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![[Post New]](/s/i/i.gif) 2010/05/28 05:23:53
Subject: Re:Night Spinner rules in latest White Dwarf
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The New Miss Macross!
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BlueDagger wrote:Incorrect, the originally quoted rule is incorrect. The wording states that you place a token next to any unit hit and the unit suffers the effects the next time it moves for any reason. It doesn't wear off until the unit moves.
Defiler if you could find that one for me let me know. The wording in the BRB purely just states that you takes a dangerous terrain test if you start or land in difficult terrain.
you absolutely can take more than one a turn but only one per phase. if you move and run and charge , you'll take one each time if you're in dangerous terrain. the only things i know for sure that don't for sure are consolidation moves and fall in moves.
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![[Post New]](/s/i/i.gif) 2010/05/28 05:32:12
Subject: Re:Night Spinner rules in latest White Dwarf
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Longtime Dakkanaut
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Are you sure on this, and if so a page # for reference? As far as I see a jump infantry using their packs with the web on them would take a dangerous terrain test for beginning their movement in difficult/danger terrain then another for landing in difficult/dangerous terrain. At that point the token wears off so anything else is besides the point.
It wouldn't matter if the web effect stacks since it states the token goes away after the enemy completes a move.
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![[Post New]](/s/i/i.gif) 2010/05/28 05:39:25
Subject: Night Spinner rules in latest White Dwarf
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Plaguelord Titan Princeps of Nurgle
Alabama
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farseerphil wrote:So - if a mob of 30 boys gets hit by the nighspinner - next turn they move - do all 30 take dangerous or just the ones who didnt fail to be wounded?....
imagine hitting 3 squads of boyz clumped together. Eww.
I think i may buy a ton of these just to make Turrets for my wave serpents. Sell the Bits on Ebay that i dont use to make up the cost.
Melissia wrote:It says any "unit", which is the entire squad.
And this is another thing I love about it. It simply says "any unit hit". That means, I can target one of the boyz in the leftmost squad of 20 or 30, still clip the rightmost squad of boyz of 20 or 30 and not only take out a few in each squad, but put them in dangerous and difficult terrain. That's 40-60 boyz moving through difficult terrain, losing one for each 1 rolled. Yeah, gonna be nasty.
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This message was edited 2 times. Last update was at 2010/05/28 05:43:40
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![[Post New]](/s/i/i.gif) 2010/05/28 06:00:13
Subject: Re:Night Spinner rules in latest White Dwarf
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The New Miss Macross!
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BlueDagger wrote:Are you sure on this, and if so a page # for reference? As far as I see a jump infantry using their packs with the web on them would take a dangerous terrain test for beginning their movement in difficult/danger terrain then another for landing in difficult/dangerous terrain. At that point the token wears off so anything else is besides the point.
It wouldn't matter if the web effect stacks since it states the token goes away after the enemy completes a move.
i don't know about the token specifics on the nightspinner as i don't have the white dwarf; my comments are just about regular dangerous terrain. the page is 14 and says you take one test for entering, leaving, or moving through one or more areas of dangerous terrain. it doesn't say you do it for each part separately. as for the charging and running parts, they're listed under their appropriate chapters and subheadings.
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![[Post New]](/s/i/i.gif) 2010/05/28 08:20:15
Subject: Night Spinner rules in latest White Dwarf
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Wicked Warp Spider
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This might be a stupid question, but does the difficult terrain test apply only to infantry/jump infantry/bikes/jetbikes? Or would it affect vehicles as well? Clipping a land raider and having an instant 1/6 chance to immobilise it sounds pretty good.
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![[Post New]](/s/i/i.gif) 2010/05/28 08:57:00
Subject: Night Spinner rules in latest White Dwarf
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Ultramarine Land Raider Pilot on Cruise Control
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No, whatever is hit counts as being in difficult and dangerous terrain. It doesn't specify that it only works on certain units, ergo it works on all units!
Dangerous terrain - BRB p14 "Roll a d6 for every model that has entered, left or moved through one or more areas of dangerous terrain during its move" (emphasis mine)
Hence you only test once and multiple tokens from different NS hits will not stack.
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![[Post New]](/s/i/i.gif) 2010/05/28 13:07:44
Subject: Re:Night Spinner rules in latest White Dwarf
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Longtime Dakkanaut
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Thnx a bunch Chimera, I was only looking at the unit type specific dangerous terrain stuff.
and yes, vs mass horde footslog this thing would be rather devastating.
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