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Post by: yakface
Hey everyone, I figured it would be a good idea to collect all the legitimate questions you find in the new Eldar codex together into one thread. so they can be sent to tournament organizers and/or GW for use in making their FAQs.
So if you see legitimate arguments/discussions about rules questions in other threads, then please post the pertinent question (along with any relevant rules information) into this this thread. If a question is based on a loophole that 95% of players and judges are going to agree on the answer, then it isn't worth including on this list.
But most importantly: PLEASE DO NOT ACTUALLY DISCUSS/ARGUE THE RULES IN THIS THREAD. If you think a particular question has an easy answer that was missed by the person adding it into the thread, then posting about it ONCE is fine (and appreciated), but please do not engage in a back and forth discussion about a rule...start another thread on the topic if you need to do that.
Thanks!
PSYCHIC POWERS
• Does Doom allow all 'to wound' rolls to be re-rolled as described in the summary, or just failed rolls to wound as described in the main rules (especially in consideration that players may want to re-roll successful 'Bladestorm', 'Monofilament', etc, wounds in an attempt to roll a '6' to wound).
• (rulebook question) Are the effects of multiple blessings/maledictions (cast by different psykers) onto the same unit cumulative?
• Can a model on a Death Mission still activate the 'force' ability of his weapon, or is this considered to be using a psychic power?
• Do the split abilities of each 'Rune of Battle' count as the same or different psychic power in regards to the restriction about not being able to use the same psychic power more than once per turn? For example, could a Spirtseer attempt to cast both Conceal and Reveal in the same turn?
• (partially main rulebook question) Can 'Look Out Sir' be used to reallocate wounds caused by a Focused Witchfire psychic power that rolled a '5' or less on its psychic test? If yes, when it comes to Mind War, if the wounds caused by Mind War be reallocated to another model, what about the WS/BS reduction caused by the power?
WEAPONS
• Do weapons with either the 'Bladestorm' or 'Monofilament' special rules cause a wound on a 'to wound' roll of '6' even against a target that they could not normally wound (such as S4 vs T8, for example)?
• (main rulebook question) Can weapons that have both a ranged and melee profile (such as Laser Lances, etc) be used to both make a ranged attack and close combat attacks in the same turn (as pg 51 of the rulebook seems to indicate you can only use one type of profile per turn)?
• When firing a unit that has a Scatter laser and multiple different weapons and/or weapons with different firing modes, exactly when do you have to declare what weapons/modes the unit is firing? Can you wait until after you see if the Scatter laser scores any hits to declare what other weapons/modes the unit is firing? Or do you have to declare every weapon/mode the unit is firing before rolling for the Scatter laser?
EQUIPMENT
• Who counts as the 'attacking unit' for the Blind tests caused by a Scattershield? For example, if a model that is part of a unit has a Scattershield and passes a saving throw using the Scatterfield, does both he and his unit count as the 'attacking unit' (and therefore auto-pass their Blind test)?
• If a model with a Shield of Grace is successfully controlled by Necron Mindshackle Scarabs, are they still able to (by the choice of the Eldar player) use Shield of Grace? If yes, does this reduce the attacks the Minshackled model makes down to 1 (instead of D3)?
VEHICLE EQUIPMENT
• Does a Crystal Targeting Matrix allow a vehicle to fire one weapon at its full BS after moving flat-out even if the vehicle is prevented from firing its weapons at full BS for another reason besides the fact that it moved flat-out (such as when suffering from a 'crew shaken' damage result, for example)?
SPECIAL RULES
• Can the Disarming Strike Exarch Power affect Tyranid close combat biomorphs at all?
• Does the Fast Shot power allow an Exarch throwing a grenade to add +1 to the number of shots the grenade makes? Or does the limit in the rulebook about only throwing one grenade per unit take precedence here? Does Fast Shot allow an Exarch firing a Gun Emplacement to add +1 to the number of shots it fires?
• Is Crushing Blow a modifier to the base profile of the model (like a Thunderwolf Mount is in the SW codex), thereby being added before doubling the model's Strength via a Scorpion's Claw? Or in other words, if a model is normally S3 and has both Crushing Blow and a Scorpion's Claw does it strike at S7 or S8?
HQ
• (main rulebook question) In regards to Illic Nightspear, is an IC with infiltrate allowed to join a unit that doesn't have Infiltrate allowing them all to Infiltrate together during deployment?
• If Illic Nightspear is able to join a unit to infiltrate with during deployment (even if that's just joining a unit that has the Infiltrate ability on its own), does this allow he and the unit he has joined to Infiltrate utilizing his 'Walker of the Hidden Path' special rules for Infiltrating (being able to deploy essentially anywhere)?
• Can Illic Nightspear's 'Walker of the Hidden Path' allow him to deploy directly into base contact with an enemy model, and if so, does this mean he starts the game locked in combat?
• If Fuegan suffers an unsaved wound that is later healed (by the 'Renewer' psychic power, for example), does he then lose the +1A & +1S gained from that wound via 'Unquenchable Resolve'?
• Does an Autarch with Swooping Hawk wings have the 'Skyleap' and 'Herald of Victory' special rules? If not, does this means when joined to a unit of Swooping Hawks he essentially prevents them from utilizing these special rules?
• Can a Warlock Council be taken at all as part of an allied detachment?
• Are psychic powers for Warlocks determined before or after they are assigned to lead a different unit?
• If a Warlock with a Jetbike is assigned to lead another unit, is their unit type still changed to 'Infantry (character)' or should it be 'Jetbike (character)'?
• If a model is able to take items from the 'Remnants of Glory' list, can he only take a maximum of one item from this list no matter what? Or can he take any number of the items that don't replace a weapon (The Phoenix Gem, etc)? and if the model has two or more weapons, can he replace both of these weapons with two items from the 'Remnants of Glory' list (that each replace one weapon)?
• Can grenades (being weapons) be swapped out by an Autarch for a Remnant of Glory?
• If Eldrad uses his last Warp Charge to cast a psychic power and rolls double 1's on his psychic test, causing a Perils of the Warp, is his Spiritlink rule resolved before or after the wound caused by Perils in the Warp? In other words, would he be able to get a Warp Charge back from his Spiritlink special rule to then immediately utilize with his Ghosthelm?
TROOPS
• Why do Windrider Jetbike squads have the 'Battle Focus' special rule when they can't use it (as they cannot run)? or is turbo-boosting supposed to be the equivalent of 'running' in this instance?
DEDICATED TRANSPORT
• Is the Wave Serpent's Serpent Shield a weapon that can be destroyed by a 'weapon destroyed' damage result? If so (and the Serpent Shield is destroyed), does this remove the ability of the Serpent Shield to downgrade penetrating hits to glancing hits?
ELITES
• (technically a Necron question) How do Necron Mindshackle Scarabs function in regards to bonus attacks a model has that are resolved at a different Initiative from their normal attacks, such as Eldar Mandiblasters, Hammer of Wrath and Techmarine Servo-arms, for example? Do they prevent such attacks from occurring that round if the model fails his Mindshackle Ld test?
• Are Mandiblaster attacks resolved at the I10 step after any models that strike at I10 have completed their Pile-in move?
FAST ATTACK
• Can a Vyper first upgrade its twin-linked Shuriken Catapult to a Shuriken Cannon and then upgrade that Shuriken Cannon into a Starcannon/Bright Lance/Scatter laser?
• If a Hemlock Wraithfighter fires its heavy D-scythes at an enemy unit that has been Spirit Marked by a Spiritseer, is it able to re-roll the scatter for a blast if either of the scatter dice rolled come up as a '1'? If not, what is the point of the Hemlock Wraithfighter being listed as a unit that benefits from Spirit Mark?
• (rulebook question) Since the rules for Deep Strike specify that a unit has to start in Reserve in order to Deep Strike, does that mean a unit that has the Deep Strike ability but doesn't start the game in reserve cannot Deep Strike into play if it later gets returned to ongoing reserves (such as Swooping Hawks starting on the table and then using Skyleap to go into ongoing reserve)?
• (rulebook question) If a unit that has an ongoing effect on it that has to be rolled for (like Soul Blaze, for example) goes into ongoing reserves (such as Swooping Hawks via Skyleap) do you still roll for the ongoing effect? If so, what happens if casualties and/or morale checks are caused?
HEAVY SUPPORT
• If a Dark Reaper unit first takes the option to have Starshot missiles for 8 points per model and then upgrades one Reaper to an Exarch, does the Exarch's Reaper Launcher count as having Starshot missiles (without having to pay 10 points for this upgrade)?
• Can a Falcon first upgrade its twin-linked Shuriken Catapult to a Shuriken Cannon and then upgrade that Shuriken Cannon into a Starcannon/Bright Lance/Scatter laser?
• Is a Wraithknight supposed to be able to fire more than 2 weapons at once (since it can take 4 at a time)?
IYANDEN SUPPLEMENT
• The Guardian Helm of Xellethon says that wounds reallocated by Look Out Sir must be allocated onto a Wraithguard/Wraithblade model. Does this mean the rule may only be used when a Wraithguard/Wraithblade model is the closest model to the character with the Helm, or that any non-Wraithguard/Wraithblade model that happens to be closer in the unit to the character with the Helm is simply ignored when reallocating a wound via Look Out Sir?
• Can a unit that gains Battle Focus via the Voice of Twilight psychic power make a run move that takes the unit out of range of the power (beyond 12") and then still fire fire using the Battle Focus special rule? Or is the Battle Focus ability lost as soon as the unit runs beyond range? Conversely, can a unit that doesn't have Battle Focus (but can gain it from Voice of Twilight) run within range of an active Voice of Twilight psychic power and then immediately benefit from Battle Focus to fire after running?
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Post by: hands_miranda
Are warlocks supposed to be allowed in an allied contingent? By the wording in the codex, one Warlock Council is allowed per primary detachment, which seems to suggest that no Warlocks can be taken as allies.
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Post by: easysauce
why do eldar jetbikes have a special rule that pertains only to runniing, when they cannot run? was it put there to overide that, or is it just erroneously there not to do anything?
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Post by: GTKA666
Does Illic's Infiltrate anywhere apply to just rangers and pathfinders or other units as well?
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Post by: shamikebab
Are Warlock powers determined before splitting to other squads or after?
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Post by: yakface
GTKA666 wrote:Does Illic's Infiltrate anywhere apply to just rangers and pathfinders or other units as well?
Can you explain further why you think the rule in the codex is unclear?
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Post by: Tri
yakface wrote:GTKA666 wrote:Does Illic's Infiltrate anywhere apply to just rangers and pathfinders or other units as well? Can you explain further why you think the rule in the codex is unclear?
Isn't it the same thing as shrike ( SM)? he and his unit can Infiltrate ... but rules for joining a unit are they must be on the board and he has to be place next to them, there for said unit can't infiltrate as they have already been deployed (might have been able to say that better)
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Post by: yakface
Tri wrote:Isn't it the same thing as shrike ( SM)? he and his unit can Infiltrate ... but rules for joining a unit are they must be on the board and he has to be place next to them, there for said unit can't infiltrate as they have already been deployed (might have been able to say that better)
OK cool, I see the question now.
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Post by: Crimson
Can Falcon upgrade both of its Shuriken Cannons or only the turret mounted one (Assuming it has first upgraded its twin-linked Shuriken Catapults into a Shuriken Cannon)?
Automatically Appended Next Post:
(Wishlisting, but this has come up several times, so it needs to be asked.)
Wraithknight can have four weapons, but can fire only two; what I'm supposed to do with those expensive extra weapons?
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Post by: nosferatu1001
Can Illics Infiltrate, even solo, be used to place him in base to base with an enemy model, as deployment is not a "move"?
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Post by: BlueDagger
Does an Autarch with Swooping Hawk Wings have the "Herald of Victory" and "Skyleap" rules when attached to a pack of swooping hawks?
(otherwise Hawk Wings on Autarch are a completely pointless upgrade)
There is two wordings of the psyker power Doom in the codex. Which of these wordings is correct?
(One allow rerolling any To Wound the other only allows rerolling "failed" To Wound)
If a Wave Serpent hits with it's Twin Link Scatter Laser will Laser Lock effect a Serpent Field shot as well?
Does a model with Scatter Lasers have to declare all shots before firing the Scatter Laser shots or may it wait to see if Laser Lock is in effect first?
If a model makes an invul save with it's Scattershield is it required to make a Blind test as well?
(it is a unit within 6")
More of a BRB one, but it'll have a big impact on the eldar powers....
Do multiple castings of the same maledictions or blessings stack?
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Post by: nosferatu1001
You declare what weapons you are firing before firing any,so laser lock has no effect on that.
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Post by: Phazael
Errata on Dark Reamers. The exharch has an option to pay for missiles that the launcher already comes with. Clearly one type of missile is meant to be included with the launcher and the other purchased later, so which is which is the question.
