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Made in cn
Speedy Swiftclaw Biker





Nanjing, China

Hellstorm wrote:
Grey Templar wrote:yeah, that made absolutly no sense.


and being in complete conflict with the Nid FAQ really makes it wierd.








How bout how the Plasma Siphon basically effects every freakin Tau weapon


drive a Ordo Xeno Inquisitor up in a Chimera to the middle of the Tau army. the Chimera suddenly becomes almost untouchable


except railguns aren't on that list so it still might die.


And don't forget Missile Pod, Kroot rifles and stuff.

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Ordo Dakka wrote:It's as if counter-attack counters the attack in some way...
Nurglitch wrote:The Imperium will lose the plans for Lasguns before they forget how to build a perfectly servicable Shotgun.
 
   
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And this makes CSM players grimace too... And think twice when you are taking Daemonic Possession upgrade.
[Thumb - Preferred Enemy Daemon.jpg]


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Ordo Dakka wrote:It's as if counter-attack counters the attack in some way...
Nurglitch wrote:The Imperium will lose the plans for Lasguns before they forget how to build a perfectly servicable Shotgun.
 
   
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Decrepit Dakkanaut






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Uh, guys, this is not the thread to discuss GW's FAQ release.

If you have new questions stemming from GW's FAQ, then those are fine to post, but please cut the commentary out of this thread!

Thanks.


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I'm not sure if this has been covered but what happens to a unit coming out of a drop pod where pod itself is outside of warp quake, but the unit inside is still within warp quake?

If they take the mishap and are placed back in reserve, how do they come back on the table?

 
   
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BuFFo wrote:Can a Crucible of Malediction from the Dark Eldar Arcane Wargear affect Grey Knight Vehicles? If the answer is yes, what is the out come? Will the vehicle get removed from the game without a LD test due to not having a LD, or can the Vehicle use it's LD of 10 for very specific psychic purposes for the Malediction as well? Also, if the Vehicle is removed from play, what happens to the unit inside?

Can a Dreadknight use it's Personal Teleporter to move 30" during the Scouting "phase" of the deployment "phase"?


I have my own opinions on these subjects, but I am keeping them out for now. I am just posting the general questions I see around the net.


I asked the GW hotline this question and they told me the vehicle can be affected but takes that test at a unmodifed LD 10. IF there is a squad inside it is removed from play along with the vehicle.



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Maybe a new thread can be started for this since the FAQ is out? Or just prune this one for irrelevant posts...


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ryanstartalker wrote:

And don't forget Missile Pod, Kroot rifles and stuff.


So here's the question: are Kroot rifles and Kroot guns "plasma weapons" too? Because the description kinda says that they use pulse round, just like Pulse Weapons...which are listed as "plasma weapons"...

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Corbett wrote:
BuFFo wrote:Can a Crucible of Malediction from the Dark Eldar Arcane Wargear affect Grey Knight Vehicles? If the answer is yes, what is the out come? Will the vehicle get removed from the game without a LD test due to not having a LD, or can the Vehicle use it's LD of 10 for very specific psychic purposes for the Malediction as well? Also, if the Vehicle is removed from play, what happens to the unit inside?

Can a Dreadknight use it's Personal Teleporter to move 30" during the Scouting "phase" of the deployment "phase"?


I have my own opinions on these subjects, but I am keeping them out for now. I am just posting the general questions I see around the net.


I asked the GW hotline this question and they told me the vehicle can be affected but takes that test at a unmodifed LD 10. IF there is a squad inside it is removed from play along with the vehicle.


The GW hotline is notoriously unreliable with regards to rules questions.

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Yak, is the original sticky INAT thread still being checked?

Either way, this question is not for Grey Knights alone, but for Defensive Grenades in general. I'm posting it here, because I'm not sure if the sticky thread is still the place for general questions.

Anyway:
In light of the new ruling on grenades in the GK FAQ:

Games Workshop wrote:Q: Does the entire unit need to be equipped with rad,
psyk-out and/or psychotroke grenades for their effects
to work or is just one model being equiped with them
enough? (p60)
A: One model in a unit is enough.



If one model in a unit (IC) has defensive grenades, does the whole unit benefit? Ongoing conversation here.

And poll here.

This message was edited 2 times. Last update was at 2011/06/20 18:34:31


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Defensive grenades work on a per model attacking the unit basis, whereas rad, psykout and psychostroke grenades work on a per unit attacking the grenade holding unit basis.

Very different.
   
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nosferatu1001 wrote:Defensive grenades work on a per model attacking the unit basis, whereas rad, psykout and psychostroke grenades work on a per unit attacking the grenade holding unit basis.

