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Post by: Lormax
Got the book sitting in front of me, ask away!
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Post by: Dr. What
Ok, I'll bite.
Have Power Klaws changed at all? Are they still the same as power fists despite having their own entry in the weapons section?
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Post by: Kung Fu Hamster
I heard somewhere that assaulting in the same turn reserves come on the board is now verboten. Any truth to this?
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Post by: Lormax
Have Power Klaws changed at all? Are they still the same as power fists despite having their own entry in the weapons section?
It's got it's own separate listing in the wargear section, but it's identical to the Power Fist in every way
Automatically Appended Next Post:
Kung Fu Hamster wrote:I heard somewhere that assaulting in the same turn reserves come on the board is now verboten. Any truth to this?
Correct. It's in bold, you cannot charge the turn it comes on from reserve. Nor use any abilities/special rules that have to be used at the start of the turn (ex, some Eldar psychic powers)
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Post by: Dr. What
Thanks!
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Post by: Kung Fu Hamster
Wow... big nerf for Wyches :(
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Post by: Marshall Ragnar
Can you explain overwatch? How many shots does the charged unit get?
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Post by: Lormax
Marshall Ragnar wrote:Can you explain overwatch? How many shots does the charged unit get?
Overwatch isn't something you have to prep to use. As soon as a charge has been declared against a unit, it can fire overwatch if it wants to. It's a normal shooting attack, though all shots fired can only be done as snap shots (I can go more into those if needed). Overwatch cannot be used if the unit is already engaged in melee. Can only be done once per unit being charged.
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Post by: SoloFalcon1138
Is it true that troops embarked in transports will have relentless, allowing heavy weapons to be fired out of fire points?
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Post by: pretre
As much as it is fun to be an internet celeb, there's already a thread for this in N&R.
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Post by: Lormax
pretre wrote:As much as it is fun to be an internet celeb, there's already a thread for this in N&R.
You mean the 192 page monstrosity? I can shut this thread down if wanted, no problem. I don't know about you, but I wouldn't wade through all that to try and find an answer. This was just to clean things up a lot, no 'E-celeb' status. You can check my posts, I stay away from that kinda thing.
Automatically Appended Next Post:
SoloFalcon1138 wrote:Is it true that troops embarked in transports will have relentless, allowing heavy weapons to be fired out of fire points?
No. If the vehicle moved at Combat Speed, they count as moving. Cruising Speed, only snap shots allowed. Flat Out, nothing (not even smoke!)
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Post by: ChocolateGork
Can you give us a full explanation of wound allocation?
e.g. what happens if shoot a squad and get 3 melta wounds, 1 plasma wound and 6 boltgun wounds?
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Post by: Lormax
ChocolateGork wrote:Can you give us a full explanation of wound allocation?
e.g. what happens if shoot a squad and get 3 melta wounds, 1 plasma wound and 6 boltgun wounds?
Ok, assuming all the same saving throw...
Closest model takes a wound, the controlling player allocates where the wound comes from. That closest model keeps taking wounds until it dies. Then move on to the next closest, etc. So you could 'wait' to eat those melta/plasma wounds on something less valuable (ex, a regular bolter marine). That's my understanding of it.
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Post by: Siphen
I'd like to know exactly how charging works. Is it still closest model to closest model? Can you be 'shot out of charge range' from Overwatch wounds? Also, haven't been able to find any info on the Move Through Cover USR. What bonus does this give? Edit: Just read your post on how wound allocation works...so does this mean that you have to roll every single wound separately? 20+ wounds from termagants or shoota boyz, and you have to roll them one at a time until the first model dies?
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Post by: blood reaper
Any changes to Deep Striking? Other than the modified mishap table.
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Post by: Lormax
Siphen wrote:I'd like to know exactly how charging works. Is it still closest model to closest model? Can you be 'shot out of charge range' from Overwatch wounds?
Also, haven't been able to find any info on the Move Through Cover USR. What bonus does this give?
Edit: Just read your post on how wound allocation works...so does this mean that you have to roll every single wound separately? 20+ wounds from termagants or shoota boyz, and you have to roll them one at a time until the first model dies?
Move Through Cover: Only one model in the unit has to have it. An extra D6 when moving through cover, and passes all dangerous terrain checks.
Charging: Declare a charge (only up to 12" away). Overwatch shots are then fired. THEN roll 2d6 to determine the charge range. Then move models. Initial charger is model nearest to enemy.
Wound Allocation: Yeah, from my first read-through, that's how it works. Of course if all the models are the same (gaunts), then rolling them all together is no big deal. Gets weird when a lot of wounds hits a Space Marine squad, or the 5th ed nob biker squad.
Automatically Appended Next Post: blood reaper wrote:Any changes to Deep Striking? Other than the modified mishap table.
Deep Striking: I didn't use them much in 5th, so couldn't comment on any changes from 5th with any certainty. Here's a quick explanation from the 6th book.
Arrive via reserves as normal. Units that are forced to deep strike (drop pods) do not count against the reserves limit.
Pick a spot, scatter. I didn't see what the amount of scatter was, but I'm assuming it mentions somewhere else in the book that scatter is 2d6. If it's a vehicle that's deep striking, the facing CANNOT change.
Deploy the unit in circles around the first model.
Models deploying into terrain treat it as dangerous terrain.
Can't move, but units can disembark from a vehicle. Vehicles count as moving at cruising speed. No charging.
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Post by: Great Deceiver
Tell me about hull points!!!
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Post by: Lormax
Great Deceiver wrote:Tell me about hull points!!!
Hull Points: Glancing Hits, lose a hull point. Penetrating Hit, lose a hull point and roll on the chart. When a vehicle loses all its hull points, it becomes a wreck.
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Post by: Great Deceiver
Can you explain fliers?
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Post by: Lormax
Great Deceiver wrote:Can you explain fliers?
Flyers: Must begin in reserves.
Zoom Move: Combat Speed: 18". Cruising Speed: 36". Can't move less than 18", otherwise wrecked. Can only pivot on the spot up to 90degrees BEFORE it moves, then move in a straight line. Does not take any terrain tests during a zoom move, even at the end. Cannot embark or disembark from a zooming flyer. Can move off the board and re-enter during reserves on the following turn.
Can fire up to 4 of their weapons using their full BS during their zoom move (combat or cruise speed).
Shots at a zooming flyer are snap shots (unless it has skyfire rule). Template and blast weapons cannot hit zooming flyers.
Zooming flyers can invoke the jink special rule against hits, but then fires snap shots on the following turn.
Zooming flyers cannot be assaulted.
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Post by: Talamare
Melee weapon effects and AP values?
Please and Thank you
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Post by: SiegeCommander
Can you clarify how psychic powers work in tandem with your own codex specific powers? From what I understand you can choose your own specific codex powers or randomly generate powers from the BRB lores, is this correct?
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Post by: Lormax
Quick break to head to the game store. Will update a bit from there.
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Post by: Exalted Pariah
How does issuing a challenge work?
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Post by: Lobokai
pretre wrote:As much as it is fun to be an internet celeb, there's already a thread for this in N&R.
Well that's pretty trite and rude. I appreciate the OP doing this.
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Post by: azala
How does terrian affect jump infantry? Do you still take dangerous terrain tests when entering and leaving difficult terrain.
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Post by: Lormax
Exalted Pariah wrote:How does issuing a challenge work?
Pick a character, issue a challenge against the enemy. If accepted, that fight is separate involving just those 2 models. If refused, the character is not involved in that round of combat. Any character can accept the challenge.
Automatically Appended Next Post:
azala wrote:How does terrian affect jump infantry? Do you still take dangerous terrain tests when entering and leaving difficult terrain.
Yes, a dangerous terrain check is still made. You can save against them now tho.
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Post by: Asherian Command
What are the pyschic abilities and what exactly can i do with them? (what do they do?)
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Post by: Lormax
Talamare wrote:Melee weapon effects and AP values?
Please and Thank you
Thats a pretty broad question. Any weapons in particular you're curious about? Here's some quick info...
Power wpn ap 3, can't find the parry rule anywhere.
Power fist/klaw/dread cc wpn/chainfist/thammer str x2 ap 2
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Post by: Great White
How are power axes?
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Post by: Lormax
SiegeCommander wrote:Can you clarify how psychic powers work in tandem with your own codex specific powers? From what I understand you can choose your own specific codex powers or randomly generate powers from the BRB lores, is this correct?
Correct. A psyker will be given a mastery level. One power per mastery level. It looks like if the psyker comes with specific powers, it's stuck with them. (Mephiston) Otherwise you can roll for them.