Seems obvious, but the unit type for Warlocks with the Jetbike upgrade who are then assigned to other units should be Jetbike (Character) so the rules need to reflect this.
Can a vehicle that is incapable of shooting (because it moved flat out or lacks guns) benefit from a CTM.
Do stationary skimmers with Holo Fields get a 6+ cove save? First sentence implies no, but there is no circumstance where a mobile skimmer would have anything worse than a 5+ cover, so....?
Does skyleap allow you to disengage from close combat?
Does the Morale altering effects of the Wraith Fighter extend to tests taken from casualties caused by its destruction? (timing of rules issue)
If a Wave Serpent uses the defensive properties of its field during the controlling player's turn (say to downgrade a hit from an Icarus or Ram) can the field then be fired in that same turn?
Can an Independent Character (say Hawkautac) leave a character during the movment phase and the Swooping Hawks then skyleap in that same phase or is it resolved at the very start of the movement phase?
Was it intended for players to be able to put bike mounted Warlocks into infantry units?
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Post by: B0B MaRlEy
Phazael wrote:Errata on Dark Reamers. The exharch has an option to pay for missiles that the launcher already comes with. Clearly one type of missile is meant to be included with the launcher and the other purchased later, so which is which is the question.
Seems obvious, but the unit type for Warlocks with the Jetbike upgrade who are then assigned to other units should be Jetbike (Character) so the rules need to reflect this.
Can a vehicle that is incapable of shooting (because it moved flat out or lacks guns) benefit from a CTM.
Do stationary skimmers with Holo Fields get a 6+ cove save? First sentence implies no, but there is no circumstance where a mobile skimmer would have anything worse than a 5+ cover, so....?
Does skyleap allow you to disengage from close combat?
Does the Morale altering effects of the Wraith Fighter extend to tests taken from casualties caused by its destruction? (timing of rules issue)
If a Wave Serpent uses the defensive properties of its field during the controlling player's turn (say to downgrade a hit from an Icarus or Ram) can the field then be fired in that same turn?
Can an Independent Character (say Hawkautac) leave a character during the movment phase and the Swooping Hawks then skyleap in that same phase or is it resolved at the very start of the movement phase?
Was it intended for players to be able to put bike mounted Warlocks into infantry units?
On the dark reapers you're misreading it. That option is if you don't get a better gun (so the option every trooper gets with their 2 shots launchers to take a krak missile). Good point on others.
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Post by: Eiluj The Farseer
After reading the codex have a couple minor close combat weapon questions... I know that Singing Spear used to say two handed weapon, I had always assumed that Eldrad's Staff of Ulthamar was two handed but it never really said... Now the reason for my question is that in the codex it DOES specifically say that the Executioner IS a two handed weapon and that Jain Zair's special Executioner (can't remember the name) is very light so I believe that since it does not say on Singing Spear, Staff, Jain Zair's spear that these are all one handed meaning that you would get the bonus for an extra CC weapon....
What is everyone's consensus on them? I would like to hear... I am assuming this will be an argument until it is FAQed... Cheers all Automatically Appended Next Post: How does Monofilament rule work when rolling for blast markers? Is it like plasma weapons, roll a d6 first to see if 6 is rolled or if a 6 is roll on scatter or maybe this rule does not apply to this type?
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Post by: DeathReaper
Eiluj The Farseer wrote:After reading the codex have a couple minor close combat weapon questions... I know that Singing Spear used to say two handed weapon, I had always assumed that Eldrad's Staff of Ulthamar was two handed but it never really said... Now the reason for my question is that in the codex it DOES specifically say that the Executioner IS a two handed weapon and that Jain Zair's special Executioner (can't remember the name) is very light so I believe that since it does not say on Singing Spear, Staff, Jain Zair's spear that these are all one handed meaning that you would get the bonus for an extra CC weapon....
What is everyone's consensus on them? I would like to hear... I am assuming this will be an argument until it is FAQed... Cheers all
No argument possible. Melee weapons are not "handed" unless told otherwise, and so the default of 2 melee (non-specialist, or 2 specialist) will grant an additional attack applies.
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Post by: B0B MaRlEy
Eiluj The Farseer wrote:After reading the codex have a couple minor close combat weapon questions... I know that Singing Spear used to say two handed weapon, I had always assumed that Eldrad's Staff of Ulthamar was two handed but it never really said... Now the reason for my question is that in the codex it DOES specifically say that the Executioner IS a two handed weapon and that Jain Zair's special Executioner (can't remember the name) is very light so I believe that since it does not say on Singing Spear, Staff, Jain Zair's spear that these are all one handed meaning that you would get the bonus for an extra CC weapon....
What is everyone's consensus on them? I would like to hear... I am assuming this will be an argument until it is FAQed... Cheers all
Automatically Appended Next Post:
How does Monofilament rule work when rolling for blast markers? Is it like plasma weapons, roll a d6 first to see if 6 is rolled or if a 6 is roll on scatter or maybe this rule does not apply to this type?
What are you on about the monofilament? It's on a 6 to Wound, so it'd work normally. You seem to think it's on a 6 to Hit .
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Post by: Quark
Phazael wrote:Do stationary skimmers with Holo Fields get a 6+ cove save? First sentence implies no, but there is no circumstance where a mobile skimmer would have anything worse than a 5+ cover, so....?
Invalid question, as it's not just a skimmer upgrade, it's available for War Walkers. It also explictly says "Provided the vehicle moved", so who cares if the rest is redundant.
Does skyleap allow you to disengage from close combat?
No. Read the longhand rule, not the shorthand rule.
If a Wave Serpent uses the defensive properties of its field during the controlling player's turn (say to downgrade a hit from an Icarus or Ram) can the field then be fired in that same turn?
Again, rule specifically says you're deactivating it in the shooting phase. Who cares about what happened beforehand?
Can an Independent Character (say Hawkautac) leave a character during the movment phase and the Swooping Hawks then skyleap in that same phase or is it resolved at the very start of the movement phase?
Rule specifically says start of Movement phase, before Regroup tests.
Was it intended for players to be able to put bike mounted Warlocks into infantry units?
There is nothing stopping a mix of unit types. It's not always effective (better with ICs that can split off), but it was also possible in the previous codex.
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Post by: Lungpickle
However the warlocks can never leave the unit they are assigned to. They are just tougher so its a great idea.
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Post by: Super Ready
BlueDagger wrote:Does a model with Scatter Lasers have to declare all shots before firing the Scatter Laser shots or may it wait to see if Laser Lock is in effect first?
This one is covered by the order of the Shooting phase (pages 12/13). By the time you roll to hit, you have already declared which models are firing. While we're not told at which specific point to choose which weapons to fire, you need to know by the time you roll To Hit as you need to know how many dice to roll to begin with...! Nothing in Laser Lock gives you permission to override anything about basic order EXCEPT splitting your To Hit rolls into two sets. Choosing your weapons must come before this stage, or you break shooting.
However - I will concur that a general Rulebook FAQ defining exactly when you declare which weapons are firing wouldn't go amiss.
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Post by: midget_overlord
Can the wave serpent shield become "weapon destroyed?"
Only on a turn it was used as a weapon? All the time?
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Post by: Raesvelg
More of a BRB question, but with the Wraithfighter in the game now I think it needs either a FAQ or an errata.
Should the Terrify psychic power affect ATSKNF units in the same way as it does Fearless units?
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Post by: Sothas
Raesvelg wrote:More of a BRB question, but with the Wraithfighter in the game now I think it needs either a FAQ or an errata.
Should the Terrify psychic power affect ATSKNF units in the same way as it does Fearless units?
It does not affect ATSKNF.
Edit: I guess I should clarify. Terrify removes Fearless. ATSKNF makes you immune to fear, but is not fearless.
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Post by: rigeld2
He knows that. He's asking if it *should*.
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Post by: Raesvelg
Exactly. It seems highly counter-intuitive that it should remove Fearless but not ATSKNF.
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Post by: Sothas
I get your point, but fearless and ATSKNF are completely different. "Should" and "Do" aren't the same thing and to debate about what should be is kind of a waste.
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Post by: Raesvelg
Sothas wrote:I get your point, but fearless and ATSKNF are completely different. "Should" and "Do" aren't the same thing and to debate about what should be is kind of a waste.
Hence asking GW to clarify.
I don't expect them to clarify it so that it makes sense, since I fully expect them to keep Marines functionally immune to things because, well, SPACE MARINES, but it would be nice of them to let people know that that was their intent.
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Post by: Sothas
Raesvelg wrote: Sothas wrote:I get your point, but fearless and ATSKNF are completely different. "Should" and "Do" aren't the same thing and to debate about what should be is kind of a waste.
Hence asking GW to clarify.
I don't expect them to clarify it so that it makes sense, since I fully expect them to keep Marines functionally immune to things because, well, SPEHSS MAHREENS, but it would be nice of them to let people know that that was their intent.
Fixed that for you.
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Post by: Tsilber
Tri wrote: yakface wrote:GTKA666 wrote:Does Illic's Infiltrate anywhere apply to just rangers and pathfinders or other units as well?
Can you explain further why you think the rule in the codex is unclear?
Isn't it the same thing as shrike ( SM)? he and his unit can Infiltrate ... but rules for joining a unit are they must be on the board and he has to be place next to them, there for said unit can't infiltrate as they have already been deployed (might have been able to say that better)
Illic does not have a rule that states " him and his unit". Nor a special entry like Shrike ( SM) that says he gives his ability to a unit. It says "Illic has the infiltrate special rule, and can be deployed anywhere on the battlefield". RAW :his rule is for him alone.
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Post by: Lilrys
yakface wrote:
HEAVY SUPPPORT
• Is the first option for a Dark Reaper Exarch supposed to say 'Eldar missile launcher with plasma and ' starswarm' missile (as opposed to 'Starshot')? Because a later option allows him to take Starshot missiles for 10 more points, which would be totally redundant.
The second option is only if he keeps the reaper launcher. So either you grab a EML for plasma/starshot or you can keep the reaper launcher and upgrade it to Starswarm/starshot.
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Post by: yakface
Lilrys wrote: yakface wrote:
HEAVY SUPPPORT
• Is the first option for a Dark Reaper Exarch supposed to say 'Eldar missile launcher with plasma and ' starswarm' missile (as opposed to 'Starshot')? Because a later option allows him to take Starshot missiles for 10 more points, which would be totally redundant.
The second option is only if he keeps the reaper launcher. So either you grab a EML for plasma/starshot or you can keep the reaper launcher and upgrade it to Starswarm/starshot.
Thanks! I've removed that from the list.
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Post by: majendie
Regarding the Psychic Powers question - BRB states that "bonuses and penalties from different blessings [and maledictions] are always cumulative" - there is no reason to believe that they wouldn't be, even if cast by different units onto a single unit, especially considering that no Psyker can cast the same power twice in a turn.
Regarding the Bladestorm/Monofilament question - the rule states "when a 6 is rolled To Wound with this weapon ["with this special rule" in the case of Bladestorm] the target is wounded automatically" - although the BRB rule for Rending does specifically say "regardless of Toughness" I see no reason to believe that this would be different in this case. RAW, "wounded automatically" disregards any other considerations such as Toughness.
Regarding the HQ question - "Are psychic powers for Warlocks determined before or after they are assigned to lead a different unit?" Combination of the codex rules and BRB makes this pretty clear. Game summary in BRB says:
First:
Players must now determine their Warlord Traits...
Second:
If either player has Psykers that generate random psychic powers, they generate them now
Codex states:
"Before the battle, immediately after determining Warlord Traits, any Warlock in the Council may be split off...
(emphasis added)
The specific wording there is, I believe, added to clarify exactly this point. Attach Warlocks to units, then generate powers.
Regarding the Troops question about Battle Focus on Jetbikes: Jetbike entry in BRB states that Jetbikes cannot run, but have Turboboost instead. Battle Focus rule in the Codex states that "Models that cannot run gain no benefit from the Battle Focus rule". I'll grant that it's wierd that they have the rule, and it would be awesome if they could Move->Shoot->Turboboost, but there's no reason to say that they should, RAW. Shining Spears also have Battle Focus (and oddly, Harlequins are the only non tank/mech unit that don't)
And a question of my own!
If Fuegan loses a wound, and gains stat bonuses as a result of Unquenchable Resolve, does he keep these bonuses if the wound is consequently healed by the Warlock power Renewer? RAW, he should keep these stats, as the line for Unquenchable Resolve states [i]"These characteristic bonuses last for the rest of the game". Play your cards right and you get Fuegan with S10 A10... mmmmmmm....
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Post by: yakface
majendie wrote:Regarding the Psychic Powers question - BRB states that "bonuses and penalties from different blessings [and maledictions] are always cumulative" - there is no reason to believe that they wouldn't be, even if cast by different units onto a single unit, especially considering that no Psyker can cast the same power twice in a turn.