Very different.


This is something which has been never really clarified, because you can have units where most of the models have defensive grenades, but some don't...do they work then??

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This was questioned in another thread, have a gander at it
   
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Can Castellan Crowe be the subject of Grand Strategy?

Ongoing conversation here.

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Yes; he is not an IC nor Mordraks Ghost Knights.

No need for a discussion. You can make an assassin scoring / scout etc if you wanted.
   
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Mordrak and his Ghost Knights are excluded by name from Grand Strategy, per the rules for Grand Strategy. Crowe, however, may be a valid unit to receive it as he is neither excluded by name nor an IC.

SJ

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- Ephesians 6:12
 
   
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Backfire wrote:
ryanstartalker wrote:

And don't forget Missile Pod, Kroot rifles and stuff.


So here's the question: are Kroot rifles and Kroot guns "plasma weapons" too? Because the description kinda says that they use pulse round, just like Pulse Weapons...which are listed as "plasma weapons"...


they would indeed be effected.

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puma713 wrote:Yak, is the original sticky INAT thread still being checked?



Absolutely it is.


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So is the INAT Faq update happening soon? There are still some issues that need clarity.
   
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Decrepit Dakkanaut






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NecronLord3 wrote:So is the INAT Faq update happening soon? There are still some issues that need clarity.



Yes sir it is!

Check the INAT FAQ link out at the top of the page, the new update is out!


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one question that wasn't mentioned that i would like clarified; do teleport homers only work with certain types of deep strike or does it work with all types? if it is certain types what exactly does it work with?
   
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It works with exactly what it states it works with in the rules for teleport homers. they couldnt spell it out much clearer than that.
   
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I see a problem between Grey Knights and Blood Angels rulings. GK.37C.05 and BA.38D.05.
Blood Angels
BA.38D.05 – Q: What happens to an embarked
Dreadnought that suffers an ‘immobilized’ result
from the S4 hit when it’s Stormraven ‘explodes’?
A: The Dreadnought is first placed on the table and only
then counts as being ‘immobilized’ [clarification].

Grey Knights
GK.37C.05 – Q: What happens to an embarked
Dreadnought that suffers an ‘immobilized’ result
from the S4 hit when it’s Stormraven ‘Explodes’?
A: It will be unable to disembark and is therefore removed
from play and counts as destroyed [clarification].

So which one is correct?

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Pied_Piper11 wrote:I see a problem between Grey Knights and Blood Angels rulings. GK.37C.05 and BA.38D.05.
Blood Angels
BA.38D.05 – Q: What happens to an embarked
Dreadnought that suffers an ‘immobilized’ result
from the S4 hit when it’s Stormraven ‘explodes’?
A: The Dreadnought is first placed on the table and only
then counts as being ‘immobilized’ [clarification].

Grey Knights
GK.37C.05 – Q: What happens to an embarked
Dreadnought that suffers an ‘immobilized’ result
from the S4 hit when it’s Stormraven ‘Explodes’?
A: It will be unable to disembark and is therefore removed
from play and counts as destroyed [clarification].

So which one is correct?



Curses! That's my bad. The Blood Angels ruling is the one that was voted on. The Grey Knights ruling was the 'temp' version that should have been replaced.

I'll have to get a revised v5.0.1 out to fix that.

Thanks for spotting that.


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yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Just a question and probably not an error, but why the difference between the WH.16E.01 and WH.21I.01 rulings concerning GK Psychic powers?

WH.16E.01 – Q: The Penitent allows an
Inquisitorial retinue to nullify psychic abilities they
are in the ‘area of effect’ of. What exactly is meant
by this?
A: If the unit is targeted or directly affected by any of the
following psychic powers they may attempt to nullify them:

General: A Force Weapon’s ‘Instant Death’ ability.
Blood Angels: Blood Boil, Blood Lance, Fear of the Darkness,
Shackle Soul, Smite.
Chaos Space Marines: Bolt of Change, Doombolt, Gift of
Chaos, Lash of Submission, Nurgle’s Rot, Wind of Chaos.
Dark Angels: Hellfire, Mind Worm.
Eldar: Destructor, Doom, Eldritch Storm, Mind War.
Grey Knights: Cleansing Flame, Heroic Sacrifice, Holocaust, a
Nemesis Force Weapon’s ‘Instant Death’ ability, Psychic
Barrage, Sanctified Flame, Sanctuary, Smite, Vortex of Doom,
Warp Quake, Warp Rift, Zone of Banishment.

Imperial Guard: Lightning Arc, Soulstorm, Weaken Resolve.
Orks: Frazzle, Zogwort’s Curse, Zzap.
Space Marines: The Avenger, Machine Curse, Null Zone,
Smite, Vortex of Doom.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Wolf, Living Lightning, Murderous Hurricane, Tempest’s Wrath,
Thunderclap.
Tyranids: Aura of Despair, Cataclysm, The Horror, Hypnotic
Gaze, Leech Essence, Paroxysm, Psychic Scream, Warp Blast,
Warp Lance.
Witch Hunters: Divine Pronouncement, Hammer of the
Witches, Purgatus, Scourging.
[clarification].
Ref: BT.25A.02, CSM.48C.01, DE.53B.01, GK.21G.02, GK.57I.01, SW.62M.02, WH.18.01B, WH.21I.01

And

WH.21I.01 – Q: Hexagrammic Wards affect enemy
psykers within 24” that ‘attempt to use any psychic
powers that would affect the Inquisitor or his
retinue’. What exactly is meant by this?
A: The penalty is applied if the Inquisitor or his retinue
would be affected by any of the following powers:

General: A Force Weapon’s ‘Instant Death’ ability*.
Blood Angels: Blood Boil*, Blood Lance, Fear of the
Darkness, Shackle Soul, Smite.
Chaos Space Marines: Bolt of Change, Doombolt, Gift of
Chaos*, Lash of Submission, Nurgle’s Rot, Wind of Chaos.
Dark Angels: Hellfire, Mind Worm*.
Eldar: Doom, Eldritch Storm, Mind War*.
Grey Knights: Cleansing Flame, Heroic Sacrifice*, Holocaust,
Psychic Barrage, Sanctified Flame, Smite, Vortex of Doom,
Warp Rift, Zone of Banishment*.

Imperial Guard: Lightning Arc, Soulstorm, Weaken Resolve.
Orks: Frazzle, Zogwort’s Curse*, Zzap.
Space Marines: Avenger, Machine Curse, Smite, Vortex of
Doom.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Wolf*, Living Lightning, Murderous Hurricane, Thunderclap.
Tyranids: Cataclysm, The Horror, Hypnotic Gaze*, Leech
Essence, Paroxysm, Psychic Scream, Warp Blast, Warp Lance.
Witch Hunters: Divine Pronouncement, Hammer of the
Witches*, Purgatus*, Scourging.
* Powers marked with an asterisk (*) affect specific models within
a unit and are therefore not subject to ‘Hexagrammic Wards’ unless
the Inquisitor or a model in his retinue would be directly affected by
it [clarification].
Ref: BT.25A.02, CSM.48C.01, DE.53B.01, GK.21G.02, GK.57I.01, SW.62M.02, WH.16E.01, WH.18.01B

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Evil Lamp 6 wrote:Just a question and probably not an error, but why the difference between the WH.16E.01 and WH.21I.01 rulings concerning GK Psychic powers?

WH.16E.01 – Q: The Penitent allows an
Inquisitorial retinue to nullify psychic abilities they
are in the ‘area of effect’ of. What exactly is meant
by this?
A: If the unit is targeted or directly affected by any of the
following psychic powers they may attempt to nullify them:

General: A Force Weapon’s ‘Instant Death’ ability.
Blood Angels: Blood Boil, Blood Lance, Fear of the Darkness,
Shackle Soul, Smite.
Chaos Space Marines: Bolt of Change, Doombolt, Gift of
Chaos, Lash of Submission, Nurgle’s Rot, Wind of Chaos.
Dark Angels: Hellfire, Mind Worm.
Eldar: Destructor, Doom, Eldritch Storm, Mind War.
Grey Knights: Cleansing Flame, Heroic Sacrifice, Holocaust, a
Nemesis Force Weapon’s ‘Instant Death’ ability, Psychic
Barrage, Sanctified Flame, Sanctuary, Smite, Vortex of Doom,
Warp Quake, Warp Rift, Zone of Banishment.