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Post by: Talamare
Infantry and Vehicle movement
Please and Thank you
<3
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Post by: Lormax
Asherian Command wrote:What are the pyschic abilities and what exactly can i do with them? (what do they do?)
There are 30 different powers, I won't go into specifics on all of them. I will say that each of the 5 disciplines has 6 powers and one additional primaris power. You can change out what you roll with the primaris power at the time of rolling. An example of a primaris power is the current smite power (in Biomancy) Automatically Appended Next Post: Great White wrote:How are power axes?
+1 str, ap2, init 1 Automatically Appended Next Post: Talamare wrote:Infantry and Vehicle movement
Please and Thank you
<3
The same, really. 6 inch move, 12 for jump, etc. There are some specific exceptions (eldar jetbikes, etc). If there's anything specific you'd like me to check, just ask
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Post by: Abyssel
Jump Infantry (Jet Packs) and universal coversave is a 5+ now?
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Post by: Lormax
Abyssel wrote:Jump Infantry (Jet Packs) and universal coversave is a 5+ now?
Cover save is a mix. Ruins are 4+, trees 5+, etc...best to confer with your opponent just before deployment about terrain.
Not sure what you're asking regarding the jet packs? They can move in the assault phase 2d6 after shooting or running
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Post by: Abyssel
So crisis suits may be even faster now. Wonder how Disruption Pods are going to work now.
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Post by: CthuluIsSpy
How do you calculate the number of hullpoints a vehicle has?
And does this come into effect beofre or after Quantum Shielding, ie, you use the base Armor Values to determine HP?
Do flyers get HP?
Do flyers have to be in zoom mode?
What are the rules for PE?
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Post by: Talamare
What are the rules for Accurate Senses USR
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Post by: Lormax
CthuluIsSpy wrote:How do you calculate the number of hullpoints a vehicle has?
And does this come into effect beofre or after Quantum Shielding, ie, you use the base Armor Values to determine HP?
Do flyers get HP?
Do flyers have to be in zoom mode?
What are the rules for PE?
Preferred enemy: reroll 1's to hit and to wound.
Hull point generation: In the book, each vehicle is listed with how many it gets. All vehicles, including flyers, have hull points. All necron vehicles have 3 except for ghost ark, monolith and doomsday ark which have 4.
Flyers must zoom unless they have the hover rule. (Stormraven, Valkyrie, Vendetta)
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Post by: Khornate25
This is a rather odd question since it isn't about the rulebook itself, but how it will affect the meta-gaming. Do you think vehicules will be as necessary as before, or their new hull point system will make them less of an automatic ''need'' in lists ?
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Post by: Lormax
Talamare wrote:What are the rules for Accurate Senses USR
Acute Senses: Reroll outflank results Automatically Appended Next Post: Khornate25 wrote:This is a rather odd question since it isn't about the rulebook itself, but how it will affect the meta-gaming. Do you think vehicules will be as necessary as before, or their new hull point system will make them less of an automatic ''need'' in lists ?
Will think on this and pm you my opinion. Vehicles are definitely more fragile in my opinion.
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Post by: Mannahnin
Acute Senses ONLY affects Outflanking? Is there some way for regular units to Outflank now?
Has Nightfighting changed?
How about the "core" missions? I understand there's a big campaign section with extra stuff, but can you briefly describe the "standard" or basic missions?
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Post by: Lormax
Mannahnin wrote:Acute Senses ONLY affects Outflanking? Is there some way for regular units to Outflank now?
Has Nightfighting changed?
How about the "core" missions? I understand there's a big campaign section with extra stuff, but can you briefly describe the "standard" or basic missions?
Acute senses only affects outflanking. The warlord special rules can get a unit outflank.
Nightfighting: Over 36", cant shoot at it. 24-36 they have shrouded (5+ cover save in the open, +2 to existing cover save) . 12-24 they have stealth (6+ cover, or +1 to existing), under 12 no bonus. Night fighting is in every mission. Could be on turn 1 or on turns 5, 6 and 7.
There are 6 basic missions. One is football, another is standard objectives, one is kill points, another makes heavy scoring, another fast attack scoring, lastly one that has one objective that gets carried around. They all share the same secondary objectives. Objectives score points now, most points wins
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Post by: Foid
This question is probably stupid..... but ill ask anyway!!
I heard from an unreliable source that the Force Organization Chart is going to be doubled at 2000+ points so that means 4 HQ's 6 Elites 12 Troop 6 Fast Attack 6 Heavy.
Is that true or not (hopefully not then again.... 2 farseers, avatar and autarch might be cool)
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Post by: Sephyr
I have a question regarding skimmers moving flat-out and terrain.
Now, you move 12 inches in the movement phase, then 12-18 inches (depending on the skimmer type) on the shooting phase.
My question is: do you need to roll for dangeorus terrain in the 'middle' of that motion? Assume you more 12 inches and end up on area terrain. You'd need to roll danferous terrain. On the shooting phase, you have to roll -again- before taking your extra move.
That makes for a potential 4 dangerous terrain rolls in a single turn for a single vehicle. Two of those don't make sense, as the vehicle hasn't really -stopped- after its first 12 inches move and is zwooshing across the board at fuull speed.
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Post by: Lormax
Foid wrote:This question is probably stupid..... but ill ask anyway!!
I heard from an unreliable source that the Force Organization Chart is going to be doubled at 2000+ points so that means 4 HQ's 6 Elites 12 Troop 6 Fast Attack 6 Heavy.
Is that true or not (hopefully not then again.... 2 farseers, avatar and autarch might be cool)
It's true, it all doubles. Including an extra allied detachment and an extra fortification Automatically Appended Next Post: Sephyr wrote:I have a question regarding skimmers moving flat-out and terrain.
Now, you move 12 inches in the movement phase, then 12-18 inches (depending on the skimmer type) on the shooting phase.
My question is: do you need to roll for dangeorus terrain in the 'middle' of that motion? Assume you more 12 inches and end up on area terrain. You'd need to roll danferous terrain. On the shooting phase, you have to roll -again- before taking your extra move.
That makes for a potential 4 dangerous terrain rolls in a single turn for a single vehicle. Two of those don't make sense, as the vehicle hasn't really -stopped- after its first 12 inches move and is zwooshing across the board at fuull speed.
It says specifically that the movement in the shooting phase triggers dangerous terrain checks as normal, so I'd say yes, you'd be making a roll at the end of movement and start of shooting phases
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Post by: Talamare
Are assault ranges still 6"?
Can you still run in the shooting phase?
Is fleet the same?
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Post by: khaosspacemarines
how do rapid fire weapons work?
How does FNP work?
Anything else that would effect plauge marines eg: grenades defensive?
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Post by: Talamare
Oh right Grenades
I heard that they are no longer auto and you need to "shoot" them
is this true?
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Post by: Lormax
Talamare wrote:Are assault ranges still 6"?
Can you still run in the shooting phase?
Is fleet the same?
Assault range is 2d6, added together.
Yes, you can run in the shooting phase.
Fleet ONLY allows you to reroll the assault range.
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Post by: Talamare
Lormax wrote:Talamare wrote:Are assault ranges still 6"?
Can you still run in the shooting phase?
Is fleet the same?
Assault range is 2d6, added together.
Yes, you can run in the shooting phase.
Fleet ONLY allows you to reroll the assault range.
So no running + 2d6 assault
Not bad, Loving my Eldar with their shooters having Fleet...
but one of their best melee not having it... Loving it
Thank you once again
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Post by: KGatch113
You cannot infiltrate and/or scout and assault. Check.
I've heard if you come in from reserves and outflank, you cannot assault. True?
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Post by: Avatar 720
What does Relentless actually do? I've heard several different versions.
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Post by: Kaldor
(also got the book in front of me)
Relentless models can fire heavy, salvo or ordnance weapons, counting as stationary even if they've moved. They can also fire those weapons and assault in the same turn.
Another interesting tidbit not related to relentless: You can now measure any distance at any time!
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Post by: AresX8
I've been trying to find where Skimmers are given the Jink USR in my book. I remember reading that they do get it when I did my sitdown to read the rules front to back, I just can't remember where. All I need is a page number. EDIT: Found it, it's on page 83.
I'm also still confused as to choosing psychic powers. In terms of a Vanilla Librarian, for his 2 powers that he can take, does he have to take both of them from the rulebook or can he take one from the codex and one from the rulebook? And where's the chart in the rulebook that was in the White Dwarf as to what factions can pick from what schools? That's also something I can't find.
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Post by: valace2
Foid wrote:This question is probably stupid..... but ill ask anyway!!
I heard from an unreliable source that the Force Organization Chart is going to be doubled at 2000+ points so that means 4 HQ's 6 Elites 12 Troop 6 Fast Attack 6 Heavy.
