Switch Theme:

Tzeentch daemons manifest on 12?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in no
Liche Priest Hierophant





Bergen

The tzench daemons usualy have 9 in leadership and they get +3 to mannifest. Do they get to mannifest at 12?

   
Made in us
Jealous that Horus is Warmaster





Are you referring to casting their psyker power? If so I think the bad you can modify is to 10.
   
Made in no
Liche Priest Hierophant





Bergen

Well that is what I am wondering. If the rules can take them above 10 and up to 12? I think it would seem like it. I don't know if there are any tzench manifesters with a leadership of 7?

   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 Niiai wrote:
Well that is what I am wondering. If the rules can take them above 10 and up to 12? I think it would seem like it. I don't know if there are any tzench manifesters with a leadership of 7?


With the exception of Wounds, Attacks, and AV; all stats cap out at 10. If you are Ld 9 with a +3 bonus, you are Ld 10. If you were to have a reduced Ld (such as -2 from Deathleaper) in this situation you would still be Ld 10 (9+3-2=10).

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.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in gb
Decrepit Dakkanaut




Page 2, from memory. As above, it helps with Ld modifiers.
   
Made in us
Jealous that Horus is Warmaster





Codex/brb aren't on me atm, but I thought I remember reading that double 6 always fails. But I also thought that I remembered reading that the modifier can't be pushed past 10.

I'm probably thinking of leadership, which I'm not sure if it would apply to this situation. I'd need to reread the Tzeentch entry.
   
Made in no
Liche Priest Hierophant





Bergen

But it is not worded like that is it? I thought the wording bypased the manifest requierment? After all, there are quite limited things in the game that lets you have less leadership. Dark eldar boat upgrade and deathleaper comes to mind...but that seems really odd.

Perhaps it will get FAQ?

   
Made in gb
Decrepit Dakkanaut




The rules on page 2 are quite explicit, I suggest you give them a read. NO characteristic may go above 10 unless exempted, and leadership is NOT exempt from this cap
   
Made in us
Jealous that Horus is Warmaster





Even if it could go higher than 10, I believe a 12 would still fail.
   
Made in us
Sinewy Scourge




Murfreesboro, TN

Helps you get around Grey Knight Aegis and improved Aegis....

"I'm not much for prejudice, I prefer to judge people by whats inside, and how much fun it is to get to those insides." - Unknown Haemonculi 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

For leadership you cannot be above 10, unless the rule allows this. Since it doesn't...

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in no
Liche Priest Hierophant





Bergen

This is not a case of the leadership not increasing but the manifester check get a +3 then?

   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

As several people have already mentioned, read the section on BRB p2 titled "Modifiers."

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Decrepit Dakkanaut




 Niiai wrote:
This is not a case of the leadership not increasing but the manifester check get a +3 then?[/quote
It states you get +3 TO YOUR LEADERSHIP. This is the stat that cannot go above 10.
   
Made in no
Liche Priest Hierophant





Bergen

Hmmm...right you are. Some of them are leadership 7 so I gues it makes sence.

   
Made in us
Sneaky Striking Scorpion





If it was -3 to the result of the test then it would work, but it's not so it doesn't.
   
Made in ca
Waaagh! Warbiker




We can also use the Ork Mob Rules as precedent. The mob rule allows the leadership of a Wierdboy to go above 10, but it was FAQed to be maxed at 10.

When life give you lemons keep them, because hey, free lemons 
   
Made in ca
Dakka Veteran





 gardeth wrote:
Helps you get around Grey Knight Aegis and improved Aegis....


+3 -5 then, right?
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Its there for when your Ld is reduced.

Like a GK Dreadnought with Reinforced Aegis. You have +3, they force -4. So you suffer only a -1 to your Ld for the power.

Of if you are under the influence of another psychic power that reduces your Ld.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Decrepit Dakkanaut




Hazard30 wrote:
We can also use the Ork Mob Rules as precedent. The mob rule allows the leadership of a Wierdboy to go above 10, but it was FAQed to be maxed at 10.

No, it NEVER allowed it to go above 10, because at no point does it contradict the rulebook. It ALWAYS capped at 10 - ALWAYS.
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

just to ask then, since whenever gains or takes to these stats are mentioned it says Cap at 10 OR it says stop at 1.

is it slaneesh that says -5 to init no limiter? same as tzeentch says add 3? no mention of capping the limits..

i realise that a 2 or 12 is all bad but what about the 11

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in gb
Decrepit Dakkanaut




Again, page two. If you are saying this does not apply you will need some actual rules
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

Gotcha

ok so you cant reduce init below 0 BUT what happens when its 0 because that stat is then no longer used?

how does all this work?

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Not sure what you mean by "no longer used"

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Killer Klaivex




Oceanside, CA

 Grey Templar wrote:
Not sure what you mean by "no longer used"

In combat, you never hit initiative step 0, so you never get to swing, and combat never is completed.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Decrepit Dakkanaut




No, combat IS completed, because combat is defined as using init 1 - 10.
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

so if with slaneesh you give a -5 to init to a SM they dont get to swing?

edit, im now trying to find the unit that does it again.....

This message was edited 1 time. Last update was at 2013/03/10 08:29:52


CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in au
Liche Priest Hierophant







HawaiiMatt wrote:
 Grey Templar wrote:
Not sure what you mean by "no longer used"

In combat, you never hit initiative step 0, so you never get to swing, and combat never is completed.

-Matt


If this was true then against all vehicles but walkers a combat would never end...

ausYenLoWang wrote:so if with slaneesh you give a -5 to init to a SM they dont get to swing?

edit, im now trying to find the unit that does it again.....

That would be fiends, or psykers with Acquiescence.

I'd assume that they wouldn't get to swing, but I'm sure it will be FaQ'd to say 'to a minimum of 1'

This message was edited 1 time. Last update was at 2013/03/10 08:34:21


 
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

 Matt.Kingsley wrote:
HawaiiMatt wrote:
 Grey Templar wrote:
Not sure what you mean by "no longer used"

In combat, you never hit initiative step 0, so you never get to swing, and combat never is completed.

-Matt


If this was true then against all vehicles but walkers a combat would never end...

ausYenLoWang wrote:so if with slaneesh you give a -5 to init to a SM they dont get to swing?

edit, im now trying to find the unit that does it again.....

That would be fiends, or psykers with Acquiescence.

I'd assume that they wouldn't get to swing, but I'm sure it will be FaQ'd to say 'to a minimum of 1'


i presume the above as well mate, as well as capping the tzeentch bonus to LD 10.....

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in gb
Longtime Dakkanaut







What I'm thinking is, your leadership can't go above 10, but that's not what the Tzeentch thing does. It simply treats your leadership as 3 higher, for the purposes of psychic powers. Therefore, your model would stay at leadership 9, but would be treated as if it were leadership 12 when trying to get off a psychic test. 2 and 12 are still perils, but successful ones that way.

It's a fine distinction, between making your leadership higher than 10, and treating it temporarilly, as higher than 10.

But I can guarantee this will be one thing that get's FAQ'd, one way or another, so for now, we can merely speculate.
   
 
Forum Index » 40K You Make Da Call
Go to: