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![[Post New]](/s/i/i.gif) 2009/02/25 07:27:47
Subject: Ork Weirdboy and running
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Wraith
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I have a question I have been wondering about weirdboys based on the wording of how htere powers work.
It says that the WB must take a psychic test at the beginning of the shooting phase.
Does this mean that if a Weirdboy is in a unit, the unit cannot choose to run if he rolls a shooting power?
I think that they are not allowed to run, but haven't had it happen in game, so never had to discuss it.
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![[Post New]](/s/i/i.gif) 2009/02/25 08:25:27
Subject: Re:Ork Weirdboy and running
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Yellin' Yoof on a Scooter
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weirdboyz must take a psychic test BEFORE dertermining the power they use. if the test is failed, do not roll for the table.
you can use run when you roll the pshycic test.
if you run you cannot use the shooting power.
if you use the shooting power you cannot run.
if you roll a non shooting power you can run
the psychic test does NOT affect the run move, the decision to use the shooting power does
if that makes sence
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![[Post New]](/s/i/i.gif) 2009/02/25 11:53:18
Subject: Re:Ork Weirdboy and running
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Decrepit Dakkanaut
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You said that clear enough it made sence to me.
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![[Post New]](/s/i/i.gif) 2009/02/25 13:48:37
Subject: Ork Weirdboy and running
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Longtime Dakkanaut
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Um... not quite. the Weirdboy *must* use the power that is rolled. So if you roll a shooting power, you can't run. (And thus, neither can the rest of the unit.)
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![[Post New]](/s/i/i.gif) 2009/02/25 17:27:47
Subject: Re:Ork Weirdboy and running
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Hooded Inquisitorial Interrogator
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luvadeorks wrote:u can use run when you roll the pshycic test.
No, you do the psychic test at the begining of the shooting phase, not at any other time like after run moves. Please the rules before trying to answer questions.
the psychic test does NOT affect the run move, the decision to use the shooting power does
if that makes sence
Since you don't get a decision to use the shooting power or not, no it doesn't make sense.
Its quite clear that you have to take the test, you have to use the power you get and as a result if he shoots he can't run, and neither can the unit he is with. In fact you'd have to continue firing with that unit at the same target if you wanted the unit to fire at all that turn.
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If brute force doesn't work, you're not using enough... |
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![[Post New]](/s/i/i.gif) 2009/02/25 19:45:45
Subject: Ork Weirdboy and running
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Nasty Nob on Warbike with Klaw
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Doesn't the Weirdboy roll at the beginning of his turn?
Don't have the codex handy, and have used them in all of 3 games, so I acknowledge that I do NOT know the answer.
Regardless, if you're that worried about the "Run," just keep him separate from the squad & 2.00000001" behind them. Of course, that screws up the reason you had him there in the first place... but you can't have everything.
Eric
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