Is that true or not (hopefully not then again.... 2 farseers, avatar and autarch might be cool)
It does double but with the 2nd primary detachment you have to start at an HQ an 2 troops before moving straight on to the extra optional slots. So you would need to take at least 2 HQs an 4 troops to get access to more than 3 of each elite, FA, or heavy support.
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Post by: TedNugent
Question: Do Force Weapons cause instant death upon activation?
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Post by: valace2
AresX8 wrote:I've been trying to find where Skimmers are given the Jink USR in my book. I remember reading that they do get it when I did my sitdown to read the rules front to back, I just can't remember where. All I need is a page number.
I'm also still confused as to choosing psychic powers. In terms of a Vanilla Librarian, for his 2 powers that he can take, does he have to take both of them from the rulebook or can he take one from the codex and one from the rulebook? And where's the chart in the rulebook that was in the White Dwarf as to what factions can pick from what schools? That's also something I can't find.
Pg 83 for skimmers an Jink.
Also I do not believe the chart is in the book for individual armies disciplines. The psychic card supplement that just came out has the chart. Also its all or nothing either you use all codex powers or all core rulebook powers, no mixing an matching. Automatically Appended Next Post: TedNugent wrote:Question: Do Force Weapons cause instant death upon activation?
Yep no change, you still have to wound an with the nerfing of power weapons its going to be harder to wound Av 2 stuff.
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Post by: Kaldor
valace2 wrote:TedNugent wrote:Question: Do Force Weapons cause instant death upon activation?
Yep no change, you still have to wound an with the nerfing of power weapons its going to be harder to wound Av 2 stuff.
Yeah, there are no 'levels' of instant death like people were talking about. And force weapons are now AP3 (with exceptions) so to kill someone with a 2+ save, you're probably going to be swinging a powerfist/thunderhammer, so activating any 'force' ability it might have would probably be redundant.
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Post by: Evil_Toast
First off , thanks for this . The thread in N&R has grown so bloated it's become a living entity . This way , questions can be answered without pages of "Allies R t3h Haxxorz/Roxxorz" and "I've broken 6th already , aint I grand !" to get in the way . Anyway , some questions I have .
- Allies . Can named characters be taken ?
- Rapid Fire - does the rules specifically mention max and half range , or 24" and 12" ? Play Tau and this would make Fire Warriors suck less .
-What are Salvo weapons ? Any examples given ?
- Psyker levels . Are they given in the book IE if he can take X powers he's level X ? Or will this be covered in the FAQ's as I'm assuming ?
- Do tank/walker mounted Gets Hot weapons , get hot ? How is this resolved if so ?
Thanks again !
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Post by: valace2
Evil_Toast wrote:First off , thanks for this . The thread in N&R has grown so bloated it's become a living entity . This way , questions can be answered without pages of "Allies R t3h Haxxorz/Roxxorz" and "I've broken 6th already , aint I grand !" to get in the way . Anyway , some questions I have .
- Allies . Can named characters be taken ?
- Rapid Fire - does the rules specifically mention max and half range , or 24" and 12" ? Play Tau and this would make Fire Warriors suck less .
-What are Salvo weapons ? Any examples given ?
- Psyker levels . Are they given in the book IE if he can take X powers he's level X ? Or will this be covered in the FAQ's as I'm assuming ?
- Do tank/walker mounted Gets Hot weapons , get hot ? How is this resolved if so ?
Thanks again !
Allies can take named characters.
Vehicles weapons can get hot. On a 1 to hit you roll an additional D6 on a 1-2-3 it gets hot an the vehicles takes a glancing hit.
If a Psyker in a codex can select 2 powers, like the Space Wolf Rune Priest he can substitute 2 powers in the Core rule book for those two powers he can only cast 1 a turn, but can pay to upgrade to Mastery level two allowing him to cast two a turn. One thing I do like now, is a Psyker can cast the same power twice if he is mastery level 2.
I believe that maybe you can move an shoot either profile, either 1 at 30 or 2 at 15 but you can always move an shoot. An salvos are just bigger rapid fire weapons.
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Post by: TheLionOfTheForest
Do abilities from characters cross over from Main contingent to allies and back again ?
In other words: Main army - Blood Angles, Sanguinary priest for FNP
Ally - IG HQ - Orders such as BID to a BA devastator squad, while IG also receive a benefit from Sanguinary Priest's FNP
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Post by: Evil_Toast
valace2 wrote:
If a Psyker in a codex can select 2 powers, like the Space Wolf Rune Priest he can substitute 2 powers in the Core rule book for those two powers he can only cast 1 a turn, but can pay to Mastery level two allowing him to cast two a turn. One thing I do like now, is a Psyker can cast the same power twice if he is mastery level 2.
Interesting . It has been noted that certain characters that are bought with certain powers IE Mephiston , can't swap those powers out at all . Correct ?
How much to upgrade to be able to cast 2 powers ? Answer can be given in common wargear points to prevent copyright issues .
Furthermore , can you buy the ability to cast more than 2 powers ? Regular Farseers can do that with the right bit of bling , can you further boost this to allow him 3 powers a turn ?
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Post by: valace2
Evil_Toast wrote:valace2 wrote:
If a Psyker in a codex can select 2 powers, like the Space Wolf Rune Priest he can substitute 2 powers in the Core rule book for those two powers he can only cast 1 a turn, but can pay to Mastery level two allowing him to cast two a turn. One thing I do like now, is a Psyker can cast the same power twice if he is mastery level 2.
Interesting . It has been noted that certain characters that are bought with certain powers IE Mephiston , can't swap those powers out at all . Correct ?
How much to upgrade to be able to cast 2 powers ? Answer can be given in common wargear points to prevent copyright issues .
Furthermore , can you buy the ability to cast more than 2 powers ? Regular Farseers can do that with the right bit of bling , can you further boost this to allow him 3 powers a turn ?
Not quite sure, I know that Njal Stormcaller knows all of the powers in the Space Wolf codex an he can swap his powers but because he is only mastery level 2 he can only select 2 new powers from the Core Rule Book.to replace all of the ones in the space wolf codex
For the Grey Knight librarian its 50 to go from level 2 to 3. An I believe its the same for a Rune priest to go from level 1 to level 2.
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Post by: Davor
From reading alot of threads and posts, it seems shooting became better. So much for rumours shooting would be weaker and Assaults stronger.
So it seems Assaults are weaker now, how will this effect Chaos Deamons and Tyranids for Assaults? Is this a nerf to them?
How is Assaults? I am starting a Tryanid army so is it worth to make a pure assaulting army?
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Post by: Kaldor
Psychic Disciplines
"Many races also have access to their own, unique psychic disciplines and powers. Where this is the case, the relevant (codex) will contain the necessary psychic powers"
Further down the page:
"In some codexes, a Psyker will have a specific psychic power or set of psychic powers - where this is the case, it will be clearly stated in the relevant codex. Otherwise, a Psyker generates random psychic powers from among the psychic disciplines known to him"
It goes on to say that you cannot have the same power twice, and can only generate a number of powers equal to your mastery level.
It makes no mention of purchasing powers, and how that would interact with randomly generating powers or mastery levels. Currently I can purchase all the powers in the codex for my Librarian, but can I do that and still generate some from the chart as well? I don't know. The ones in the codex have been priced, and one would hope that indicates that their use is 'paid' for by, well, paying for them. And that therefore the limitation of one power per mastery level doesn't apply.
But we're going to have to wait for the codex Errata to see how this actually works. Until then I'm just going to ignore the new powers entirely, and continue using the ones from my codex.
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Post by: Talamare
Davor wrote:From reading alot of threads and posts, it seems shooting became better. So much for rumours shooting would be weaker and Assaults stronger.
So it seems Assaults are weaker now, how will this effect Chaos Deamons and Tyranids for Assaults? Is this a nerf to them?
How is Assaults? I am starting a Tryanid army so is it worth to make a pure assaulting army?
As a Tau player Im glad assaults took a hit
OH
What about Sweeping Advance, please tell me thats dead DEAD DEAD!!!
Im tired of a single SM Scout charging me, killing 1 guy, then Sweeping advancing the entire squad
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Post by: Ol'Dirty
Does the new book mention if Tyranids are getting anything special since they don't get allies?
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Post by: valace2
Kaldor wrote:Psychic Disciplines
"Many races also have access to their own, unique psychic disciplines and powers. Where this is the case, the relevant (codex) will contain the necessary psychic powers"
Further down the page:
"In some codexes, a Psyker will have a specific psychic power or set of psychic powers - where this is the case, it will be clearly stated in the relevant codex. Otherwise, a Psyker generates random psychic powers from among the psychic disciplines known to him"
It goes on to say that you cannot have the same power twice, and can only generate a number of powers equal to your mastery level.
It makes no mention of purchasing powers, and how that would interact with randomly generating powers or mastery levels. Currently I can purchase all the powers in the codex for my Librarian, but can I do that and still generate some from the chart as well? I don't know. The ones in the codex have been priced, and one would hope that indicates that their use is 'paid' for by, well, paying for them. And that therefore the limitation of one power per mastery level doesn't apply.
But we're going to have to wait for the codex Errata to see how this actually works. Until then I'm just going to ignore the new powers entirely, and continue using the ones from my codex.
A Farseer can sub any powers from the Codex for powers in the core rule book, if you purchase 4 out of the codex you can sub them with 4 from the Rule Book. Not quite fair considering A Grey Knight librarian can purchase all of the powers in the Grey Knight codex but he can only sub as many as his mastery level. Then again, Eldar only have access to two disciplines and Grey Knights have access to 3. Automatically Appended Next Post: Ol'Dirty wrote:Does the new book mention if Tyranids are getting anything special since they don't get allies?
Nope Nids just get hosed. Course you can double the FOC when you get over 2k points.
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Post by: EmilCrane
Two questions: Amount of hull points of a leman russ?
Also, anything on gets hot and vehicles?
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Post by: Ravenger
I would like to know if it is mentioned, how do assault ramps work with movement out of a storm raven. I know that it needs to be hovering in order for disembarkment but what are assaults ramps for now?
46926
Post by: Kaldor
valace2 wrote:A Farseer can sub any powers from the Codex for powers in the core rule book, if you purchase 4 out of the codex you can sub them with 4 from the Rule Book. Not quite fair considering A Grey Knight librarian can purchase all of the powers in the Grey Knight codex but he can only sub as many as his mastery level. Then again, Eldar only have access to two disciplines and Grey Knights have access to 3.
Where does it say that? Automatically Appended Next Post: EmilCrane wrote:Two questions: Amount of hull points of a leman russ?
Also, anything on gets hot and vehicles?
All Leman Russ variants have 3 hull points.
If a plasma weapon on a vehicle gets hot, roll a die. On a 1, 2, or 3 it takes a glancing hit.
41136
Post by: DaKKaLAnce
How many hull points do raiders/venoms have?
Is Fnp any different?
37729
Post by: AresX8
Raiders have 3, Venoms have 2.
FNP is now 5+ but can be taken against anything except ID wounds.
EDIT: FNP can also be taken against Dangerous Terrain wounds as it now allows normal saves. See page 90.
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Post by: RegulusBlack
Where does it say that?
i beleive (and i could be wrong) that it is in the last White Dwarf Magazine detailing psykers and who can get what, dont have the link handy
yay 100th post!
38617
Post by: valace2
Kaldor wrote:valace2 wrote:A Farseer can sub any powers from the Codex for powers in the core rule book, if you purchase 4 out of the codex you can sub them with 4 from the Rule Book. Not quite fair considering A Grey Knight librarian can purchase all of the powers in the Grey Knight codex but he can only sub as many as his mastery level. Then again, Eldar only have access to two disciplines and Grey Knights have access to 3.
Where does it say that?
In the foldout of the psychic discipline reference card that came with the psychic cards.
25359
Post by: TheAvengingKnee
Can a flying MC attack a flyer at normal balistic skill?
Can you assault flyers that arent in hover mode?
Can flying MCs do a flyby attack on flyers?
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Post by: DaKKaLAnce
Ok I heard this rumor, Not sure if its a good source. But did psychic hood get nerfed/changed?
A new rule says that every unit has the ability to negat a psychic power on a 6+. Hood makes it better, If the caster is within 6".
46926
Post by: Kaldor
Ravenger wrote:I would like to know if it is mentioned, how do assault ramps work with movement out of a storm raven. I know that it needs to be hovering in order for disembarkment but what are assaults ramps for now?
You can only disembark from a vehicle if it has moved 6" or less. Those models can deploy anywhere within 6" of the disembarkation point*, and cannot assault that turn. If a vehicle is an assault vehicle (which I'm assuming is what happens when it has an assault ramp) then models can assault in the turn they disembark.
This means a Stormraven would have to enter hover mode to disembark any troops.
38617
Post by: valace2
TheAvengingKnee wrote:Can a flying MC attack a flyer at normal balistic skill?
Can you assault flyers that arent in hover mode?
Can flying MCs do a flyby attack on flyers?
only one I am sure of is that you can only assault a flyer when it is in hover mode as it acts like a skimmer.
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Post by: RegulusBlack
I also see here on page 67
A Psyker cannot attempt to manifest the same psychic power more than once a turn.... and you can only use 1 witchfire (shooting attack) once per turn regardless of mastery level (although there is exceptions)
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Post by: DJano
Any chance you could go over the different Warlord Traits and how getting them works?
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Post by: Siphen
Does Strength still cap at 10? I assume it does, but the smash ability on MC seems a bit silly since all but 1-2 Monstrous Creatures have a strength of 6 or higher. Strength 12 Trygons and Strength 20 Wraithlords, woo!
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Post by: valace2
DJano wrote:Any chance you could go over the different Warlord Traits and how getting them works?
well there really are to many to list, but as to how you get them before the game one HQ from each primary detachment can roll on 1 of 3 charts to determine what his trait will be. Some are ok, some suck.
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Post by: TheAvengingKnee
valace2 wrote:TheAvengingKnee wrote:Can a flying MC attack a flyer at normal balistic skill?
Can you assault flyers that arent in hover mode?
Can flying MCs do a flyby attack on flyers?
only one I am sure of is that you can only assault a flyer when it is in hover mode as it acts like a skimmer.
Well that works out because rite now necron flyers don't have a hover mode.
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Post by: Arandmoor
Have blast and pie plate templates changed at all? I remember a rumor that instead of counting models under the template there was some sort of die-based cap to the number of wounds you could inflict per shot.
Are necron Night/Doom Scythes listed as flyers?
What changed with jump infantry? (I'm trying to figure out if the cost of Praetorians is justified now with the new rules...from what I've read the new assault-range rules justify their cost for what they do but I want to know if anything else is different)
What's the difference between jump infantry, and jet pack infantry?
What does a canoptek scarab (ws2) need to roll in order to hit a moving vehicle?
How does counting as a beast affect assault?
Are there any changes to the sniper rule? (deathmarks got awesome with the new rapid fire rule)
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Post by: ChocolateGork
Lormax wrote:ChocolateGork wrote:Can you give us a full explanation of wound allocation?
e.g. what happens if shoot a squad and get 3 melta wounds, 1 plasma wound and 6 boltgun wounds?
Ok, assuming all the same saving throw...
Closest model takes a wound, the controlling player allocates where the wound comes from. That closest model keeps taking wounds until it dies. Then move on to the next closest, etc. So you could 'wait' to eat those melta/plasma wounds on something less valuable (ex, a regular bolter marine). That's my understanding of it.
What if the second dude in line is a 2 wound IC?
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Post by: ObliviousBlueCaboose
Is the MYSTERY TERRAIN form Fantasy in? If so I'm going to try to get a house rule to not use it, I personally hate it.
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Post by: orkdestroyer1
How many hull points does a stormtalon have?
31651
Post by: baxta182
What a great topic.
What are a couple of examples of the points costs of fortifications/buildings whatever?
Thanks
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Post by: DeffDred
You said that at 2000+ points that we have to take 2 "core" FOCs, and 2 allied detachments?
Can the two allied FOCs be from different armies or must they be the same?
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Post by: DaKKaLAnce
How many hull points does a ravager have?
25359
Post by: TheAvengingKnee
Are there any changes to reserves?
Can you target blasts or flamers at cruising fliers?
1943
Post by: labmouse42
Are Eldar Wytch blades any different?
How many weapons can be fired when a vehicle moves?
Have rules for bikes changed?
Do they still give +1 Toughness and Relentless?
Can bikes go up stairs?
Lets say your allies are battle brothers, ie Eldar and DE.
Can you use take a squad of wyches and put them in a falcon at deployment?
Can your Eldar come out of a WWP?
Can IG vets still fire 5 shots from a chimera at max range?
Do hydras have skyfire?
How are vehicle squadren rules? Have they changed?
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Post by: Joey
Can a flying MC assault a flyer?
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Post by: Voodoo_Chile
Can you confirm the AP value of the Necron Warscythe? I know the Codex states ignores armour saves rather than being a power weapon but I'm interested to see if that still applies.
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Post by: Palindrome
What restrictions are there for shooting out of transports?
Can embarked models capture objectives?
What are the criteria for selcting allies (FOC slots and any points cap rather than races)?