Yeah, but that rule states 'different' blessings and maledictions, so that's enough ambiguity to make people wonder if the 'same' blessing cast by a different psyker counts as the 'same' or 'different' blessing. I think most people lean towards, yeah they are cumulative (that's how we ruled in the Adepticon/WargamesCon/Bay Area Open/Feast of Blades FAQ, for example), but its a common question that should really be definitively answered by GW.
Regarding the Bladestorm/Monofilament question - the rule states "when a 6 is rolled To Wound with this weapon ["with this special rule" in the case of Bladestorm] the target is wounded automatically" - although the BRB rule for Rending does specifically say "regardless of Toughness" I see no reason to believe that this would be different in this case. RAW, "wounded automatically" disregards any other considerations such as Toughness.
Agreed. The only reason this question is in their is because with the 'distortion' special rule in the same codex they bother to mention (in parenthesis) that a roll of a '6' to wound causes a wound 'regardless of toughness', so the fact that its in one part of the book and not the other is odd, and hence the question (although again I agree with your assessment about which way to answer it personally).
Regarding the HQ question - "Are psychic powers for Warlocks determined before or after they are assigned to lead a different unit?" Combination of the codex rules and BRB makes this pretty clear. Game summary in BRB says:
First:
Players must now determine their Warlord Traits...
Second:
If either player has Psykers that generate random psychic powers, they generate them now
Codex states:
"Before the battle, immediately after determining Warlord Traits, any Warlock in the Council may be split off...
(emphasis added)
The specific wording there is, I believe, added to clarify exactly this point. Attach Warlocks to units, then generate powers.
This is one of those questions that people are just going to ask simply because it seems ridiculous to have to assign your Warlocks first before finding out what their powers are, so they don't want it to be the case so that helps to make it ambiguous in their minds.
Of course, IMHO, for 35 points even with random psychic powers Warlocks seem pretty amazing.
Regarding the Troops question about Battle Focus on Jetbikes: Jetbike entry in BRB states that Jetbikes cannot run, but have Turboboost instead. Battle Focus rule in the Codex states that "Models that cannot run gain no benefit from the Battle Focus rule". I'll grant that it's wierd that they have the rule, and it would be awesome if they could Move->Shoot->Turboboost, but there's no reason to say that they should, RAW. Shining Spears also have Battle Focus (and oddly, Harlequins are the only non tank/mech unit that don't).
Yep, RAW its pretty clear, but its just one of those weird situations like in the Ork Codex where they gave units the Waaagh that couldn't benefit from it...they later errata'd it away because of that. So its worth submitting to GW in case they failed to realize it.
And a question of my own!
If Fuegan loses a wound, and gains stat bonuses as a result of Unquenchable Resolve, does he keep these bonuses if the wound is consequently healed by the Warlock power Renewer? RAW, he should keep these stats, as the line for Unquenchable Resolve states [i]"These characteristic bonuses last for the rest of the game". Play your cards right and you get Fuegan with S10 A10... mmmmmmm....
That's a good one, will add it to the list.
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Post by: majendie
Hmm yeah good points there. I guess the questions are coming up often enough that even if, RAW, they seem easy to answer, some clarification is worthwhile!
Thanks for collecting these, by the way
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Post by: megatrons2nd
I think the warlock splitting off thing is more because people can't believe that it is intended to work that way.
My question is in another thread, but for completeness I will repost here:
How does MSS and Scorpion Helm interact? The Scorpion Helm automatically hits an enemy unit in base contact at I10 S3.
I believe that it is lost, and does nothing if the Scorpion fails it's leadership test that turn.
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Post by: yakface
megatrons2nd wrote:I think the warlock splitting off thing is more because people can't believe that it is intended to work that way.
My question is in another thread, but for completeness I will repost here:
How does MSS and Scorpion Helm interact? The Scorpion Helm automatically hits an enemy unit in base contact at I10 S3.
I believe that it is lost, and does nothing if the Scorpion fails it's leadership test that turn.
You mean Mandiblasters?
I agree it should be answered, but for my money MSS only stops a model from attacking normally. Therefore any abnormal attacks a model generates in CC that aren't part of his normal Initiative step where the model would normally pile in and attack (such as Hammer of Wrath, Mandiblasters, Techmarine's Servo-arm, etc), should still function normally.
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Post by: Super Ready
With regards to Battle Focus on Shining Spears and Windrider Jetbikes - it's there so ICs attached to the unit can still benefit. And conversely, if an IC with the rule grabs a jetbike and joins a unit that could use Battle Focus, they still can.
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Post by: majendie
Another one for you -
Remnants of Glory list states "A model may replace one weapon with one of the following...", which is pretty unambiguous for the weapons, however the Phoenix Gem and the Spirit Stone of Anath'lan are both listed as "Does not replace one of the character's weapons".
So - can you take one of the weapons AND one of these items? Say take the Shard of Anaris and the Phoenix Gem?
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Post by: ghpoobah
I don't think so, I thought you were only able to take one Remnant of Glory in the army?
As for the Mandiblaster Vs MSS question, I think you would resolve them in the order determined by the player who's turn it is?
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Post by: BetrayTheWorld
ghpoobah wrote:I don't think so, I thought you were only able to take one Remnant of Glory in the army?
No, it's one of EACH remnant of glory.
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Post by: sudojoe
I thought we already had an answer to attaching infiltrating IC's to units without infiltrate before with shadowsun. but I can see how it can still be up for debate.
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Post by: majendie
sudojoe wrote:I thought we already had an answer to attaching infiltrating IC's to units without infiltrate before with shadowsun. but I can see how it can still be up for debate.
There's also clarification required around whether he imparts his special infiltrate on any other models he infiltrates with, even if the unit he's in already has Infiltrate, such as Scorpions for example. Re-reading the rule, I'd say no - he infiltrates on his own, or with another unit following the normal rules, and then Pathfinders or Rangers can deep strike on top of him with no scatter.
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Post by: megatrons2nd
yakface wrote: megatrons2nd wrote:I think the warlock splitting off thing is more because people can't believe that it is intended to work that way.
My question is in another thread, but for completeness I will repost here:
How does MSS and Scorpion Helm interact? The Scorpion Helm automatically hits an enemy unit in base contact at I10 S3.
I believe that it is lost, and does nothing if the Scorpion fails it's leadership test that turn.
You mean Mandiblasters?
I agree it should be answered, but for my money MSS only stops a model from attacking normally. Therefore any abnormal attacks a model generates in CC that aren't part of his normal Initiative step where the model would normally pile in and attack (such as Hammer of Wrath, Mandiblasters, Techmarine's Servo-arm, etc), should still function normally.
Yeah, those. I had a long day and couldn't think very clearly. Thanks for understanding the ravings of a sleep deprived lunatic.
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Post by: Niiai
I also wonder if a Jetbike woll give +1 to Thoughnes? It would seem so from the Jetbikes as they are T4, but currently a character who grabs a jetbike stays T3. :-/
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Post by: shamikebab
Niiai wrote:I also wonder if a Jetbike woll give +1 to Thoughnes? It would seem so from the Jetbikes as they are T4, but currently a character who grabs a jetbike stays T3. :-/
This is given by the 40k rulebook, not the codex. All people with bikes/jetbikes get +1 toughness unless it's already part of their profile.
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Post by: Tri
I've got one
Page 63 ...
Shadow weaver Type Heavy 1, Barrage, Blast, monofilaments
... But Reference page 104 ...
Shadow weaver Type Heavy 1, Barrage, Large Blast, monofilaments
... yep we know which one it should be, but my god i want the second one.
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Post by: Happyjew
Tri wrote:I've got one Page 63 ... Shadow weaver Type Heavy 1, Barrage, Blast, monofilaments ... But Reference page 104 ... Shadow weaver Type Heavy 1, Barrage, Large Blast, monofilaments ... yep we know which one it should be, but my god i want the second one. Already addressed in the Eldar FAQ. It is Blast. Eldar FAQ wrote: Reference – Profiles, Ranged Weapons Replace the Shadow Weaver's profile with the following. Range S AP Type Shadow Weaver 48" 6 6 Heavy 1, Barrage, Blast, Monofilament
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Post by: Tri
Happyjew wrote: Tri wrote:I've got one
Page 63 ...
Shadow weaver Type Heavy 1, Barrage, Blast, monofilaments
... But Reference page 104 ...
Shadow weaver Type Heavy 1, Barrage, Large Blast, monofilaments
... yep we know which one it should be, but my god i want the second one.
Already addressed in the Eldar FAQ. It is Blast.
... typical ... wait they've manged an FAQ within the first week? ... and its 4 pages with only one damn thing ...
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Post by: shamikebab
FAQ was about 5 days before release
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Post by: gravitywell
The poor wording for upgrading the Falcon Shuriken Cannon doesn't say it can't be applied to the Shuriken Cannon obtained through upgrading the twin-linked Shuriken Catapults. The Vyper entry is a bit better worded for that upgrade but the same argument could be made... it sounds like most people would use precedent to deal with this... but it's probably worth clarifying.
Also, I might be missing something in the BRB, but like jetbikes with regards to Battle Focus... can a war-walker "run"? Ie, move out of cover during the movement phase... and then during shooting use Battle Focus to shoot and run back into cover?
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Post by: nosferatu1001
Yes, walkers can Run, explicitly allowed in the rules
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Post by: gravitywell
Thanks! Definitely helps keep those walkers alive if the cover is right. Comparing by points... it makes the Vyper a really poor option.
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Post by: Sothas
I think, for 2 reasons, only the shurken cannon on the top can be upgraded.
1. Order of operation: Yes yes this argument has come up before, specifically with plague cultists, but here it might apply. It says in options to upgrade the shuriken cannon, and then below that you can upgrade the TL gun. It's a shaky argument, but has a small amount of validity.
2. You're talking about upgrading an upgrade to something entirely new. Only in specific situations is this ever done, and it is very clear in these situations (such as changing weapon loadouts to a model given termie armor).
I don't think RAW supports it, and I'm 99% certain it's not RAI. I wouldn't allow it in my games.
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Post by: yakface
Sothas wrote:I think, for 2 reasons, only the shurken cannon on the top can be upgraded.
1. Order of operation: Yes yes this argument has come up before, specifically with plague cultists, but here it might apply. It says in options to upgrade the shuriken cannon, and then below that you can upgrade the TL gun. It's a shaky argument, but has a small amount of validity.
2. You're talking about upgrading an upgrade to something entirely new. Only in specific situations is this ever done, and it is very clear in these situations (such as changing weapon loadouts to a model given termie armor).
I don't think RAW supports it, and I'm 99% certain it's not RAI. I wouldn't allow it in my games.
In the past, GW FAQs have made it abundantly clear that you can apply options in a specific order to achieve different final results, with the most notable being the Nob being able to take a Powerklaw in an Ork boys unit that has Shootas (which can only be done if you apply upgrades in a specific order).
So at the very least, its an incredibly valid question to ask. But I do agree that it sure looks like this codex was written with a different mindset when it comes to how options are applied. For example, the Dark Reaper options can allow you to give every Dark Reaper Starshot missiles for 8 points, and then you can upgrade one Dark Reaper into an Exarch. If this is possible, then why also allow the Reaper Exarch to purchase Starshot missiles for 10 points (unless you wanted to give him alone those missiles, I guess)?
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Post by: Sothas
yakface wrote: Sothas wrote:I think, for 2 reasons, only the shurken cannon on the top can be upgraded.
1. Order of operation: Yes yes this argument has come up before, specifically with plague cultists, but here it might apply. It says in options to upgrade the shuriken cannon, and then below that you can upgrade the TL gun. It's a shaky argument, but has a small amount of validity.
2. You're talking about upgrading an upgrade to something entirely new. Only in specific situations is this ever done, and it is very clear in these situations (such as changing weapon loadouts to a model given termie armor).
I don't think RAW supports it, and I'm 99% certain it's not RAI. I wouldn't allow it in my games.
In the past, GW FAQs have made it abundantly clear that you can apply options in a specific order to achieve different final results, with the most notable being the Nob being able to take a Powerklaw in an Ork boys unit that has Shootas (which can only be done if you apply upgrades in a specific order).
So at the very least, its an incredibly valid question to ask. But I do agree that it sure looks like this codex was written with a different mindset when it comes to how options are applied. For example, the Dark Reaper options can allow you to give every Dark Reaper Starshot missiles for 8 points, and then you can upgrade one Dark Reaper into an Exarch. If this is possible, then why also allow the Reaper Exarch to purchase Starshot missiles for 10 points (unless you wanted to give him alone those missiles, I guess)?
