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Made in us
Dakka Veteran




The Command Squad gets FNP while the Apothecary is alive. What if there are a bunch of wounds in the unit, and the Apothecary bites it? Does the unit get FNP during that round? How about if the wound on the apothecary is one that allows no FNP, although other wounds in the unit would allow FNP (i.e. does the Apothecary die and then FNP is tested for, or is FNP simultaneous?)

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Made in us
Long-Range Ultramarine Land Speeder Pilot



Whitebear lake Minnesota.

im not really sure maybe try rolling the armor saves for all of the marines first to get the FNP and then role for the apothecary

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Made in se
Stealthy Space Wolves Scout





As you can always make the saves for the apo last (even if there is no saves to be made) all models get FNP for that batch of wounds.
If the apo is gone when the next unit shoots or at the next initiative step of assault then the unit no longer get FNP.

In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... 
   
Made in us
Bounding Assault Marine





The moment he dies, the unit loses FNP - so if they get shot, he dies, and shot again - they will not get FNP.

I believe FNP would happen after wounds are rolled for the unit, so the order in which you roll is irrelevant.


**EDIT for Clarity**

FNP rolls happen after all possible saves are thrown (armour/invul), so rolling for your apothacary first or last is irrelevant.

This message was edited 1 time. Last update was at 2008/10/01 19:44:29


Please note - terms like 'always/never' are carried with the basic understanding that there are exceptions to the rule, and therefore are used to mean generally...




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Tough-as-Nails Ork Boy






Do I understand this right?

Say the 5-man command squad gets shot, taking 10 bolter wounds.

Each model gets 2 wounds to save. They take these armour saves first.

If the Apothecary passes both of his armour saves, any models that failed an armour save can then try to ignore it using Feel No Pain.

If the Apothecary fails one of his armour saves, he dies. Since he is dead neither he nor any other models that failed armour saves can use Feel No Pain.
   
Made in au
Quick-fingered Warlord Moderatus






Boss Ardnutz wrote:Do I understand this right?

Say the 5-man command squad gets shot, taking 10 bolter wounds.

Each model gets 2 wounds to save. They take these armour saves first.

If the Apothecary passes both of his armour saves, any models that failed an armour save can then try to ignore it using Feel No Pain.

If the Apothecary fails one of his armour saves, he dies. Since he is dead neither he nor any other models that failed armour saves can use Feel No Pain.


Maybe, although I personally disagree, I think feel no pain happens the moment the roll for an armour save is failed, rather than after all saves have been rolled for.

I can't find any real RAW for exactly when a unit takes the FNP roll though, so it may just be a personal thing.

Although I'm quite confident the apothecary would be entitled to FNP rolls for his own wounds.

This message was edited 1 time. Last update was at 2008/10/02 05:28:21


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Made in se
Stealthy Space Wolves Scout





Boss Ardnutz wrote:Do I understand this right?

Say the 5-man command squad gets shot, taking 10 bolter wounds.

Each model gets 2 wounds to save. They take these armour saves first.

If the Apothecary passes both of his armour saves, any models that failed an armour save can then try to ignore it using Feel No Pain.

If the Apothecary fails one of his armour saves, he dies. Since he is dead neither he nor any other models that failed armour saves can use Feel No Pain.

No, that is not correct.
In that situation you would take the armour AND FNP saves for the other marines first (either individually or as a group depending on equipment) and then take the armour AND FNP save for the apothecary last.
If the apothecary failed his saves and another unit shoots at the command squad in that same shooting phase the command squad are no longer entitled to FNP.

In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... 
   
Made in au
Tough-as-Nails Ork Boy






Fair enough, I can see how the rules mean that.

Thanks!
   
 
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