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Post by: Captain Avatar
Mannahnin wrote:Acute Senses ONLY affects Outflanking? Is there some way for regular units to Outflank now?
Has Nightfighting changed?
How about the "core" missions? I understand there's a big campaign section with extra stuff, but can you briefly describe the "standard" or basic missions?
Night Vision and Acute senses have been seperated. Acute senses allow re-roll of Outflank and Night Vision "IGNORES" Night Fighting.
valace2 wrote:TedNugent wrote:Question: Do Force Weapons cause instant death upon activation?
Yep no change, you still have to wound an with the nerfing of power weapons its going to be harder to wound Av 2 stuff.
Might want to re-read that. There is a limitation of whether the model has a psychic(Warp?) charge available.
TheLionOfTheForest wrote:Do abilities from characters cross over from Main contingent to allies and back again ?
In other words: Main army - Blood Angles, Sanguinary priest for FNP
Ally - IG HQ - Orders such as BID to a BA devastator squad, while IG also receive a benefit from Sanguinary Priest's FNP
Some Psychic and leadership abilities do "IF" they are Battle Brothers.
No alliances can share transports.
Distrusted allies have a fun "One Eye Open" rule.
labmouse42 wrote:Are Eldar Wytch blades any different?
How many weapons can be fired when a vehicle moves?
Have rules for bikes changed?
Do they still give +1 Toughness and Relentless?
Can bikes go up stairs?
Yes, Witch blades got a mild nerf. They no longer triple strength and roll 1 d6 armour pen,...instead they just roll strength + 2d6 armour pen.:( They still wound on a 2+.
Sadly, witch blades did not get any of their old 2 ed goodness of force weapon/power weapon status back.:(
Both Eldar and Dark Eldar Jetbikes have Jump-Shoot-Move. 12" Jump and 2d6 assault. Now for the Good News....Both can Turbo for 36".
+1Toughness on bikes is now permanent(A S6 weapon is no longer insta-death from what I can tell.
Have not gotten to bikes on stairs...???
A Special note for all everyone, especially non-fearless armies!!!!!
Units Falling Back can now regroup normally down to 25% strength, Under 25% can still attempt "Insane Heroism" which succeeds on double 1's or if indepndent character is in unit they roll against his leadership. Running units of the table just got a lot harder!!!!!!!!
1943
Post by: labmouse42
Are bikes still relentless? Does that still let you move, shoot and assault? Does it let you shoot a shuriken cannon after moving?
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Post by: Evil_Toast
About units falling back . Are the usual restrictions on being able to regroup still there IE must be in coherency , no enemy within 6" and now above 25% ?
In other words can we still escort Marines off the table ?
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Post by: ZebioLizard2
TheAvengingKnee wrote:valace2 wrote:TheAvengingKnee wrote:Can a flying MC attack a flyer at normal balistic skill?
Can you assault flyers that arent in hover mode?
Can flying MCs do a flyby attack on flyers?
only one I am sure of is that you can only assault a flyer when it is in hover mode as it acts like a skimmer.
Well that works out because rite now necron flyers don't have a hover mode.
First one no.
Second one no
Third one yes! Vector strike (D3 + 1 hits) works on flyers hits on side armor.
Are bikes still relentless? Does that still let you move, shoot and assault? Does it let you shoot a shuriken cannon after moving?
yes
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Post by: Captain Avatar
labmouse42 wrote:Are bikes still relentless? Does that still let you move, shoot and assault? Does it let you shoot a shuriken cannon after moving?
Bikes have not only Relentless and Jink(5+ norm and 4+ when Turbo-boosting)
They Also have the Hammer of Wrath USR. Yeah baby.
1943
Post by: labmouse42
I looked at a rulebook briefly last night but still have questions.
When bikes move in shooting phase, it was described as "turbo-boosting". Did that give any advantage other than an improved jink?
Do they have to go a minimum distance to turbo-boost?
Hammer of wrath is like impact hits from fantasy right?
Does this make marine bikes better in your thought?
How about for seer council bikes?
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Post by: Captain Avatar
Evil_Toast wrote:About units falling back . Are the usual restrictions on being able to regroup still there IE must be in coherency , no enemy within 6" and now above 25% ?
In other words can we still escort Marines off the table ?
There is no mention of the enemy within 6" restriction from past rulebooks that I can find...!!???
Will check later on coherency rules but I think that they are still in and that Blast Weapons and Closest model in range wound allocation can really muck with it. Seems this edition has really brought back the generalmanship from pre-5th editions that I have so missed.
Also, Sweeping advance same as used to be "EXCEPT" Falling back unit uses the highest initiative in the unit. Shield drones make Crisis suits more survivable.
labmouse42 wrote:I looked at a rulebook briefly last night but still have questions.
When bikes move in shooting phase, it was described as "turbo-boosting". Did that give any advantage other than an improved jink?
Do they have to go a minimum distance to turbo-boost?
Hammer of wrath is like impact hits from fantasy right?
Does this make marine bikes better in your thought?
How about for seer council bikes?
1) Aside from a 36" turbo-boost range??? How much more do you want?
2)Bikes move 12" in movement phase but instead of running, they turbo-boost in the shooting phase.. Regular bike boost up to an additional 12" Jet-bike boost up to an additional 24" Figure it out from there. No mention on a minimum...so it looks like you could just go 1" but that would be a rules debate that I don't want to start.
3)Hammer of wrath is what bikes and jump-infantry are getting. It allows a free extra hit at models strength and at I 10 to represent the Jump-infantry falling on the enemy or for the bikes to smash into the enemy.
4) IMO Jump-Infantry, Bikes and Flers are all looking pretty good.
5)Seer Council, Muwahahaha. Take A look at the BRB Psychic powers rules and realize just how powerful the seer-council can become. Its to long to get into here, but suffice it to say that while no one power is to OP, The sheer number that the Seer-council can take is pretty potent. Add that some of the powers are a combination of Guide/furtune and go from there. + Warlock would be getting these powers.
I could be wrong but this is how it is loking at first glance.
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Post by: Irdiumstern
Do all MC's with Wings get Flying MC status, or are some Jump MC's?
If some are Jump MC's, is there something telling us which are Flying MC's?
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Post by: Joey
Irdiumstern wrote:Do all MC's with Wings get Flying MC status, or are some Jump MC's?
If some are Jump MC's, is there something telling us which are Flying MC's?
Check the FAQs.
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Post by: Squigsquasher
Can Hormagaunts still assault in a turn in which they run?
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Post by: ObliviousBlueCaboose
ObliviousBlueCaboose wrote:Is the MYSTERY TERRAIN form Fantasy in? If so I'm going to try to get a house rule to not use it, I personally hate it.
Why yes OBC, its the same as fantasy, where 5/6 forests or rivers are magical. Might as well just use the fantasy rulebook, this is Warhammer: Fantasy Battles: Sci-fi Expansion.
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Post by: Joey
ObliviousBlueCaboose wrote:ObliviousBlueCaboose wrote:Is the MYSTERY TERRAIN form Fantasy in? If so I'm going to try to get a house rule to not use it, I personally hate it.
Why yes OBC, its the same as fantasy, where 5/6 forests or rivers are magical. Might as well just use the fantasy rulebook, this is Warhammer: Fantasy Battles: Sci-fi Expansion.
That's all 40k ever has been, does this bother you?
42179
Post by: ObliviousBlueCaboose
It bothers me that i paid $75 for this after buying the WHFB rules eariler this year. And they seem almost like GW just copied and pasted from the fantasy rules. (may be a slight exaggeration...)
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Post by: xttz
Voodoo_Chile wrote:Can you confirm the AP value of the Necron Warscythe? I know the Codex states ignores armour saves rather than being a power weapon but I'm interested to see if that still applies.
It's in the Necron FAQ as AP1, Two-Handed, Armourbane. No init penalty.
Oddly enough, Boneswords didn't get FAQ'd at all. Automatically Appended Next Post: Squigsquasher wrote:Can Hormagaunts still assault in a turn in which they run?
Not normally. The Onslaught psychic power could be interpreted to mean that they can if cast on them ( RAW) but it's probably not intended.
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Post by: TheAvengingKnee
Found out already
51464
Post by: Veteran Sergeant
Lormax wrote:Exalted Pariah wrote:How does issuing a challenge work?
Pick a character, issue a challenge against the enemy. If accepted, that fight is separate involving just those 2 models. If refused, the character is not involved in that round of combat. Any character can accept the challenge.
That seems pretty lame, lol. Can't say I like a rule that allows characters to act as battlefield bullies. Automatically Appended Next Post: Kaldor wrote:You can now measure any distance at any time!
Gah. Kiddie game transition continues.