I absolutely agree that it needs clarification because there's nothing really that proves one way or another, just my own personal way of reading the rules. With the dark reapers, i never saw an issue with this, and still don't even after everyone brought it up. I feel like it's clear that the exarch can take the upgrade on his own, and this is one of those specific situations where an upgrade can take an upgrade. I don't have the dex in front of me, correct me if i'm wrong, but if i recall correctly, the exarch upgrade is listed before the standard reaper upgrade for the starshot missiles. This implies, to me, order of operation. The reaper is upgraded, then can't take the "generic reaper" upgrade because he isn't a reaper anymore, he's a reaper exarch. Just my thoughts.
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Post by: yakface
Sothas wrote:
I absolutely agree that it needs clarification because there's nothing really that proves one way or another, just my own personal way of reading the rules. With the dark reapers, i never saw an issue with this, and still don't even after everyone brought it up. I feel like it's clear that the exarch can take the upgrade on his own, and this is one of those specific situations where an upgrade can take an upgrade. I don't have the dex in front of me, correct me if i'm wrong, but if i recall correctly, the exarch upgrade is listed before the standard reaper upgrade for the starshot missiles. This implies, to me, order of operation. The reaper is upgraded, then can't take the "generic reaper" upgrade because he isn't a reaper anymore, he's a reaper exarch. Just my thoughts.
No, the squad starshot upgrade is listed first (before you can even upgrade a model to an Exarch), so even if you're following your own personal rule of order of operations by descending order of bullet points, this still allows you get the Exarch starshot missiles for 8 points instead of 10.
But anyway, I don't want to discuss this any further in this thread. Its definitely something people will question and therefore should be asked.
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Post by: Sothas
ah well, forget what i said then.
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Post by: sk8in_warhamster
Page 65 - Scorpion's Claw
Does this really no longer suffer from the Unwieldy and Specialist special rules?
The points cost is rather high, but most melee AP2 weapons are now.
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Post by: MandalorynOranj
sk8in_warhamster wrote:Page 65 - Scorpion's Claw
Does this really no longer suffer from the Unwieldy and Specialist special rules?
The points cost is rather high, but most melee AP2 weapons are now.
That's not something that's unclear, just something awesome you're shocked about.
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Post by: Jacob29
Can you add answers to the OP when you get them please.
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Post by: yakface
???
That's called if/when they publish the Games Workshop Eldar FAQ (or an updated version in this case, since they put out one already with a single errata).
Not sure what connections you think I have!
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Post by: JinxDragon
Honestly, I think they should post a few people on dakkadakka to read some of these questions and then update the FAQ's to answer.
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Post by: majendie
I'd say they definitely keep an eye on forums like this, and once they have enough questions for a FAQ (and have very carefully considered and probably play-tested the answers) they put one out. Only thing worse than requiring an errata before the book is released is requiring errata for an errata document...
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Post by: Jacob29
yakface wrote:
???
That's called if/when they publish the Games Workshop Eldar FAQ (or an updated version in this case, since they put out one already with a single errata).
Not sure what connections you think I have!
He he I meant if someone here answers the question
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Post by: majendie
Even if they get answered pretty well here it's probably a good idea to keep them in there - there's obviously quite a few instances of ambiguous wording in the new codex that need to be addressed, as these questions are cropping up in lots of places. Official FAQ gives everyone a final answer, whether they read Dakka or not
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Post by: GTKA666
If a farseer or a spirit seer(with embolden) is with a shadowseer/warlcok and the shadowseer/warlock suffers a perils, does the shadowseer/warlock get to reroll from the presence of the farseer or the embolden spirit seer? (Kind of like the 4thed faq where the warlock with embolden helped a faseer reroll an unsuccessful psychic power attempt.)
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Post by: rohansoldier
GTKA666 wrote:If a farseer or a spirit seer(with embolden) is with a shadowseer/warlcok and the shadowseer/warlock suffers a perils, does the shadowseer/warlock get to reroll from the presence of the farseer or the embolden spirit seer? (Kind of like the 4thed faq where the warlock with embolden helped a faseer reroll an unsuccessful psychic power attempt.)
Embolden doesn't give re-rolls anymore. It makes the unit Fearless (and Horrify gives an enemy unit -3LD).
I am guessing this is part of the reason why Warlocks can't join Wraith units now as they wouldn't want one rolling this power and it being half useless as the Wraiths are already fearless (although you could default to the Primaris Conceal in this case).
Of course, it could just be a typo or oversight on GW's part.
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Post by: Mahtamori
Jacob29 wrote: yakface wrote:
???
That's called if/when they publish the Games Workshop Eldar FAQ (or an updated version in this case, since they put out one already with a single errata).
Not sure what connections you think I have!
He he I meant if someone here answers the question
I think the purpose of the thread is to get a list of questions with no real obvious answer. The Scorpion's Claw question has a very obvious answer so while people may ask it, this list isn't meant to help with questions that are solved by reading single entries in the codex or rulebook.
Am I correct?
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Post by: steinerp
This can be filed under the probably easy to answer questions but worth adding. The power Death Mission says that while it is in effect the seer may not manifest other powers but may manifest Death Mission.
Does this mean this allow a seer with spirit stones to manifest it more than once in a turn?
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Post by: Raesvelg
steinerp wrote:This can be filed under the probably easy to answer questions but worth adding. The power Death Mission says that while it is in effect the seer may not manifest other powers but may manifest Death Mission.
Does this mean this allow a seer with spirit stones to manifest it more than once in a turn?
No, you can't attempt to manifest the same power more than once in a turn. ( BRB p.67) So you'll have to either roll well on counters or roll well on counter removal if you expect to survive long enough to cast it again.
Worthless damn power.
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Post by: steinerp
Like I said this is probably a simple question. The only question is because the power says you may manifest the power does that get around the once per turn limit. I doubt it but worth asking.
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Post by: warpspider89
rohansoldier wrote:GTKA666 wrote:If a farseer or a spirit seer(with embolden) is with a shadowseer/warlcok and the shadowseer/warlock suffers a perils, does the shadowseer/warlock get to reroll from the presence of the farseer or the embolden spirit seer? (Kind of like the 4thed faq where the warlock with embolden helped a faseer reroll an unsuccessful psychic power attempt.)
Embolden doesn't give re-rolls anymore. It makes the unit Fearless (and Horrify gives an enemy unit -3LD).
I am guessing this is part of the reason why Warlocks can't join Wraith units now as they wouldn't want one rolling this power and it being half useless as the Wraiths are already fearless (although you could default to the Primaris Conceal in this case).
Of course, it could just be a typo or oversight on GW's part.
Except that Spiritseers roll from the same spell tree haha
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Post by: Eiluj The Farseer
Here is another question...
Does the Exarch power crushing blow give a permanant S bonus or just added on... What I mean by this is say an Exarch Striking Scorpion takes Scorpion Claw would he hit at S 7 or 8.. I would argue 8 as I think it is a permanent S bonus, but I see this causing debate...
On the Same note would the Chainsword add +1 S since the claw is not a Specialist weapon ---- So would it be S8 or 9 depending on how you ruled the first question...
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Post by: Raesvelg
Huh, how'd that happen...
Anyway, I'd say yes, the S bonus from Crushing Blow is permanent, and no, very clearly not able to add the chainsword bonus to the Claw attacks.
And as for Warlocks and Wraith squads, I'd say they they disallowed Warlocks to give Iyanden something special with Seers, to be honest.
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Post by: Eldarcannon
Eiluj The Farseer wrote:Here is another question...
Does the Exarch power crushing blow give a permanant S bonus or just added on... What I mean by this is say an Exarch Striking Scorpion takes Scorpion Claw would he hit at S 7 or 8.. I would argue 8 as I think it is a permanent S bonus, but I see this causing debate...
On the Same note would the Chainsword add +1 S since the claw is not a Specialist weapon ---- So would it be S8 or 9 depending on how you ruled the first question...
No way you can get both bonus from Claw and Chainsword. This has nothing to do with Specialist. However you do get +1A for 2 cc weapons but you'd have too even without a chainsword (pistol).
In my understanding characteristics bonus are included in a profile only when they are not removable in any way. A common example is eldar jetbike. +1T is already included for windraiders but it's not for warlocks, farseers and autarchs.
About profiles I think that the S bonus of the chainsword is not included, for subtle reasons, one of which could be scorpions exarch vs another exarch with disarm. More probably because you can swap that weapon.
About Claw+Blow I'd stick to RAW and brb (and general math), where it's said that moltiplications are before sums.
So 3*2+1 = 7. S7 ap2 at initiave is just good enough to me without asking for a FAQ. Maybe this will be addressed
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Post by: Raesvelg
Eldarcannon wrote:
In my understanding characteristics bonus are included in a profile only when they are not removable in any way. A common example is eldar jetbike. +1T is already included for windraiders but it's not for warlocks, farseers and autarchs.
True, but Warlocks, Farseers and Autarchs do get the +1 Toughness for riding a bike. Crushing Blow isn't a conditional Strength increase, it's permanent. If you had to make a Strength check on the Exarch, you'd make if off a S4, not an S3.
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Post by: rigeld2
You make it at STR3+1 unless it asks for unmodified strength - in which case you use a 3.
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Post by: Loch
Eiluj The Farseer wrote:Here is another question...
Does the Exarch power crushing blow give a permanant S bonus or just added on... What I mean by this is say an Exarch Striking Scorpion takes Scorpion Claw would he hit at S 7 or 8.. I would argue 8 as I think it is a permanent S bonus, but I see this causing debate...
On the Same note would the Chainsword add +1 S since the claw is not a Specialist weapon ---- So would it be S8 or 9 depending on how you ruled the first question...
The BRB answers this on page 2. The order of applying modifiers to characteristics is multiply, add/subtract, set values. The example in the BRB of a model with S4 and +1S with a power fist:
(4x2)=8, 8+1=9
So the +1 from Crushing Blow should be added after the doubling of the claw, not before.
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Post by: alienvalentine
The Avatar of Khaine is immune to all Pyromancy powers. Does this mean that he ignores the effects of Pyromancy blessings cast on other units? For example if my Space Marine Librarian casts Fiery Shield on himself and his unit, does the Avatar ignore the cover save granted by Fiery Shield, or does his immunity only apply to Pyromancy powers actually cast on him?
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Post by: majendie
Raesvelg wrote:steinerp wrote:This can be filed under the probably easy to answer questions but worth adding. The power Death Mission says that while it is in effect the seer may not manifest other powers but may manifest Death Mission.
Does this mean this allow a seer with spirit stones to manifest it more than once in a turn?
No, you can't attempt to manifest the same power more than once in a turn. ( BRB p.67) So you'll have to either roll well on counters or roll well on counter removal if you expect to survive long enough to cast it again.
Worthless damn power.
You roll 6 times a turn with a 50/50 to drop a counter. You roll once a turn to get up to 5 counters. If you do the math, you should be averaging a little under +1 counter per turn. You actually have to be a bit unlucky for it to drop off. Automatically Appended Next Post: alienvalentine wrote:The Avatar of Khaine is immune to all Pyromancy powers. Does this mean that he ignores the effects of Pyromancy blessings cast on other units? For example if my Space Marine Librarian casts Fiery Shield on himself and his unit, does the Avatar ignore the cover save granted by Fiery Shield, or does his immunity only apply to Pyromancy powers actually cast on him?
Only those cast on him, RAW. RAI, only those cast on him  *He* is immune to fire, nothing to do with anybody else. He doesn't have any special see-through-fire abilities.
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Post by: Gray1378
Weapons with bladestorm auto wound on a 6 no matter the toughness of the creature you are shooting at.
"Bladestorm: When a weapon with this special rule rolls a 6 to wound, the target is wounded automatically and the wound is resolved at AP2. "
It never mentions a targets T it just states an autowound happens. Its like the necrons shooting ability only against enemies with a T value.
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Post by: Happyjew
Just because I also play Tyranids:
How (if at all) does Disarming Strike work with Tyranid close combat weapons?
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Post by: majendie
Happyjew wrote:Just because I also play Tyranids:
How (if at all) does Disarming Strike work with Tyranid close combat weapons?
My interpretation there - it says it has no effect on models without weapons, so I'd say you could use disarm to get rid of a bonescythe or lash whip, but not claws and teeth, talons or crushing claws etc. Only items that the enemy is actually holding. I'm sure there's relevant stuff with CD as well but I don't know them at all, so can't say...
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Post by: Chrysis
If it's not a weapon Disarm does nothing, so Tyranids are safe because they don't have weapons.
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Post by: nosferatu1001
Happyjew wrote:Just because I also play Tyranids:
How (if at all) does Disarming Strike work with Tyranid close combat weapons?
I thought page 33 meant you didnt have ANY close combat weapons?
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Post by: shamikebab
The way I read it, if you have a close combat weapon listed in the wargear of the model, then it is a possible target for disarming strike.
otherwise if we're saying tyranids are immune then why not powerfists? it's not like he can knock it out of his hand.
