then xD

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So if Runes of Witnessing and Shadows in the warp stack; what about two runes of warding?

You want to cast a psychic power? 4D6 and on a roll of a 12 or more you suffer Perils? Go for it
   
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UK

I don't doubt two RoWa would stack, but would they do so if both are in your army? Having two RoWa was pointless before, but now Eldrad and a Guideseer with RoWa could become about as anti-psychic as you can get.

Similarly, how would two or more SitW work? Suddenly GKs could have a very hard time against an MC-heavy Tyranid list, even Shrikes with Rending Claws could become effective here; T4 with 3 Wounds each, but the presence of two squads means the GKs aren't activating any Force Weapons very easily.

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Avatar 720 wrote:Similarly, how would two or more SitW work? Suddenly GKs could have a very hard time against an MC-heavy Tyranid list, even Shrikes with Rending Claws could become effective here; T4 with 3 Wounds each, but the presence of two squads means the GKs aren't activating any Force Weapons very easily.


Shadows is conditional; ie it states if you are within 12" of a nid critter with shadows; then you roll an extra dice, you can be within range of 50 critters and it will only activate the once.
   
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UK

Fair enough.

Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

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Southern Oregon

Avatar 720 wrote:I don't doubt two RoWa would stack, but would they do so if both are in your army? Having two RoWa was pointless before, but now Eldrad and a Guideseer with RoWa could become about as anti-psychic as you can get.

Similarly, how would two or more SitW work? Suddenly GKs could have a very hard time against an MC-heavy Tyranid list, even Shrikes with Rending Claws could become effective here; T4 with 3 Wounds each, but the presence of two squads means the GKs aren't activating any Force Weapons very easily.


I don't know if you would discard the highest twice, though, since it only says discard the highest and the highest will always be one die (even if it's tied for highest, it's still a single die).
It says to add an additional dice, which is done before rolling, but the result of that roll will always only have one that is the highest.
So double RoWa might actually screw you over.

And yes, the wording of SitW is "Any enemy psyker within 12” of a Tyranid with the Shadow in the Warp special rule must roll an
extra dice when taking Psychic tests," as opposed to "Any enemy psyker within 12” of a Tyranid with the Shadow in the Warp special rule must roll an
extra dice for each Tyranid with the Shadow in the Warp special rule when taking Psychic tests."

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Runes of Warding; not Runes of Witnessing is what we meant.
   
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Southern Oregon

Oh, okay.
I don't play Eldar, so I always mix the two up :B

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Chicago, IL

Aeon wrote:So if Runes of Witnessing and Shadows in the warp stack; what about two runes of Warding?

You want to cast a psychic power? 4D6 and on a roll of a 12 or more you suffer Perils? Go for it


2 Runes of Witnessing do not do anything more than one.

Only the "Farseer with runes" is allowed to "roll an extra dice"

So one Farseer casts a Psychic power that Psyker will roll 3D6 and discard the highest, they do not roll 4D6 unless SITW is within 12 inches.

Page 26 – Runes of Witnessing
Change the last two sentences to “A Farseer with runes
of witnessing must roll an extra dice when taking
Psychic tests and discards the highest result.

Edit, saw your post, NM

This message was edited 4 times. Last update was at 2012/01/19 07:23:42


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Chicago

This is how I see it: SitW does not stack. RofWarding does stack.


Scenario: Runes of Witness vs Runes of Warding
Roll 4d6, discard the highest. Suffer Perils if you roll 2 "1"s on the 3 remaining dice or the total is 12 or more.

Scenario: Runes of Witness vs 2 Runes of Warding
Roll 5d6, discard the highest. Suffer Perils if you roll 2 "1"s on the 4 remaining dice or the total is 12 or more.

Scenario: Runes of Witness vs SitW (1 or more instances doesn't matter)
Roll 4d6, discard the highest. Suffer Perils if you roll 2 "1"s or 2 "6"s on the 3 remaining dice.

Multiplayer Scenario: Runes of Witness vs Runes of Warding and SitW
Roll 5d6, discard the highest. Suffer Perils if you roll 2 "1"s on the 4 remaining dice or the total is 12 or more.

Apoc Scenario: Runes of Witness vs 12 Runes of Warding
Roll 13d6, discard the highest. Always suffer Perils.

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And this is why SiTW, Runes of Warding, and Runes of Witnessing should not stack.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
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