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Post by: Nocturn
Lormax wrote:ChocolateGork wrote:Can you give us a full explanation of wound allocation?
e.g. what happens if shoot a squad and get 3 melta wounds, 1 plasma wound and 6 boltgun wounds?
Ok, assuming all the same saving throw...
Closest model takes a wound, the controlling player allocates where the wound comes from. That closest model keeps taking wounds until it dies. Then move on to the next closest, etc. So you could 'wait' to eat those melta/plasma wounds on something less valuable (ex, a regular bolter marine). That's my understanding of it.
The player doing the shooting chooses which order the differing strength/ ap weapons are allocated in, not the defending player.
TheAvengingKnee wrote:Can you target blasts or flamers at cruising fliers?
Nope. Flyers are immune to blasts and other templates while in zoom mode.
52036
Post by: The Crusader
Ok here are mine: What do the Armour and FleshBane rules do? What are the stats for Power Mauls? What are the Warlord Traits Thanks for your time.
25359
Post by: TheAvengingKnee
What happens to a challenger if the opponent declines the challenge?
How bad is the initiative penalty on power axes?
46144
Post by: Nocturn
TheAvengingKnee wrote:What happens to a challenger if the opponent declines the challenge? The challenger gets to nominate one character from the opposing unit. That character cannot strike in CC for the rest of the turn, nor can his leadership be used for the rest of the phase. The challenger then fights normally.
31450
Post by: DeathReaper
How does a Stormraven enter hover mode?
60204
Post by: Straggler
So, I haven't seen this anywhere, but what are the rules for fast vehicles now? I can't tell if my blood angels tanks just got nerf to all hek.
46926
Post by: Kaldor
There's 18 different Warlord traits with different effects. Not going to copy them all over.
Power Mauls are S+2, AP4.
Power Axes are 'unwieldy' and so strike at I1
Re: challenges - For each combat, the player whose turn it is may declare a challenge with one of his characters. If he doesn't want to, the other player may declare a challenge instead. If a player refuses to meet a challenge, the challenging player may choose one enemy character. That character cannot fight at all in this round of combat. I'm only paraphrasing the rules here. I'm stuck nursing my baby girl on the couch and can't access my rulebook!
Veteran Sergeant wrote:Kaldor wrote:You can now measure any distance at any time!
Gah. Kiddie game transition continues.
Say what?
25359
Post by: TheAvengingKnee
That leads to a very heavy nerf to Kharn the betrayer now, my friend who plays CSM will not be happy.
Also, a big thanks to all those who have answered my questions.
45600
Post by: Talamare
Does Sweeping advance still exist
Is it unchanged?
60173
Post by: Frostbitten
How does the salvo rule work?
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Post by: Veteran Sergeant
Kaldor wrote:Say what?
Edit: I don't want to clutter up this otherwise useful thread with clutter of opinions.
38926
Post by: Exergy
labmouse42 wrote:
Can your Eldar come out of a WWP?
FAQ is out
allies cannot use a WWP
you cannot assault out of a WWP
53375
Post by: hotsauceman1
I am looking through the table of contents now, i cant find the list of psychic powers anywhere? Also, does the Turn a librarian into a epostary give him mastery lvl 2? God, monday night is going to be hectic.
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Post by: DrDuckman
What are the rules about interviewing models right now? Particularly vehicles? Do they give infantry behind them cover saves?
I am trying to figure out if the Kan Wall can still work. All those Killa Kans...shelved.
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Post by: Nocturn
DrDuckman wrote:What are the rules about interviewing models right now? Particularly vehicles? Do they give infantry behind them cover saves? I am trying to figure out if the Kan Wall can still work. All those Killa Kans...shelved. Intervening models (both friendly and opposing) confer a 5+ cover save to models partially concealed behind them. Talamare wrote:Does Sweeping advance still exist Is it unchanged? Sweeping advance rules remain unchanged from 5th ed. Frostbitten wrote:How does the salvo rule work? Salvo works as follows: Shellstorm cannon R48" S6 AP5 Salvo 2/4 A model with a salvo weapon can move and fire the weapon at half its maximum range using the first number (in this case it would be 2 shots at 24") or it can remain stationary and fire the weapon at full range with the second number (48" with 4 shots). If you shoot with a salvo weapon, you cannot assault in the upcoming assault phase.
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Post by: El-Torrminator
If a flying MC arrives via deep strike does it have to be in Glide mode?
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Post by: Nocturn
El-Torrminator wrote:If a flying MC arrives via deep strike does it have to be in Glide mode?
When a flying MC comes into play from reserves, the controlling player must declare whether it is in swoop or glide mode.
53549
Post by: DragonRider
Is Preferred Enemy in the Shooting Phase or Assult Phase?
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Post by: ZebioLizard2
DragonRider wrote:Is Preferred Enemy in the Shooting Phase or Assult Phase?
Both, works for to hit and to wound for assault and shooting. (1's only) Also it can be granted by having an IC with the rule join the squad (Destroyer lords joining praetorians would grant it PE everything)
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Post by: Seismic
O.K here is a question. In the 6th Ed. Tau Errata it states that decoy launchers can force the enemy to reroll whenever they immobilize a vehicle with it. So here is my question. Is that only once? or they the reroll is also an immobilized result, can that also be rerolled? Thoughts please
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Post by: martin74
How is the waghh called byghazkull thraka being handled now? I understand that fleet lets you re roll the dice for the charge. However, with ghazzys automatic 6 inch move, what do we use. A 6 plus a die roll, two 6 die roll, or, is this just not happening anymore?
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Post by: Nocturn
Seismic wrote:O.K here is a question. In the 6th Ed. Tau Errata it states that decoy launchers can force the enemy to reroll whenever they immobilize a vehicle with it. So here is my question. Is that only once? or they the reroll is also an immobilized result, can that also be rerolled? Thoughts please  The way it's worded "whenever" allows you to use it any time your opponent rolls an immobilized result. You can only ever have one reroll.
53549
Post by: DragonRider
ZebioLizard2 wrote:DragonRider wrote:Is Preferred Enemy in the Shooting Phase or Assult Phase?
Both, works for to hit and to wound for assault and shooting. (1's only) Also it can be granted by having an IC with the rule join the squad (Destroyer lords joining praetorians would grant it PE everything)
I'm gonna have soooooo much fun with this.
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Post by: Nocturn
martin74 wrote:How is the waghh called byghazkull thraka being handled now? I understand that fleet lets you re roll the dice for the charge. However, with ghazzys automatic 6 inch move, what do we use. A 6 plus a die roll, two 6 die roll, or, is this just not happening anymore? You automatically get the 6" run provided by Ghazghkull, no rolling required.
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Post by: martin74
Nocturn wrote:martin74 wrote:How is the waghh called byghazkull thraka being handled now? I understand that fleet lets you re roll the dice for the charge. However, with ghazzys automatic 6 inch move, what do we use. A 6 plus a die roll, two 6 die roll, or, is this just not happening anymore?
You automatically get the 6" run provided by Ghazghkull, no rolling required.
I understand that he has a auto 6. Charging is a roll of two dice. Does GT get screwed and only allowed to go 6 inches or does he get to roll an additional dice with re roll? The FAQ shows nothing on him. Matter of fact the two FAQ that I looked at just seems links the date was changed.
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Post by: Nocturn
martin74 wrote: I understand that he has a auto 6. Charging is a roll of two dice. Does GT get screwed and only allowed to go 6 inches or does he get to roll an additional dice with re roll? The FAQ shows nothing on him. Matter of fact the two FAQ that I looked at just seems links the date was changed.
Right. The whole 2d6 thing slipped my mind. Since the original intent with GT was to allow orks using the waaagh! to automatically make their full assault move, I would think that automatically granting your units a charge of 12" would be appropriate.
On the other hand, however, I can see where people will disagree. In GT's profile, it states that all units under his waaagh! count as rolling 6's for their movement, but does not specify the number of dice. You could argue that it means a 6 on each die, whereas your opponent could argue that the sum of both dice should equal six.
I think the overall intent of it though is to have a 12" charge.
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Post by: Nagashek
What do the "Shrouding" and "Stealth" special rules do?
Does being in a Fast or Open Topped vehicle impact your shooting at all as a passenger?
And the rules for firing from a vehicle as a passenger is:
No move: fire at full range and BS regardless of weapon
0-6" move: fire at full range for Rapid Fire and Assault Weapons at BS, Heavies at BS1
6"+ move: No shooting at all
Is that correct?
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Post by: ObliviousBlueCaboose
Nagashek wrote:What do the "Shrouding" and "Stealth" special rules do?