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Post by: Atra Culpa
Regarding Faolchu's Wing; the codex states that a model with Faolchu's Wing may run up to 48" and may not shoot or psych after it has done so, but does this ability transfer to the unit this model may be a part of or will the wing be useless in a squad?
Edited for clarity
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Post by: nosferatu1001
shamikebab wrote:The way I read it, if you have a close combat weapon listed in the wargear of the model, then it is a possible target for disarming strike.
otherwise if we're saying tyranids are immune then why not powerfists? it's not like he can knock it out of his hand.
Because tyranids have a rule stating they do not use CCW? That rule, that I quoted, that makes them different to everyone else?
A powerfist is a CCW. Yes or No? Do 'nids use CCW, as defined in their codex? Yes or No?
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Post by: reds8n
Regarding Faolchu's Wing - again -- the move presumably ignores the effects of difficult terrain ? Be a bit awkward to roll for otherwise.
Dangerous terrain is ignored as well ?
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Post by: nosferatu1001
Atra Culpa wrote:Regarding Faolchu's Wing; the codex states that a model with Faolchu's Wing may run up to 48" and you may not shoot or psych after it has done so, but does this ability transfer to the unit this model may be a part of or will the bearer simply fly off on his own?
No, cannot fly off on their own, reread the rules for run (models move at own speed, but as it is a move must maintain coherency) and the ruls for when ICs are allowed to join and leave units (hint: it isnt int he shooting phase
This question should be removed as it is clearly and unambiguously answered in the BRB
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Post by: Atra Culpa
nosferatu1001 wrote:Atra Culpa wrote:Regarding Faolchu's Wing; the codex states that a model with Faolchu's Wing may run up to 48" and you may not shoot or psych after it has done so, but does this ability transfer to the unit this model may be a part of or will the bearer simply fly off on his own?
No, cannot fly off on their own, reread the rules for run (models move at own speed, but as it is a move must maintain coherency) and the ruls for when ICs are allowed to join and leave units (hint: it isnt int he shooting phase
This question should be removed as it is clearly and unambiguously answered in the BRB
Apologies, the 'flying off on their own' was meant to be a bit of melodrama. I've rephrased the question to hopefully be more clear.
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Post by: shamikebab
nosferatu1001 wrote: shamikebab wrote:The way I read it, if you have a close combat weapon listed in the wargear of the model, then it is a possible target for disarming strike.
otherwise if we're saying tyranids are immune then why not powerfists? it's not like he can knock it out of his hand.
Because tyranids have a rule stating they do not use CCW? That rule, that I quoted, that makes them different to everyone else?
A powerfist is a CCW. Yes or No? Do 'nids use CCW, as defined in their codex? Yes or No?
Yes, yes.
The section says Tyranids do not wield close combat weapons as such instead slashing with their own teeth, claws and talons, they don't get the bonus for additional CCW's as it is included in their profile. It doesn't say anything about them not being treated as combat weapons for the purpose of other rules as far as I can see. It would need a FAQ to clarify if this were to be the case, as it stands the way I read it is they are as vulnerable as anyone else with a combat weapon.
They even have an armory section titled Close Combat Weapons. The description of Claws and Teeth for example is "models with claws and teeth count as having a normal close combat weapon"
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Post by: nosferatu1001
So, they dont wield Close Combat Weapons, but you are saying they should be treated as if they are> there is no rules support for that Automatically Appended Next Post: Atra Culpa wrote:nosferatu1001 wrote:Atra Culpa wrote:Regarding Faolchu's Wing; the codex states that a model with Faolchu's Wing may run up to 48" and you may not shoot or psych after it has done so, but does this ability transfer to the unit this model may be a part of or will the bearer simply fly off on his own?
No, cannot fly off on their own, reread the rules for run (models move at own speed, but as it is a move must maintain coherency) and the ruls for when ICs are allowed to join and leave units (hint: it isnt int he shooting phase
This question should be removed as it is clearly and unambiguously answered in the BRB
Apologies, the 'flying off on their own' was meant to be a bit of melodrama. I've rephrased the question to hopefully be more clear.
Again, why does a model having an ability to Run farther confer to the unit? There is no allowance for it to happen, so it does not.
TYhis is again unambiguously answered in the rulebook, and should not be submitted to avoid answering a clearly answered in the rules question.
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Post by: Sarigar
If a War Walker has 2 Scatterlasers, does the Laser Lock still apply? It seems to read that you fire all Scatterlasers first and if you get a hit, then the other weapons get to re-roll to hit.
Basically, is it legal to fire one Scatterlaser, get a hit, then fire the other Scatterlaser with rerolls to hit.
If not, I've got Starcannons as a second weapon mount.
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Post by: Chrysis
Sarigar wrote:If a War Walker has 2 Scatterlasers, does the Laser Lock still apply? It seems to read that you fire all Scatterlasers first and if you get a hit, then the other weapons get to re-roll to hit.
Basically, is it legal to fire one Scatterlaser, get a hit, then fire the other Scatterlaser with rerolls to hit.
If not, I've got Starcannons as a second weapon mount.
The Laser Lock rule explains this perfectly. It's crystal clear.
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Post by: nosferatu1001
Sarigar wrote:If a War Walker has 2 Scatterlasers, does the Laser Lock still apply? It seems to read that you fire all Scatterlasers first and if you get a hit, then the other weapons get to re-roll to hit.
Basically, is it legal to fire one Scatterlaser, get a hit, then fire the other Scatterlaser with rerolls to hit.
If not, I've got Starcannons as a second weapon mount.
Laserlock tells you, totally unambiguously, that you fire those weaspons FIRST. IF you fire one first, the other second, have you complied with this rule?
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Post by: shamikebab
This one has been raised in another thread, if you have a Striking Scorpion with Crushing Blow and a Scorpion Claw, does he strike at Strength 7 or Strength 8? Is crushing blow an adjustment to his basic stats (like a bike/jetbike) or a wargear modifier to be added after doubling strength from the claw?
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Post by: nosferatu1001
shamikebab wrote:This one has been raised in another thread, if you have a Striking Scorpion with Crushing Blow and a Scorpion Claw, does he strike at Strength 7 or Strength 8? Is crushing blow an adjustment to his basic stats (like a bike/jetbike) or a wargear modifier to be added after doubling strength from the claw?
Explicitly covered in the rules
Whether permanent or temporary, it is defined as a modifier. You resolve multiple modifiers according to the rules in the rulebook.
S7
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Post by: MandalorynOranj
Does activating a force weapon (Staff of Ulthamar) count as using another psychic power for the limitations of Death Mission?
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Post by: Oaka
yakface wrote:
EQUIPMENT
• Does a successful Scattershield save cause the model with the Scattershield (as well as any unit he may be joined to), to have to take a Blind test as well?
I think this is answered in the BRB under the Blind USR:
pg. 34 - '... Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test." When a scattershield passes a save, it's like they're hitting all the other units and should be considered the attacking unit.
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Post by: DarknessEternal
reds8n wrote:Regarding Faolchu's Wing - again -- the move presumably ignores the effects of difficult terrain ? Be a bit awkward to roll for otherwise.
Dangerous terrain is ignored as well ?
That movement is Running. The rules explicitly tell you how Running interacts with dangerous and difficult terrain.
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Post by: Shandara
DarknessEternal wrote: reds8n wrote:Regarding Faolchu's Wing - again -- the move presumably ignores the effects of difficult terrain ? Be a bit awkward to roll for otherwise.
Dangerous terrain is ignored as well ?
That movement is Running. The rules explicitly tell you how Running interacts with dangerous and difficult terrain.
There's no requirement to move in a straight line so with 48" movement you should be able to dodge all but the last bit of terrain (assuming you wanted to move into terrain at the end).
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Post by: Markaret
Ok, so how do Horrify, Terrify and Mind War work with the Orks Mob rule?
Just to give you a couple of examples:
1) Say I cast Terrify on a unit of 30 boys removing Fearless, then cast Horrify (-3LD) and then Mind War hits the Nob of that unit. What LD value is the Mind War tested on?
2) If I cast Horrify (-3LD) on a unit of 30 boys and then Terrify, do they take the morale check on 10 or 7?
3) If I cast Horrify on the a unit of 30 boys and then cast Mind War on the Nob in the unit is that test checked with the Nob having LD7 or LD10?
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Post by: Happyjew
Another question regarding Diarming Strike - some weapons consist of a pair of weapons (such as the Gauntlets of Ultramar or Powerblades). Does disarming strike remove one of the pair or both?
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Post by: pizzaguardian
Happyjew wrote:Another question regarding Diarming Strike - some weapons consist of a pair of weapons (such as the Gauntlets of Ultramar or Powerblades). Does disarming strike remove one of the pair or both?
It says "weapons" in pg 30 . So it includes all weapons.
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Post by: majendie
Markaret wrote:Ok, so how do Horrify, Terrify and Mind War work with the Orks Mob rule?
Just to give you a couple of examples:
1) Say I cast Terrify on a unit of 30 boys removing Fearless, then cast Horrify (-3LD) and then Mind War hits the Nob of that unit. What LD value is the Mind War tested on?
2) If I cast Horrify (-3LD) on a unit of 30 boys and then Terrify, do they take the morale check on 10 or 7?
3) If I cast Horrify on the a unit of 30 boys and then cast Mind War on the Nob in the unit is that test checked with the Nob having LD7 or LD10?
If the nob is attached to the unit, the - Ld should affect him just the same as the others. Since you are allowed to use the highest leadership in the unit to resolve leadership tests it will be his leadership, -3.
But isn't the rule with Orks not that they are fearless, but that their leadership is equal to the number of models in the unit?
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Post by: AlmightyWalrus
They use the number of models for Ld and if they're 11+ models they're Fearless.
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Post by: nosferatu1001
Markaret wrote:Ok, so how do Horrify, Terrify and Mind War work with the Orks Mob rule?
Just to give you a couple of examples:
1) Say I cast Terrify on a unit of 30 boys removing Fearless, then cast Horrify (-3LD) and then Mind War hits the Nob of that unit. What LD value is the Mind War tested on?
2) If I cast Horrify (-3LD) on a unit of 30 boys and then Terrify, do they take the morale check on 10 or 7?
3) If I cast Horrify on the a unit of 30 boys and then cast Mind War on the Nob in the unit is that test checked with the Nob having LD7 or LD10?
Their Ld is the number of boys in the unit, capped at 10 as usual.
So if you have 30 boys, they are ld 30, capped at 10. If you reduce their Ld by 3, they are Ld (30-3), capped at 10
This isnt new, btw, and isnt an Eldar specific quesiton
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Post by: Elric Greywolf
PSYCHIC POWERS
• Does Doom allow all 'to wound' rolls to be re-rolled as described in the summary, or just failed rolls to wound as described in the main rules.
When you submit this, I would add, for clarity, something like, "For example, may I re-roll successful wounds that are not Rending in order to try to get Rending wounds?" (or whatever the new Eldar Rending is called.)
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Post by: Koski
Hey, quick question. If you have the master of deception warlord trait from the CSM:codex does that mean you can nominate ANY infantry? such as jump infantry?
I know it's a silly question, just curious. Thanks dakka dakka!
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Post by: yakface
Koski wrote:Hey, quick question. If you have the master of deception warlord trait from the CSM:codex does that mean you can nominate ANY infantry? such as jump infantry?
I know it's a silly question, just curious. Thanks dakka dakka!
I'm not sure why you think this is the thread to ask that question! This is a thread just to post questions for the Eldar codex, and not even to get answers for those questions (just to collect the questions).
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Post by: Super Ready
From this thread:
Can an Eldar psyker that has rolled on the Runes of Battle disclipine use both abilities from one result in the same turn?
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Post by: reds8n
When exactly does Eldrad roll to see if he generates another witchfire point.
For example if he spends his last point casting a power and rolls a double 1 is he removed straight away or could he try to generate another point via his staff to spend on his ghost helm to save him or does he die first.
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Post by: yakface
reds8n wrote:When exactly does Eldrad roll to see if he generates another witchfire point.
For example if he spends his last point casting a power and rolls a double 1 is he removed straight away or could he try to generate another point via his staff to spend on his ghost helm to save him or does he die first.
It is a good question, although it seems pretty likely that its the kind of thing that the player whose turn it is gets to decide (as its basically two things resolving at the same time). Given that Eldrad is REALLY unlikely to burn through 4 Warp Charges on the opponent's turn, I think this is only going to happen on the Eldar player's turn and he's going to choose to resolve the Spirtlink rule first...but regardless, it seems like a decent enough question to add (because technically the rule about the player whose turn it is choosing order is only supposed to apply when both players have something resolving at the same time, although GW's FAQ has referenced this rule incorrectly as though it does apply in all situations of simultaneous resolution, even those all belonging to a single player).
