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![[Post New]](/s/i/i.gif) 2016/08/28 15:24:16
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Bounding Black Templar Assault Marine
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With a new Kill Team (KT) coming out, and having played the previous version, I had a question on abilities, weapons and psychic powers that affect a “unit”. Previous iterations of KT defined a unit on the table as an individual model as opposed to unit as purchased in the Force Organisation (FO). In the following how do people think it should/will work?
Note: I have also sent this in to the rules guys at GW
Example #1: Unit buffing wargear/abilities purchased by squad leaders
The beneficial effects of Animus Malorum from Legion of the Dammed apply to the bearer and his unit. In Kill Team does this apply to the bearer only (+1 FnP for him) or to the bearer and the FO unit he was purchased with (+1FnP for all)?
Example #2: Unit buffing wargear purchased with the squad
A KT comprising of a single squad of Tau Fire Warriors includes a guardian drone, providing a 6+ inv save to all members of the unit. Does this apply to every member of the KT regardless of their distance from the drone or any intervening obstacles? Fire Warriors within a certain distance?
Example #3: Additional wounds to a unit:
The Dark Eldar Ossefactor causes D6 additional hits to a unit which has had a model removed by this weapon. Do these additional wounds a) apply to the FO unit regardless of distance, b) affect models under a blast template or arbitrary distance or c) not apply in KT games?
Example #4: Unit effecting Psychic powers
Biomancy Enfeeble (though it could be any +/- unit effecting power) applies a penalty to a unit within 24”. Is this penalty applied to a single model, the FO unit or should it have a template centred on the initial target?
I’m hoping the revised KT rules will throw some light on it...
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![[Post New]](/s/i/i.gif) 2016/08/28 17:07:35
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Lord of the Fleet
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Why not wait to see what, if anything, the rules say about this?
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![[Post New]](/s/i/i.gif) 2016/08/28 17:15:43
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Bounding Black Templar Assault Marine
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Scott-S6 wrote:Why not wait to see what, if anything, the rules say about this?
That's no fun! Besides think how light the forum would be if we all did that?
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![[Post New]](/s/i/i.gif) 2016/08/28 17:16:37
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Auspicious Daemonic Herald
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Ossified wrote: Scott-S6 wrote:Why not wait to see what, if anything, the rules say about this?
That's no fun! Besides think how light the forum would be if we all did that?
This is the rules forum, we can't talk about how the rules work if no one has the rules
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![[Post New]](/s/i/i.gif) 2016/08/28 17:29:15
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Bounding Black Templar Assault Marine
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CrownAxe wrote: Ossified wrote: Scott-S6 wrote:Why not wait to see what, if anything, the rules say about this?
That's no fun! Besides think how light the forum would be if we all did that?
This is the rules forum, we can't talk about how the rules work if no one has the rules
A fair point. I shall wait then
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![[Post New]](/s/i/i.gif) 2016/09/03 12:55:12
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Bounding Black Templar Assault Marine
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Hey folks, release day!
After a cursory read through they book didn't address my concerns. Any guidance from the community would be great.
Besides playing HoR how have players dealt with this kind of thing?
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![[Post New]](/s/i/i.gif) 2016/09/03 13:31:16
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Pestilent Plague Marine with Blight Grenade
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This is pretty straight forward, the Every Man For Himself rule states that each model is treated as its own unit, therefore "The bearer and his unit" means "The bearer"
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![[Post New]](/s/i/i.gif) 2016/09/03 14:29:34
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Lord Commander in a Plush Chair
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Or you could just go with the bearer(or target, for blessings) is his unit.
I also love the "Conjuration spells have no effect" you're on your own rule.
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2016/09/08 09:42:03
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Longtime Dakkanaut
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Thanks for several useful examples! Three of them illustrate how several abilities just aren't worth it in Kill Team.
But I'm not sure about the Tau example. Is the drone a separate model? Maybe only it gets the 6++?
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![[Post New]](/s/i/i.gif) 2016/09/08 09:57:21
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Bounding Black Templar Assault Marine
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axisofentropy wrote:Thanks for several useful examples! Three of them illustrate how several abilities just aren't worth it in Kill Team.