Shrouding is a +2 to cover, and Stealth is a +1 to cover. They also stack. It also states you get these even out in the open. So Shrouded models always have at least 5+ Cover. Stealth a 6+ and if they stack its a whopping 4+ out in the open.
Does being in a Fast or Open Topped vehicle impact your shooting at all as a passenger?
[Edit: Accidentally skipped this. Sorry]
Open top is the same for shooting except any point on the hull is counted as a fire point.
Fast looks to be the same as a regular vehicle for the passengers.
And the rules for firing from a vehicle as a passenger is:
No move: fire at full range and BS regardless of weapon
0-6" move: fire at full range for Rapid Fire and Assault Weapons at BS, Heavies at BS1
6"+ move: No shooting at all
Is that correct?
1. True
2. True
3. Snap Fire only.
56528
Post by: bieren
What can shoot at plains from eldar army?
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Post by: Nagashek
bieren wrote:What can shoot at plains from eldar army?
The only model in the game with Skyfire IIRC is the Hydra flak cannon in the IG. No other army has it, despite many tanks/weapon systems being described as having that role in mind as a design trait in the fluff.
Do Blast Pistols or Splinter Pistols have an AP value in CC?
52036
Post by: The Crusader
And the Quad guns and Icarus weapons can
56528
Post by: bieren
Will eldar get à plain. Think its gonne be hard to kill plains in this edetion.
42379
Post by: Amanax
Do allies fill up the mandatory slots?
Does the force organization chart actually double at 2000 points (Friend with the book was trying to tell me that it doesn't actually come out and say it, only suggested you could ~try~ and take another detachment)
58515
Post by: CleverNameHere
Edit: Never mind. It got found.
60131
Post by: DOOMBREAD
I don't know if this thread is for lore questions, but are Tau and the Ultramarines allied now?
58365
Post by: Ol'Dirty
I saw someone mention two abilities monsterous creatures have, what do those abilities do?
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Post by: davou
How should tank shocks and deffrolla attacks be resolved against units in a skyshield landing pad or behind and eagis.defense line. likewise embarked in a building?
also sorry about my bad formatting; am asking this.questiion via my phone
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Post by: focusedfire
hotsauceman1 wrote:I am looking through the table of contents now, i cant find the list of psychic powers anywhere?
Also, does the Turn a librarian into a epostary give him mastery lvl 2?
God, monday night is going to be hectic.
Page 418, though there is no list saying who takes what. you have to get that from your armies Faq or by buyin a deck of the cards.
Nocturn wrote:Talamare wrote:Does Sweeping advance still exist
Is it unchanged?
Sweeping advance rules remain unchanged from 5th ed.
Incorrect, It is a subtle change but now units falling back from combat use the Highest initiative in the unit(They would lead their slower comrades, is the line I believe.)
This means that one surviving drone gives Tau units an even chance of getting away from SM's 
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Post by: Byte
SoloFalcon1138 wrote:Is it true that troops embarked in transports will have relentless, allowing heavy weapons to be fired out of fire points?
No only snap fire if moved no more than 6".
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Post by: andrewm9
How does the Scout rule work exactly? Can I only redeploy in my deployment zone? Can vehicles with flamers snap fire at all?
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Post by: Byte
andrewm9 wrote:How does the Scout rule work exactly? Can I only redeploy in my deployment zone? Can vehicles with flamers snap fire at all?
Redeploy up to 6" no closer than 12" to enemy. Snap fire or overwatch? No to overwatch.
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Post by: Jidmah
You can redeploy out of your deployment zone. Flamers on vehicles can never snap fire.
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Post by: Omegus
Can you use allied transports?
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Post by: dkellyj
Omegus wrote:Can you use allied transports?
Nope. No allied transports can be cross used (so much for Ogryns storming out of Land Raiders).
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Post by: Irdiumstern
Are Chaos Daemon Lords of Change, Bloodthristers, and/or Daemon Princes Characters?
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Post by: Gaiash
How many allies are you allowed to use?
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Post by: hotsauceman1
Ok, im reading the bike entry, does the plus one on Toughness with bikes still no longer apply to bikes? I dont see it. Automatically Appended Next Post: NVM found it. Its after modifiers, Bikes just got a boost.
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Post by: Talamare
focusedfire wrote:Nocturn wrote:Talamare wrote:Does Sweeping advance still exist
Is it unchanged?
Sweeping advance rules remain unchanged from 5th ed.
Incorrect, It is a subtle change but now units falling back from combat use the Highest initiative in the unit(They would lead their slower comrades, is the line I believe.)
This means that one surviving drone gives Tau units an even chance of getting away from SM's 
As a Tau player, that change is both subtle and absolutely massive
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Post by: DarkWind
Did combat res. for fearless units change at all? Me and my friend can't find it in the rule book. Automatically Appended Next Post: Gaiash wrote:How many allies are you allowed to use?
One Ally / force org chart
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Post by: Gaiash
DarkWind wrote:Gaiash wrote:How many allies are you allowed to use?
One Ally / force org chart
Do you mean as in one army as an ally or do you mean "pick one unit from your allied army and nothing else"? Because if it's the former I meant how many models from your allied army are you allowed to use.
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Post by: Zakiriel
Why are BT a tier 3 allies for SoB? Do sisters have psychers or something? Because I know BT's wont have them around them.
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Post by: Alairan
Are you able to take a HQ that changes your unit options as an ally?
For example, could you take an ork special character that lets you take bikers as your ally troop slot?
Or are there restrictions on special characters?
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Post by: dkellyj
I saw no restrictions on Allies in regard to characters. So you could take Khan as the HQ and a unit of Bikes as the Troop choice. Or in your case, a WB on a Bike and a group of Nob Bikers. The major restriction is whatever abilities you ally has does NOT translate to the other half. So bringing Vulkan will NOT Twin-Link IG MeltaVets or Flamers. Just the Space Marine ones. Conversely, the IG can't issue orders to their Allies (no telling a broken unit below 25% to "Get Back Into the Fight).
As for the previous question on toughness, the perentheses go away and the higher Toughness value is now the standard (C: SM bikers go from T4(5) to a strait T5).
A nice little buff. Automatically Appended Next Post: Irdiumstern wrote:Are Chaos Daemon Lords of Change, Bloodthristers, and/or Daemon Princes Characters?
The way I'm reading "Characters" they are talking about any unit that has the "Independent Character" USR. This would apply to Look Out Sir and Challege USRs.
So a GK Techmarine is a Character because he has the IC USR. Snikrot, although a "named character" does NOT have the IC USR so does not count.
Essentially if it is a unit that can attach and detach itself from other units, it is a "Character."
Looking at the Daemon lists, the ones you mentioned do NOT have the IC USR, but the various Heralds do.
Of course the ones without IC status are also Monsterous Creatures...so there is some sense of Logic into the way it works.
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Post by: Mezmaron
Can you use special abilities (like taking over opponent's vehicles on a 3+) from open-topped vehicles? Mez
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Post by: dkellyj
davou wrote:How should tank shocks and deffrolla attacks be resolved against units in a skyshield landing pad or behind and eagis.defense line. likewise embarked in a building?
also sorry about my bad formatting; am asking this.questiion via my phone
The Terrain Types for those 2 Forts indixate they are treated as Terrain; in the case of the Skyshield as Difficult Terrain and the Aegis Line as Battlefield Debris (also Difficult Terrain). It looks like those 2 terrain types can not be destroyed, unlike Bastions and the Castle of Table Hogging (Redemption fortress) which have Armor Values and look like they would count as Immobile vehicles for purposes of destroying them (turning them into Difficult Terrain).
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Post by: Irdiumstern
dkellyj wrote:I saw no restrictions on Allies in regard to characters. So you could take Khan as the HQ and a unit of Bikes as the Troop choice. Or in your case, a WB on a Bike and a group of Nob Bikers. The major restriction is whatever abilities you ally has does NOT translate to the other half. So bringing Vulkan will NOT Twin-Link IG MeltaVets or Flamers. Just the Space Marine ones. Conversely, the IG can't issue orders to their Allies (no telling a broken unit below 25% to "Get Back Into the Fight).
As for the previous question on toughness, the perentheses go away and the higher Toughness value is now the standard (C: SM bikers go from T4(5) to a strait T5).
A nice little buff.
Automatically Appended Next Post:
Irdiumstern wrote:Are Chaos Daemon Lords of Change, Bloodthristers, and/or Daemon Princes Characters?
The way I'm reading "Characters" they are talking about any unit that has the "Independent Character" USR. This would apply to Look Out Sir and Challege USRs.
So a GK Techmarine is a Character because he has the IC USR. Snikrot, although a "named character" does NOT have the IC USR so does not count.