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Post by: Mahtamori
**remembering to update thread before responding is a good thing to do - post removed, already answered**
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Post by: steinerp
Are monofilament weapons AP1 vs. all targets on a 6 or just those that are AP3 or less. The sentence starts with "Additionally," it can be read that the AP is in addition to the Strength bonus, or because it is a new sentence it can be read that the AP rule is in addition to the rule about a bonus strength vs. low AP targets.
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Post by: Tri
BRB 61 Grenades
Assault, Plasma, Haywire and Krak grenades can be thrown
can you use fast shot to change the profile to Assault 2?
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Post by: Super Ready
steinerp wrote:Are monofilament weapons AP1 vs. all targets on a 6 or just those that are AP3 or less. The sentence starts with "Additionally," it can be read that the AP is in addition to the Strength bonus, or because it is a new sentence it can be read that the AP rule is in addition to the rule about a bonus strength vs. low AP targets.
Every other time "additionally" starts off a new sentence, it's been treated as a separate effect, not tied to the sentence before. This is how it makes sense applying the English language as well.
Tri wrote:BRB 61 Grenades
Assault, Plasma, Haywire and Krak grenades can be thrown
can you use fast shot to change the profile to Assault 2?
Not having the rulebook to hand... doesn't the rule state that one model per unit may "throw" a grenade? As opposed to taking an extra "shot" from the Fast Shot rule. Being pedantic, I know, but Fast Shot doesn't tell you to do anything to the weapon profile, that's why it has to give examples.
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Post by: Quanar
I'd like to get a confirmation on whether you can, for example, use the shooting profile of a Laser Lance and still be able to use the melee profile in the same turn?
Linked thread: http://www.dakkadakka.com/dakkaforum/posts/list/532244.page
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Post by: Tri
Super Ready wrote:
Not having the rulebook to hand... doesn't the rule state that one model per unit may "throw" a grenade? As opposed to taking an extra "shot" from the Fast Shot rule. Being pedantic, I know, but Fast Shot doesn't tell you to do anything to the weapon profile, that's why it has to give examples.
As requested ... the important bits
"Only one grenade (of any type) can be thrown by a unit per shooting phase"
"when a unit armed with plasma grenades makes a shooting attack, one model can choose to throw a grenade rather then using another weapon"
"plasma grenade Range 8" S4 AP4 type Assault 1, blast"
"number of shots: some weapons fire multiple shots. Where this is the case, the number of shots is noted after its type"
"fast Shot: model always fires one more shot that is normal for his weapon."
Now I'm just trying to have a laugh with the rules here but technically if a model with fast shot throws a grenade he will always throw one more then normal ... actually getting that grenade is more problematic ( while we're on the subject ...
what happens if a model with fast shot fires a one shot weapon?
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Post by: Super Ready
Interesting... that's not entirely clear after all then, is it? Since grenades are still classed as weapons. Rather than discuss ins and outs I'll simply bow out and leave it as possible FAQ.
Tri wrote:what happens if a model with fast shot fires a one shot weapon?
This DEFINITELY needs FAQ'ing. Does "one more shot than is normal" override "once per game"?
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Post by: Shandara
"one use only" on a weapon is different from "fires one shot".
I could see using a one use only weapon that fires more than one shot.
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Post by: Super Ready
You're correct, Shandara - it is "one use only", not one shot, so you could use Fast Shot successfully. I wish I'd thought of it earlier - it's the same reasoning that allows combi-plasmas to fire two plasma shots within 12".
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Post by: majendie
Also, I don't believe there are any one-use weapons in the Eldar codex so it's kind of a moot point.
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Post by: rob626
Seems there is a lot of conflicting opinions about the way warp spiders move.
Can we get an example in the FAQ about their movement options?
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Post by: PredaKhaine
Apologies if this has been asked before, I've checked the op and didn't see it, so if its already been asked and answered I'd like to be pointed in the right direction The exarch power fast shot states Eldar Codex wrote:This model always fires one more shot than is normal for his weapon When the exarch uses a quad gun or an icarus lascannon, does this count as 'his' weapon or is 'his' weapon what he brought with him?
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Post by: nosferatu1001
rob626 wrote:Seems there is a lot of conflicting opinions about the way warp spiders move.
Can we get an example in the FAQ about their movement options?
Only by people not reading the rules.
As jetpack infantry they move 6" in the movement phase, ignorin g terrain. If they use their jump generator they move 6+ 2D6". They can then run, D6" rerolled, and as they are STILL jet pack infantry move 2D6" in the assault phase.
This is all completely clear, if you read ALL the rules around movement
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Post by: grendel083
Can the same Exarch power be taken twice on the same model?
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Post by: Tri
... why would you want to? oh wait crushing blow yes? possibly fast shot? ... Page 32 bgb unless stated in the rules a model cannot gain the benefits twice
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Post by: Vombat
Why can the Avatar get Night Vision?
Afaik night fighting doesnt effect weapons under 12".
Maybe for him to use a quad gun? Or am I missing something?
(Also, add the Battle Focus question to shining spears and not only the windriders.)
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Post by: grendel083
Tri wrote:... why would you want to? oh wait crushing blow yes? possibly fast shot? ... Page 32 bgb unless stated in the rules a model cannot gain the benefits twice
Thats assuming an Exarch power is a USR.
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Post by: Lungpickle
Just ignore battle focus on what cannot run. Jet bikes can move in the assault phase after shooting 2d6. The cannot run so its a typo, or left on accident.
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Post by: Tri
grendel083 wrote: Tri wrote:... why would you want to? oh wait crushing blow yes? possibly fast shot? ... Page 32 bgb unless stated in the rules a model cannot gain the benefits twice
Thats assuming an Exarch power is a USR. USR =/= special rules BGB is quite clear you cannot gain the effect from the same special rule more then once. (on a side note GW has dropped the label USR we only have special rules now)
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Post by: Rented Tritium
Does Karandras' crushing blow give him S5?
If it's "included" in his profile, which these things tend to be, then that implies he has 1 less strength than the other phoenix lords, which would be... strange.
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Post by: MasterSlowPoke
He doesn't have Crushing Blow.
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Post by: Tri
Rented Tritium wrote:Does Karandras' crushing blow give him S5? If it's "included" in his profile, which these things tend to be, then that implies he has 1 less strength than the other phoenix lords, which would be... strange. but he does have a power claw ... that strikes at initiative ... Er wait what was the down side? oh you want him Str9? ¬_¬ wait ...do you mean Fuegan? ... ok yes you might be able to read that he is Str3 boosted to Str4 with crushing blow
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Post by: Rented Tritium
I don't have my codex with me. One of the PLs has crushing blow. If it is actually Fuegan, then I apologize. Same question with him in that case.
It doesn't say if it's included or not. GENERALLY these sorts of things are included, but it does seem odd to have one PL with a natural strength 1 lower than the rest, which indicates that it might not be what they meant to write.
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Post by: nosferatu1001
It doesnt say it is included, so it isnt
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Post by: Rented Tritium
While I would be perfectly happy to just play it this way and move on with my life, you know full well these things get more complicated with counter examples and opponents who disagree.
For instance, IIRC, guardian jetbikes get an extra T from the bike that doesn't say it's included. Whoops. I mean, the intent is obvious there, the T is included, but crap what about fuegan now? This is just the kind of hole that someone could argue about and slow down a tournament.
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Post by: yakface
Rented Tritium wrote:
While I would be perfectly happy to just play it this way and move on with my life, you know full well these things get more complicated with counter examples and opponents who disagree.
For instance, IIRC, guardian jetbikes get an extra T from the bike that doesn't say it's included. Whoops. I mean, the intent is obvious there, the T is included, but crap what about fuegan now? This is just the kind of hole that someone could argue about and slow down a tournament.
Except that if you read the rules for bikes, it covers that situation. Models that come equipped standard with bikes have the T bonus included in their profile...its right in the rulebook in the bike unit type section.
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Post by: deathmagiks
Well, lets look at it this way: Chaos lord wrecks some guy in a challenge using his powerfist of face krumping. Rolls on the boon table. Gets +1 str for his boon. Awesome. So... is he at str x2 + 1 now or is he at str + 1 x 2 now for his subsequent melee attacks? Whatever the answer is there, I'm betting the same answer applies to crushing blow.
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Post by: Happyjew
deathmagiks wrote:Well, lets look at it this way:
Chaos lord wrecks some guy in a challenge using his powerfist of face krumping. Rolls on the boon table. Gets +1 str for his boon. Awesome.
So... is he at str x2 + 1 now or is he at str + 1 x 2 now for his subsequent melee attacks?
Whatever the answer is there, I'm betting the same answer applies to crushing blow.
He would be at Strength x2 +1 for subsequent attacks. The only time you add before multiplying is when GW says so (i.e Hammerhand and Thunderwolf mounts).
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Post by: grendel083
Tri wrote:USR =/= special rules BGB is quite clear you cannot gain the effect from the same special rule more then once. (on a side note GW has dropped the label USR we only have special rules now)
This isn't right.
USR and Special rules are the same. They just dropped the U. But not entirely. The first paragraph of "Special Rules" (p32) still describes them as Universal Special Rules.
Anyway, to be more specific...
"Are Exarch powers such as Fast Shot and Crushing Blow considered Special Rules and therefore cannot be selected more than once?"
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Post by: Tri
grendel083 wrote: Tri wrote:USR =/= special rules BGB is quite clear you cannot gain the effect from the same special rule more then once. (on a side note GW has dropped the label USR we only have special rules now)
This isn't right. USR and Special rules are the same. They just dropped the U. But not entirely. The first paragraph of "Special Rules" (p32) still describes them as Universal Special Rules. Anyway, to be more specific... "Are Exarch powers such as Fast Shot and Crushing Blow considered Special Rules and therefore cannot be selected more than once?"
All USR are Special rules ... but not all special rules are USRs. This is why different codex can have different versions of the same special rule. And yes USR is mention in that paragraph ... it is not mention in any of the rules ... Special rules cannot (unless specifically stated) stack. "What special rules do i have" makes it clear that the common ones are found here and other more specific ones are found in the codex. Now can you take the same Exarch power (special rule) twice? Yes, there is nothing stopping you picking the same one twice. Will it do anything? No. Its a special rule without specific permission to stack. While you could FAQ this its quite clear it doesn't do anything
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Post by: megatrons2nd
How does the Shield of Grace interact with Mind Shackle Scarabs? Can I activate it if I fail my leadership and thus are mind shackled? Does it reduce the hits (I don't think so but I had to ask) I inflict? It is chosen to be used immediately before the I10 step.
I guess the simple question is:
Does MSS prevent the use of Shield of Grace?
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Post by: rohansoldier
How does the Disarming Strike Exarch Power work against Whip Coils or Lash whips? Would the Eldar with the power get to try and disarm the whips before his Initiative is lowered or is the whip not classed as a weapon so immune to the power? Also does Disarming Strike work against Tyranid biomorphs that function like weapons for example boneswords, scything talons etc?
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Post by: nosferatu1001
rohansoldier wrote:How does the Disarming Strike Exarch Power work against Whip Coils or Lash whips? Would the Eldar with the power get to try and disarm the whips before his Initiative is lowered or is the whip not classed as a weapon so immune to the power?
Also does Disarming Strike work against Tyranid biomorphs that function like weapons for example boneswords, scything talons etc?
No, to both cases. Clearly answered by page 33 where you are told they do not wield CCW
if they are not using them in order to gain an advantage, disarming them has no effect
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Post by: Ravenous D
Ask if blessings and maledictions stack, because a 10 man seer council with multiple quickens is pretty damn fast.
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Post by: Happyjew
Something that came up in a game yesterday - What happens if a squad of Swooping Hawks under an ongoing effect (such as Soul Blaze) leave the board via Skyleap?
This also applies to Flyers and FMCs leaving the board as well.
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Post by: Shandara
Happyjew wrote:Something that came up in a game yesterday - What happens if a squad of Swooping Hawks under an ongoing effect (such as Soul Blaze) leave the board via Skyleap?
This also applies to Flyers and FMCs leaving the board as well.
The counter you have to put with the unit (as most of those kind of effects have you do) would stay on the table I think? And it would go away I suppose, much like Res. Protocol/Everliving tokens that are removed if you leave the table.
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Post by: Happyjew
Happened in somebody else's game and I was asked to make a ruling, Swooping Hawks had Soul Blaze and left the table. I figured the fairest way to rule it was to continue to roll to see if it stayed on them but until they are back on the table they cannot suffer the wounds (so theoretically when they deep strike in next turn, they could still be on fire).
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Post by: Super Ready
Nothing about leaving the table specifies that you lose counters, that's why other things like RP tokens have been specified as lost. Soul Blaze doesn't mention that - and nothing about the rule requires the models to be on the table, either. So I'd say they still suffer.