But I'm not sure about the Tau example. Is the drone a separate model? Maybe only it gets the 6++?
It is a separate model but it receives a 5++ and conveys a 6++ to all other models in the "unit". If it is a unit in and of itself in KT then all it becomes is a slightly worse version of a shield drone (4++) for the same price.
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![[Post New]](/s/i/i.gif) 2016/09/08 12:47:54
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Bonkers Buggy Driver with Rockets
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Ossified wrote:With a new Kill Team ( KT) coming out, and having played the previous version, I had a question on abilities, weapons and psychic powers that affect a “unit”. Previous iterations of KT defined a unit on the table as an individual model as opposed to unit as purchased in the Force Organisation ( FO). In the following how do people think it should/will work?
Note: I have also sent this in to the rules guys at GW
Example #1: Unit buffing wargear/abilities purchased by squad leaders
The beneficial effects of Animus Malorum from Legion of the Dammed apply to the bearer and his unit. In Kill Team does this apply to the bearer only (+1 FnP for him) or to the bearer and the FO unit he was purchased with (+1FnP for all)?
Example #2: Unit buffing wargear purchased with the squad
A KT comprising of a single squad of Tau Fire Warriors includes a guardian drone, providing a 6+ inv save to all members of the unit. Does this apply to every member of the KT regardless of their distance from the drone or any intervening obstacles? Fire Warriors within a certain distance?
Example #3: Additional wounds to a unit:
The Dark Eldar Ossefactor causes D6 additional hits to a unit which has had a model removed by this weapon. Do these additional wounds a) apply to the FO unit regardless of distance, b) affect models under a blast template or arbitrary distance or c) not apply in KT games?
Example #4: Unit effecting Psychic powers
Biomancy Enfeeble (though it could be any +/- unit effecting power) applies a penalty to a unit within 24”. Is this penalty applied to a single model, the FO unit or should it have a template centred on the initial target?
I’m hoping the revised KT rules will throw some light on it...
I've ran a couple Kill Team events and we've had these questions come up. For example 1, that is a relic. For the purpose of KT, I did not allow relics. For example 2, buffs such as that lose the wording for model and unit and is changed to model and all friendly models within 6". Those is the same for Skitarii -1 cover save wargear and space marine FNP 5+ wargear. For example 3,does not apply for KT as each model is considered to be its own unit. Sorry. For example 4, each model is considered to be its own unit so Enfeeble would only effect 1 model.
Just my thoughts. I'd like to know what GW says.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2016/09/08 18:43:53
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Sinewy Scourge
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Can anyone clarify the how cluster mines work when purchased for a squad of scout bikes? I have a unit of 5 scout bikes and I believe that as each becomes its own unit, I can booby-trap 5 terrain features. Is this correct?
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![[Post New]](/s/i/i.gif) 2016/09/08 19:36:25
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Bounding Black Templar Assault Marine
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AesSedai wrote:Can anyone clarify the how cluster mines work when purchased for a squad of scout bikes? I have a unit of 5 scout bikes and I believe that as each becomes its own unit, I can booby-trap 5 terrain features. Is this correct?
I can't see any reason that you can't so ... yeah, correct. I don't think they will be as useful as they would be in larger games though given the flexibility of moving units of 1 model vs units of 5-10.
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![[Post New]](/s/i/i.gif) 2016/09/08 19:52:07
Subject: Abilities, Weapons and Powers that affect "units" in Kill Team
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Automated Rubric Marine of Tzeentch
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Ossified wrote: AesSedai wrote:Can anyone clarify the how cluster mines work when purchased for a squad of scout bikes? I have a unit of 5 scout bikes and I believe that as each becomes its own unit, I can booby-trap 5 terrain features. Is this correct?
I can't see any reason that you can't so ... yeah, correct. I don't think they will be as useful as they would be in larger games though given the flexibility of moving units of 1 model vs units of 5-10.
If it's worded in Battlescribe the exact way it is in the codex, I think so. It happens after deployment, so the units are 1 model each at that point.
The counter argument is you buy the mines for the squad, and don't pay per model within the squad.
We sure could use an FAQ already, lol.
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