Essentially if it is a unit that can attach and detach itself from other units, it is a "Character."
Looking at the Daemon lists, the ones you mentioned do NOT have the IC USR, but the various Heralds do.
Of course the ones without IC status are also Monsterous Creatures...so there is some sense of Logic into the way it works.
No, character is a model type that should be listed in the appendix. Character is a distinct type from Independent Character. For example, a character has Look Out, Sir on a +4, while an IC saves on a +2. A character can still challenge, and has precision attacks. I am not asking about the IC rule.
Like I said, could you check the appendix for me? It should be marked as type ( ch), like infantry (jump, ch) for a jump infantry character.
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Post by: dkellyj
Irdiumstern: Yep, just got through Pg 63 and the corresponding charts starting at 410.
So Nobs are Characters, as are Paledins, but Space Marine Vets (Sternguard/Vanguard) are not...except the Sgt.
Well aint that just nice.
And in response to your question:
The following Daemons are considered Characters:
Bloodthirsters, Princes, all Heralds, unclean one, Lord of Change, and Keeper of Secrets.
Not a bad plus up for your HQs.
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Post by: Irdiumstern
dkellyj wrote:Irdiumstern: Yep, just got through Pg 63 and the corresponding charts starting at 410.
So Nobs are Characters, as are Paledins, but Space Marine Vets (Sternguard/Vanguard) are not...except the Sgt.
Well aint that just nice.
And in response to your question:
The following Daemons are considered Characters:
Bloodthirsters, Princes, all Heralds, unclean one, Lord of Change, and Keeper of Secrets.
Not a bad plus up for your HQs.
Ah, thank you. That's great. Having MC's challenging is amazing. You either fight one on one, or your opponent's best character doesn't get to strike. Win Win.
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Post by: DarkWind
Gaiash wrote:DarkWind wrote:Gaiash wrote:How many allies are you allowed to use?
One Ally / force org chart
Do you mean as in one army as an ally or do you mean "pick one unit from your allied army and nothing else"? Because if it's the former I meant how many models from your allied army are you allowed to use.
If you field an ally you must field at least 1Hq and 1 Troop form the ally army. I don't have the FOC in front of me but you can field in other slots as well I believe it's limited to one with everything but troops.
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Post by: CoI
Does Captain Tycho's dead man's hand count as AP2, or 3? BA codex. Checked the FAQ, doesn't say.
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Post by: ZebioLizard2
CoI wrote:Does Captain Tycho's dead man's hand count as AP2, or 3? BA codex. Checked the FAQ, doesn't say.
It's not listed as a power weapon, and as people have noted it says "Ignores all armour saves" and it wasn't FAQ'ed, thus it's technically AP- that ignores all armour.
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Post by: loota boy
Does anyone know what all the hull points are for ork vehicles? I'm assuming 3 for wagons (though 4 would be a nice treat) 2 for buggies, 3 for dreds, 2 for kans, 3 for trukks and 2 for planes?
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Post by: Dragonzord
I was wondering what this 'initiative steps' and 'pile in' thing in the close combat/assault phase is about?
Last i remember, it was simply 'highest initiative = first attack', and it seems like thats still the way, but much more complicated?
Edit: Why are Eldar and Dark Eldar battle brothers? (more a lore question this one), i always thought that they hated eachother just like Space marines and chaos space marines...
Automatically Appended Next Post:
loota boy wrote:Does anyone know what all the hull points are for ork vehicles? I'm assuming 3 for wagons (though 4 would be a nice treat) 2 for buggies, 3 for dreds, 2 for kans, 3 for trukks and 2 for planes?
Battlewagon: 4
Dakkajet: 3
Deff dred: 3
Killa Kan: 2
Looted wagon: 3
Trukk: 3
Warbuggy: 2
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Post by: commissar80
Desperate, could use a little help, I am confused with blast and large blast wound and casualty procedures, http://www.dakkadakka.com/dakkaforum/posts/list/460813.page
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Post by: Florintine Mallorean
I just got the rulebook and there are a few questions I have about the new rules.
Can you use allies at any points value or does the current FoC prevent that until you get to 2k points?
Also under 2k points I can use 2 HQ and my allies also get an HQ? So if my allies are Space Wolves would they get to take an extra HQ as per their special rules?
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Post by: loota boy
Dragonzord wrote:
loota boy wrote:Does anyone know what all the hull points are for ork vehicles? I'm assuming 3 for wagons (though 4 would be a nice treat) 2 for buggies, 3 for dreds, 2 for kans, 3 for trukks and 2 for planes?
Battlewagon: 4
Dakkajet: 3
Deff dred: 3
Killa Kan: 2
Looted wagon: 3
Trukk: 3
Warbuggy: 2
Oh Mork yes. That's everything I hoped for and everything i didn't dare to hope for as well. This is just fantastic.
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Post by: curran12
Okay, question for this.
Psychic mastery levels for Eldar. I've been reading the Eldar FAQ, and there's something that is troubling me and confusing.
Farseers are Mastery level 1, got it
Eldrad is, and I quote the FAQ here "Mastery level 3 (including the bonus for spirit stones)"
Does that mean that spirit stones give a mastery level?
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Post by: UMGuy
Glad this thread is still going because I have a few questions I did not want to make a whole new thread about:
The D3 flamer snap fire, is that D3 placements of the template or simply hits?
Concussion, is this the model that is wounded or the entire unit?
And in reguards to focus fire/cover, does the ENTIRE unit receive a cover save if 25% is unseen? Does this mean that a model in the unit not in cover will still receive the 5+ cover save because he is part of the unit?
Thanks guys
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Post by: Mr. DK
Do tau marker lights fire as snap shots against things like fliers or fast skimmers??
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Post by: Luke_Prowler
UMGuy wrote:Glad this thread is still going because I have a few questions I did not want to make a whole new thread about:
The D3 flamer snap fire, is that D3 placements of the template or simply hits?
Concussion, is this the model that is wounded or the entire unit?
And in reguards to focus fire/cover, does the ENTIRE unit receive a cover save if 25% is unseen? Does this mean that a model in the unit not in cover will still receive the 5+ cover save because he is part of the unit?
Thanks guys
For template defensive fire, you roll for d3 wounds
The wounds are done to the unit, resolving saves just like any other attack
Cover is based on each individual model, so models out of cover would not get any save
Mr. DK wrote:Do tau marker lights fire as snap shots against things like fliers or fast skimmers??
Marklights snap fire at zooming flyers, and fire normally at hovering flyers or fast skimmers
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Post by: UMGuy
Luke_Prowler wrote:UMGuy wrote:
Concussion, is this the model that is wounded or the entire unit?
The wounds are done to the unit, resolving saves just like any other attack
Wow, I typed that wrong. What I meant to ask was: Concussion, when the wound is taken by the model is the entire unit brought down to I1 or is it simply the model?
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Post by: Deathclad
blood reaper wrote:Any changes to Deep Striking? Other than the modified mishap table.
The only real changes are that you can run instead of shot and that miss hap doesn't activate when you hit normal terrain features.
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Post by: Talamare
Mr. DK wrote:Do tau marker lights fire as snap shots against things like fliers or fast skimmers??
Markerlights fire as snapshots BUT using a Markerlight counter to shoot a Seeker missile at a flyer still uses BS5! (its in the FAQ)
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Post by: Luke_Prowler
UMGuy wrote:Luke_Prowler wrote:UMGuy wrote:
Concussion, is this the model that is wounded or the entire unit?
The wounds are done to the unit, resolving saves just like any other attack
Wow, I typed that wrong. What I meant to ask was: Concussion, when the wound is taken by the model is the entire unit brought down to I1 or is it simply the model?
The model
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Post by: baxter123
I'm confused with the Allies and building attachments. Do they count towards your points cost or do you get another set points for getting them?
cheers
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Post by: walledin
baxter123 wrote:I'm confused with the Allies and building attachments. Do they count towards your points cost or do you get another set points for getting them?
cheers
They go against your normal point total. Allies have their own force org chart that is entirely separate from the main detachments force org. Buildings are bouch under a new FOC slot called Fortifications. Fortifications are 0-1 instead of the standard 0-3.
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Post by: Mr. DK
Thanks guys
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Post by: Lord Rogukiel
curran12 wrote:Does that mean that spirit stones give a mastery level?
Yes
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Post by: Spikes
Luke_Prowler wrote:UMGuy wrote:Glad this thread is still going because I have a few questions I did not want to make a whole new thread about:
The D3 flamer snap fire, is that D3 placements of the template or simply hits?
Thanks guys
For template defensive fire, you roll for d3 wounds
The wounds are done to the unit, resolving saves just like any other attack
It's d3 hits per flamer, not d3 wounds.
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