It helps that the wounds would have to be randomly allocated anyway.
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Post by: Kyrolon
Hey, if I can't cast powers from a transport because I am "not on the table" then I am not taking casualties from a power that affects units in play either.
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Post by: MarkyMark
Kyrolon wrote:Hey, if I can't cast powers from a transport because I am "not on the table" then I am not taking casualties from a power that affects units in play either.
If you had fire points you can cast and you can cast powers on yourself or the tank so yes you are on the table.
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Post by: Super Ready
Kyrolon wrote:Hey, if I can't cast powers from a transport because I am "not on the table" then I am not taking casualties from a power that affects units in play either.
Those powers that don't work from a transport either need line of sight or have been specifically FAQ'ed. The Blood Angels power Shield, for example, still works while the Librarian is embarked and therefore off the table... in fact it's measured from the vehicle's hull. There's your precedent.
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Post by: Nivoglibina
Can Swooping Hawks that start on the table and Skyleap turn 1 , Deepstike in subsequent turns?
The BrB states "In order for a unit to deep strike, all models in the unit must have the deep strike rule and the unit must start the game in reserve."
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Post by: PredaKhaine
PredaKhaine wrote:Apologies if this has been asked before, I've checked the op and didn't see it, so if its already been asked and answered I'd like to be pointed in the right direction
The exarch power fast shot states
Eldar Codex wrote:This model always fires one more shot than is normal for his weapon
When the exarch uses a quad gun or an icarus lascannon, does this count as 'his' weapon or is 'his' weapon what he brought with him(ie, only his actual wargear)?
Anyone?
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Post by: nosferatu1001
Nivoglibina wrote:Can Swooping Hawks that start on the table and Skyleap turn 1 , Deepstike in subsequent turns?
The BrB states "In order for a unit to deep strike, all models in the unit must have the deep strike rule and the unit must start the game in reserve."
Yes, as you are in ongoing reserve
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Post by: Nivoglibina
I think they should be able, but wouldn't RAW dictate they must come on walking?
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Post by: Tomb King
yakface wrote:
???
That's called if/when they publish the Games Workshop Eldar FAQ (or an updated version in this case, since they put out one already with a single errata).
Not sure what connections you think I have!
Yakface I need this faq asap!  The biggest question I am waiting on is whether you can cast both the blessing and the malediction of a runes of battle spell.
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Post by: MandalorynOranj
Tomb King wrote:Yakface I need this faq asap!  The biggest question I am waiting on is whether you can cast both the blessing and the malediction of a runes of battle spell.
It doesn't seem like you can. Even though it has two modes of use, it's still the same power, and you can only use a power once per turn. Think of it like the firing modes on a Fire Prism, even though it can be used multiple ways, you can only pick one per turn to use.
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Post by: Niccolo
Hello:
Im not super familiar with 6th ed, so I hope this isn't too dumb a question:
If an Autarch starts the game reserved joined to, lets say, Dark Eldar Reavers, does he lose the Path of Strategy manipulation on himself?
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Post by: Phazael
Here is one for the Iyanden book. Assuming leaks are accurate and you can make a Wraithknight your warlord, does said model gain the Character classification or is this the only warlord in all of 40k who cannot fight in challenges?
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Post by: nosferatu1001
Niccolo wrote:Hello:
Im not super familiar with 6th ed, so I hope this isn't too dumb a question:
If an Autarch starts the game reserved joined to, lets say, Dark Eldar Reavers, does he lose the Path of Strategy manipulation on himself?
Yes, as he is not an Eldar unit any longer. P39, IC joining rules. No FAQ needed
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Post by: Niccolo
nosferatu1001 wrote:Niccolo wrote:Hello:
Im not super familiar with 6th ed, so I hope this isn't too dumb a question:
If an Autarch starts the game reserved joined to, lets say, Dark Eldar Reavers, does he lose the Path of Strategy manipulation on himself?
Yes, as he is not an Eldar unit any longer. P39, IC joining rules. No FAQ needed
Thanks for the reply. Thats how I read the situation, just wanted to make sure I didn't short myself.
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Post by: Super Ready
Phazael wrote:Here is one for the Iyanden book. Assuming leaks are accurate and you can make a Wraithknight your warlord, does said model gain the Character classification or is this the only warlord in all of 40k who cannot fight in challenges?
That's not exactly FAQ-worthy. Either he becomes a character or he doesn't, it won't exactly be unclear.
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Post by: Oaka
Super Ready wrote: Phazael wrote:Here is one for the Iyanden book. Assuming leaks are accurate and you can make a Wraithknight your warlord, does said model gain the Character classification or is this the only warlord in all of 40k who cannot fight in challenges?
That's not exactly FAQ-worthy. Either he becomes a character or he doesn't, it won't exactly be unclear.
Well, the wraithknight only being able to shoot 2 weapons per turn is pretty clear, as well, but it's just one of those things that actually is a frequently asked question. I had this Iyanden codex concern as well, because I could have sworn there was some special rule or power in the game that involved fighting an opponent's warlord in a challenge. I can't find it, and I might be making it up, but it does seem a little strange to have a non-character warlord.
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Post by: Super Ready
Nothing I can think of. There are a few special rules that only concern challenges - particularly with the new Eldar Codex - but nothing Warlord-specific. You may be thinking of the Slay the Warlord objective, but getting an MC stuck in a challenge is actually usually a BAD way of achieving that...
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Post by: Quark
Personal Traits, Legendary Fighter. You gain VP for characters slain in challenges.
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Post by: rigeld2
Phazael wrote:Here is one for the Iyanden book. Assuming leaks are accurate and you can make a Wraithknight your warlord, does said model gain the Character classification or is this the only warlord in all of 40k who cannot fight in challenges?
He's have to since only characters can be warlords iirc.
But how about you wait for that book...
15283
Post by: tgjensen
Question about Disarming Strike: If you use this power on a specialist weapon on a model with another non-specialist melee weapon or pistol, can that model then claim the +1 Attack bonus for two melee weapons?
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Post by: Chrysis
tgjensen wrote:Question about Disarming Strike: If you use this power on a specialist weapon on a model with another non-specialist melee weapon or pistol, can that model then claim the +1 Attack bonus for two melee weapons?
Yes, as the specialist weapon is treated as a bog standard CCW, and bog standard CCWs don't have the Specialist Weapon rule. So the model in question would have two weapons, neither of which were Specialist Weapons.
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Post by: Bojazz
Regarding the limits of taking Remnants of Glory:
Can an autarch purchase a weapon, and then replace that purchased weapon with a Remnant of glory?
Example: Buy a scorpion chainsword for 3 points and then exchange it for a firesabre, thus giving you +1 attack from having 2 close combat weapons (keeping your pistol).
Furthermore, can you exchange the twin-linked shuri-cats on a jetbike for a remnant of glory? Jetbike entry on p.66 says that the model riding the bike has the guns, not the bike itself.
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Post by: pantsonhead
Nivoglibina wrote:Can Swooping Hawks that start on the table and Skyleap turn 1 , Deepstike in subsequent turns?
The BrB states "In order for a unit to deep strike, all models in the unit must have the deep strike rule and the unit must start the game in reserve."
I vote for this one too. Right now they have to walk back on if they Skyleap after deploying normally.
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Post by: jcress410
When do you have to decide / declare you're going to fire a weapon on a vehicle with a scatter laser?
I don't think the BRB covers this;
If I have a scatter laser on a wave serpent, can I decide to fire the shield after rolling for the scatter laser?
Normally, all weapons are fired simultaneous, so you have to decide/declare all at once.
The laser lock rule specifically says to fire the scatter laser *first* then all others. Why shouldn't the eldar player be able to say what "all others" means after knowing whether or not the scatter laser hit?
(Note, this doesn't really matter against most targets, the TL scatter laser is almost always going to hit. But against flyers, you might only want to fire the shield if its twin linked, and about half the time the scatter laser will not get a single hit against flyers)
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Post by: Shandara
The Eldar power Death Mission says 'at the end of each phase'. This means also the opponent's phases?
Since there are 3 phases in each player turn (movement, shooting, assault) and you only gain D3+2 counters (max 5) you can die in the opponent's phase if you roll badly?
With a 50% chance to remove a counter each turn I have not yet found a use for this power.
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Post by: warpspider89
Shandara wrote:The Eldar power Death Mission says 'at the end of each phase'. This means also the opponent's phases?
Since there are 3 phases in each player turn (movement, shooting, assault) and you only gain D3+2 counters (max 5) you can die in the opponent's phase if you roll badly?
With a 50% chance to remove a counter each turn I have not yet found a use for this power.
It says each phase. That means exactly what it says.
So, if you want to use Death Mission, then you better be ready to win then and there. Your farseer will be dead before your next turn.
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Post by: Chrysis
jcress410 wrote:When do you have to decide / declare you're going to fire a weapon on a vehicle with a scatter laser?
I don't think the BRB covers this;
If I have a scatter laser on a wave serpent, can I decide to fire the shield after rolling for the scatter laser?
Normally, all weapons are fired simultaneous, so you have to decide/declare all at once.
The laser lock rule specifically says to fire the scatter laser *first* then all others. Why shouldn't the eldar player be able to say what "all others" means after knowing whether or not the scatter laser hit?
(Note, this doesn't really matter against most targets, the TL scatter laser is almost always going to hit. But against flyers, you might only want to fire the shield if its twin linked, and about half the time the scatter laser will not get a single hit against flyers)
The Laser Lock rules tell you. Namely, that you have to be firing one or more weapons with laser lock and one or more without. Which means you have to declare all the weapons you are firing as normal. So no, no waiting until after firing the Scatter Laser to find out if you want to blow your shield. The Laser Lock rule only modifies the step where you roll to hit, not the step where you declare who is firing what.
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Post by: jcress410
Chrysis wrote:jcress410 wrote:When do you have to decide / declare you're going to fire a weapon on a vehicle with a scatter laser?
I don't think the BRB covers this;
If I have a scatter laser on a wave serpent, can I decide to fire the shield after rolling for the scatter laser?
Normally, all weapons are fired simultaneous, so you have to decide/declare all at once.
The laser lock rule specifically says to fire the scatter laser *first* then all others. Why shouldn't the eldar player be able to say what "all others" means after knowing whether or not the scatter laser hit?
(Note, this doesn't really matter against most targets, the TL scatter laser is almost always going to hit. But against flyers, you might only want to fire the shield if its twin linked, and about half the time the scatter laser will not get a single hit against flyers)
The Laser Lock rules tell you. Namely, that you have to be firing one or more weapons with laser lock and one or more without. Which means you have to declare all the weapons you are firing as normal. So no, no waiting until after firing the Scatter Laser to find out if you want to blow your shield. The Laser Lock rule only modifies the step where you roll to hit, not the step where you declare who is firing what.
I think it needs a faq.
I tend to agree with your interpretation, but (unless i've missed something in the BRB, which I don't have on me at the moment) I don't think you're required to declare which weapons are firing when you decide to fire a model.
I've seen different rulings on this question already, though not in a tournament setting.
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Post by: Daba
May Swooping Hawks arrive via Deep Strike if they began the game on the table, used Skyleap in the first or later turn and then arrive again in the subsequent turn?
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Post by: Vdor103
Can a unit of warlocks, transfer ownership of a jetbike after psychic tests are rolled? For example a unit of two warlocks, one with a jetbike, one without, roll for psychic tests - the one without a jetbike rolls protect/Jinx, and the one with a jetbike chooses the primaris power conceal/reveal. Can I give ownership of the jetbike to the protest/jinx warlock to allow him a 2+ armor save?
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Post by: Chrysis
No. You roll for each warlock, and he gets the powers he rolls.
6895
Post by: Shadenuat
Can Autarch swap grenades for Shard of Anaris? Can he buy another weapon and swap it for the Shard?
Can Look Out, Sir rolls be taken against Mind War?
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Post by: Shadenuat
Do you remove markers from Death Mission after casting it 6 times before able to manifest it again? (rolling to remove a marker every phase, including opponents phases)
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Post by: yakface
All the conversation regarding why X thing is in the codex or not for X point values is really off-topic for this thread.
Please stop discussing it here, and FYI I will likely be deleting all those posts to clean up the thread at some point.
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Post by: Super Ready
Shadenuat wrote:Do you remove markers from Death Mission after casting it 6 times before able to manifest it again? (rolling to remove a marker every phase, including opponents phases)
Yes, as it says "phase". It doesn't specify just your own turn's phases.
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Post by: Shadenuat
Am I right the moment you take Heavy weapons on War Walkers you lose the advantage of Battle Focus (as Walkers are't relentless)?
I wonder if that is on purpose or a design mistake.
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Post by: shamikebab
Shadenuat wrote:Am I right the moment you take Heavy weapons on War Walkers you lose the advantage of Battle Focus (as Walkers are't relentless)?
I wonder if that is on purpose or a design mistake.
No, all vehicles are relentless.
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Post by: Shadenuat
Oh, thank you shamikebab. Found it in BRB.
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Post by: Enigma
yakface wrote:
All the conversation regarding why X thing is in the codex or not for X point values is really off-topic for this thread.
Please stop discussing it here, and FYI I will likely be deleting all those posts to clean up the thread at some point.
Ah, sorry mate. I never intended this to become a wishlisting thread, but thought it'd be interesting to se these questions answered in an official faq.
Not just rule clarifications but why they included daft options as nightvision for avatars or crushing blow for Fire dragon exarchs. Are these mistakes and do they intend to fix them in an errata or such?
There are lot's of things I'm not happy about in the new codex (and plenty that I love!) but I'd like an explanation on the things that just doesn't make any sense so that I, and probably a few others, can better understand what they intended.
//Cheers!
--<edit>--
Also, why doesn't Illic have stealth when his pathfinders get both shrouding and stealth. Doesn't this make them better than the "master" at hiding?
Or am I missing something obvious?
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Post by: hands_miranda
When is a heavy weapons platform removed from a guardian defender unit that has no guardians? Is it immediately, or can wound still be allocated to the platform from the current wound pool?
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Post by: Roadkill Zombie
Here's my rules conundrum. I guess it is more of a "what were you thinking when you wrote this" conundrum.
On page 29 of the Eldar codex are the rules for the Spiritseers "Spirit Mark" ability.
So if you happen to use Spirit Mark on an enemy unit, the rule says "All Wraithguards, Wraithblades, Wraithlords, Wraithknights, and Hemlock Wraithfighters can re-roll To Hit rolls of 1 against spirit-marked units".
This rule makes sense for every unit except Hemlock Wraithfighters.
All Hemlock Wraithfighters have for weapons are Heavy D-Scythes (which use scatter dice), and a malediction that doesn't need to roll to hit at all.
So what are they talking about re-rolling 1s to hit with Hemlock Wraithfighters?
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Post by: nosferatu1001
If you have a reroll to hit, you may reroll scatter.
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Post by: Roadkill Zombie
Since the rule says you may re-roll rolls of 1, would that then mean that you can only re-roll the scatter dice if they both came up 1's?
If so, then I would have to ask, why would you want to?
If not, then where is it stated that you can re roll if they are not 1's?
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Post by: nosferatu1001
You do not roll to hit when firing a blast. To cover rerolls to hit the rule states if you reroll to hit you reroll scatter.
You DO reroll to hit - only 1s, however there is no caveat in the Blast rules requiring you to be able to reroll ALL rolls to hit for you to be able to reroll scatter.
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Post by: Hettar
Sothas wrote:Raesvelg wrote: Sothas wrote:I get your point, but fearless and ATSKNF are completely different. "Should" and "Do" aren't the same thing and to debate about what should be is kind of a waste.
Hence asking GW to clarify.
I don't expect them to clarify it so that it makes sense, since I fully expect them to keep Marines functionally immune to things because, well, SPEHSS MAHREENS, but it would be nice of them to let people know that that was their intent.
Fixed that for you.
Terrify works on marines just not aswell, ATSKNF still come into play, you can make them run away but the very next turn there'l regroup, but you still couldnt sweeping advance them because ATSKNF says so, this a is a non issue in my books
33968
Post by: Tomb King
When warlocks join a unit of jetbikes does their unit types still stay infantry character(Pg. 95)? Does this stop the jetbikes from moving with all of their special rules?
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Post by: nosferatu1001
Yes, a warlock on foot is In(Ch), nothing allows this to change
Any movement rule which requires the "unit" to do something would be stopped if a member of the unit cannot perform that action, strict RAW
11194
Post by: Krellnus
yakface wrote:PSYCHIC POWERS
• Can a model on a Death Mission still activate the 'force' ability of his weapon, or is this considered to be using a psychic power?
As a continuation of this.
Can a model on a death mission use the ability to ignore perils of the warp from a ghosthelm or is this considered to be a warpcharge?
Or perhaps more generally:
What is the definition of a psychic power? Is it any ability that comsumes a warp charge (e.g. Sevrin Loth's ability, Ghosthelm, Force), or just those listed as psychic powers ( BRB disciplines, codex disciplines, codex power lists).
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Post by: Tomb King
nosferatu1001 wrote:Yes, a warlock on foot is In( Ch), nothing allows this to change
Any movement rule which requires the "unit" to do something would be stopped if a member of the unit cannot perform that action, strict RAW
A unit riding a jetbike also changes its unit type to eldar jetbike. page 66. RAW vs RAW
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Post by: nosferatu1001
So when you said "joining a unit of jetbikes" are you arguing a warlock ON FOOT or a warlock on jetbike?
A warlock on jetbike is Jetbike (character). A warlock on foot attached to a jet bike unit does not change unit type.
If I am not understanding your point - especially as you said "unit" riding a jet bike (units dont ride A jetbike, units ride jetbikes) then please explain more clearly. Currently the rule is clear
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Post by: Quark
nosferatu1001 wrote:So when you said "joining a unit of jetbikes" are you arguing a warlock ON FOOT or a warlock on jetbike?
A warlock on jetbike is Jetbike (character). A warlock on foot attached to a jet bike unit does not change unit type.
If I am not understanding your point - especially as you said "unit" riding a jet bike (units dont ride A jetbike, units ride jetbikes) then please explain more clearly. Currently the rule is clear
The rule actually isn't clear, in a specific scenario, and doesn't do what it's (probably) meant to do.
You have:
Warlock w/ Jetbike
Windrider Jetbikes
As per page 66, EJB changes unit type of the Warlock to "Eldar Jetbike".
As per page 95, the Warlock joining the guardians changes the unit type to "Infantry (Character)".
There is no specification of which takes precedence, and there is no option for "Eldar Jetbike (Character)".
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Post by: shamikebab
character is a subset, so as soon as he takes the jetbike and joins a unit he becomes jetbike (character) like the Shining Spears Exarch?
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Post by: MandalorynOranj
Quark wrote:The rule actually isn't clear, in a specific scenario, and doesn't do what it's (probably) meant to do.
You have:
Warlock w/ Jetbike
Windrider Jetbikes
As per page 66, EJB changes unit type of the Warlock to "Eldar Jetbike".
As per page 95, the Warlock joining the guardians changes the unit type to "Infantry (Character)".
There is no specification of which takes precedence, and there is no option for "Eldar Jetbike (Character)".
Equipping a model with a Jetbike changes their unit type to Jetbike, I'm not sure what the issue is here.
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Post by: Quark
MandalorynOranj wrote:Equipping a model with a Jetbike changes their unit type to Jetbike, I'm not sure what the issue is here.
You have two rules that change unit type. One for Jetbikes and one for Warlocks. Which wins? The Warlock rule should be written as "append (Character) to the unit type" - but it's not.
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Post by: nosferatu1001
Quark - the Warlock HAS the unit type "In(Ch)" - not the guardian unit. Unit type is a misnomer - it is model by model. The rest of the normal guardians are simply "infantry", for example
Unless you mean something else?
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Post by: Quark
nosferatu1001 wrote:Quark - the Warlock HAS the unit type "In( Ch)" - not the guardian unit. Unit type is a misnomer - it is model by model. The rest of the normal guardians are simply "infantry", for example
Unless you mean something else?
Exactly. A Warlock on a Jetbike has unit type In( Ch). It cannot do jetbike moves.
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Post by: ductvader
great thread!
46128
Post by: Happyjew
nos, there seems to be some confusion.
A warlock who takes a bike changes his unit type from infantry to EJB.
A warlock who joins a unit changes his unit type to Infantry (character).
What happens when a warlock on a jetbike joins a squad?
11268
Post by: nosferatu1001
Thats what i was asking - sound slike currently the jetbike type is overridden.
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Post by: Raesvelg
I'm not sure why the Voice of Twilight thing is even a question. If it were a blessing that targeted the psyker, then sure, there might be some confusion.
But it's not. It's a blessing that targets all units within 12". Once it's cast, they have Battle Focus until the end of the following turn, their position relative to the caster is as irrelevant as it is with any other blessing.
This is like asking if a unit that's had Prescience cast on it can move beyond 12" of the psyker.
Consider this my one post on the topic, as per OP's request lol.
33968
Post by: Tomb King
I submitted this thread to NOVA. They are tracking it now and it should be handled before nova if an official FAQ doesn't drop.
8305
Post by: Daba
If a Wave Serpent with Vectored engines moves and then disembarks passengers, then in the shooting phase fires a weapon, is it allowed to use its Vectored Engines to pivot after shooting that turn?
79060
Post by: tempesteldar
Warlocks on Jetbikes:
Warlock is assigned to another unit immediately after rolling for Warlord Traits.
Wargear options are chosen during the deployment of your models.
(This isn't written in rules as far as I can tell [I spent all day looking], but in the 3 groups I attend, everyone was agreed that this was how to resolve the issue)
Vectored Engines: Unless Immobilised, this vehicle can pivot after shooting.
I can't see anything in this description that says that disembarking troops means that you can't pivot after shooting..
Veterans I have spoken to have advised me to use this very tactic where possible.. It protects the vehicle a little better.
FROM 1st POST: Serpent Shield weapon.
The ability to fire it can be destroyed (the barrel is next to the bottom mounted turret) but the shield is not generated from there.. (according to my local GW store manager)
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Post by: Happyjew
tempesteldar wrote:Warlocks on Jetbikes:
Warlock is assigned to another unit immediately after rolling for Warlord Traits.
And after you determine Warlord Traits, you deploy (which happens to be when psychic powers are rolled for).
Wargear options are chosen during the deployment of your models.
(This isn't written in rules as far as I can tell [I spent all day looking], but in the 3 groups I attend, everyone was agreed that this was how to resolve the issue)
What? Since when do you choose wargear during deployment?
Vectored Engines: Unless Immobilised, this vehicle can pivot after shooting.
I can't see anything in this description that says that disembarking troops means that you can't pivot after shooting..
Veterans I have spoken to have advised me to use this very tactic where possible.. It protects the vehicle a little better.
What about the rules for disembarking?
FROM 1st POST: Serpent Shield weapon.
The ability to fire it can be destroyed (the barrel is next to the bottom mounted turret) but the shield is not generated from there.. (according to my local GW store manager)
Citation needed. GW store managers aren't exactly rules experts.
21002
Post by: megatrons2nd
Happyjew wrote:tempesteldar wrote:Warlocks on Jetbikes:
Warlock is assigned to another unit immediately after rolling for Warlord Traits.
And after you determine Warlord Traits, you deploy (which happens to be when psychic powers are rolled for).
From the rules that I have read, psychic powers are rolled for at the same time as warlord traits. As both rules for determining them state "Before either player deploys, they must....." on page 121 and 418. Where does everyone get warlord traits first from?
43923
Post by: Quanar
megatrons2nd wrote:From the rules that I have read, psychic powers are rolled for at the same time as warlord traits. As both rules for determining them state "Before either player deploys, they must....." on page 121 and 418. Where does everyone get warlord traits first from?
The reference section at the end for pre-game sequence (Page 424 or 148)
21002
Post by: megatrons2nd
Quanar wrote: megatrons2nd wrote:From the rules that I have read, psychic powers are rolled for at the same time as warlord traits. As both rules for determining them state "Before either player deploys, they must....." on page 121 and 418. Where does everyone get warlord traits first from?
The reference section at the end for pre-game sequence (Page 424 or 148)
A summary quite often misses some things. I believe that in the Eldar summary there is a psychic power that works better than it's actual rules allow. Maybe it is an ability, now I'll go look.
Anyway, I don't use summaries for the simple fact that they cut needed information, and often miss parts of the rules. Using the rules the player would choose the order of operations, as both rolling the warlord trait and the psychic powers occur at the same time.
43923
Post by: Quanar
megatrons2nd wrote:A summary quite often misses some things. {Snip}
Anyway, I don't use summaries for the simple fact that they cut needed information, and often miss parts of the rules. Using the rules the player would choose the order of operations, as both rolling the warlord trait and the psychic powers occur at the same time.
I don't disagree with you, you asked, I pointed. Which is why this is a FAQ-worthy question as opposed to a "RTFM" question.
21002
Post by: megatrons2nd
Quanar wrote: megatrons2nd wrote:A summary quite often misses some things. {Snip}
Anyway, I don't use summaries for the simple fact that they cut needed information, and often miss parts of the rules. Using the rules the player would choose the order of operations, as both rolling the warlord trait and the psychic powers occur at the same time.
I don't disagree with you, you asked, I pointed. Which is why this is a FAQ-worthy question as opposed to a "RTFM" question.
Sorry, I didn't mean to offend, Just putting my 2 cents in on the subject.
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