Imperial Guard: Lightning Arc, Soulstorm, Weaken Resolve.
Orks: Frazzle, Zogwort’s Curse, Zzap.
Space Marines: The Avenger, Machine Curse, Null Zone,
Smite, Vortex of Doom.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Wolf, Living Lightning, Murderous Hurricane, Tempest’s Wrath,
Thunderclap.
Tyranids: Aura of Despair, Cataclysm, The Horror, Hypnotic
Gaze, Leech Essence, Paroxysm, Psychic Scream, Warp Blast,
Warp Lance.
Witch Hunters: Divine Pronouncement, Hammer of the
Witches, Purgatus, Scourging.
[clarification].
Ref: BT.25A.02, CSM.48C.01, DE.53B.01, GK.21G.02, GK.57I.01, SW.62M.02, WH.18.01B, WH.21I.01

And

WH.21I.01 – Q: Hexagrammic Wards affect enemy
psykers within 24” that ‘attempt to use any psychic
powers that would affect the Inquisitor or his
retinue’. What exactly is meant by this?
A: The penalty is applied if the Inquisitor or his retinue
would be affected by any of the following powers:

General: A Force Weapon’s ‘Instant Death’ ability*.
Blood Angels: Blood Boil*, Blood Lance, Fear of the
Darkness, Shackle Soul, Smite.
Chaos Space Marines: Bolt of Change, Doombolt, Gift of
Chaos*, Lash of Submission, Nurgle’s Rot, Wind of Chaos.
Dark Angels: Hellfire, Mind Worm*.
Eldar: Doom, Eldritch Storm, Mind War*.
Grey Knights: Cleansing Flame, Heroic Sacrifice*, Holocaust,
Psychic Barrage, Sanctified Flame, Smite, Vortex of Doom,
Warp Rift, Zone of Banishment*.

Imperial Guard: Lightning Arc, Soulstorm, Weaken Resolve.
Orks: Frazzle, Zogwort’s Curse*, Zzap.
Space Marines: Avenger, Machine Curse, Smite, Vortex of
Doom.
Space Wolves: Fury of the Wolf Spirits, Jaws of the World
Wolf*, Living Lightning, Murderous Hurricane, Thunderclap.
Tyranids: Cataclysm, The Horror, Hypnotic Gaze*, Leech
Essence, Paroxysm, Psychic Scream, Warp Blast, Warp Lance.
Witch Hunters: Divine Pronouncement, Hammer of the
Witches*, Purgatus*, Scourging.
* Powers marked with an asterisk (*) affect specific models within
a unit and are therefore not subject to ‘Hexagrammic Wards’ unless
the Inquisitor or a model in his retinue would be directly affected by
it [clarification].
Ref: BT.25A.02, CSM.48C.01, DE.53B.01, GK.21G.02, GK.57I.01, SW.62M.02, WH.16E.01, WH.18.01B



The difference is actually intentional in this case.

Because Hexagrammic Wards technically only works against powers that affect the unit, but when the psychic test is passed for Nemesis Force Weapons, the power is merely affecting the unit with the Nemesis Weapons (making them have the Instant Death ability).

In the case of the Penitent (or any other ability that allows a power to be nullified when it is affected by the unit), when the unit would actually be subject to instant death from a Nemesis Force Weapon is when they are affected by the power and would then get a chance to nullify the power.

Its the same reason that we ruled 'The Aegis' does not work against the Nemesis Force Weapon ability either.


But really regardless, I'm sure it will all be changing in the new Sisters White Dwarf codex soon, so even if we got it 'wrong' it will likely be moot very soon!



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yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Calm Celestian




Florida, USA

Ok yakface but what about Sanctuary & Warp Quake?

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Decrepit Dakkanaut






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Evil Lamp 6 wrote:Ok yakface but what about Sanctuary & Warp Quake?



Its the same exact principle. Sanctuary & Warp Quake are cast at the beginning of the Assault/Movement phase and at the time they're cast no unit is affected by them, so therefore there's no way for Hexagrammic Wards to apply its -1 Ld penalty to the psychic tests for these powers. It isn't until a unit moves within range of sanctuary or Deep Strikes within range of Warp Quake that it gets affected by them and by that point the psychic test is long since taken.

But in the case of the Penitent (or any other ability that allows a unit to nullify a power they are affected by) it works just fine...when they actually move in the assault phase and would be affected by Sanctuary or Deep Strike and get affected by Warp Quake at that point you'd get to test to see if the power is nullified...hence the difference between the two rulings.



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yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Phoenix, AZ, USA

INAT FAQ5.0 wrote:GK.21C.01 – Q: Are Grey Knight vehicles affected
by Ld modifiers and/or special rules that reduce or
replace Ld values (like a Necron Pariah’s ‘Soulless’
special rule) when taking a psychic test or utilizing a
Psychic Hood?
A: Yes to all [clarification].


Why? Grey Knight vehicles do not have a LD stat, and are only treated as LD10 for two specific tests. How would a LD effecting ability change a non-existant stat?

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
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Gothenburg

So as I understand it a librarian with jumppack that chooses to deepstrike near a GK strike squad that used/uses warp quake cannon hood the warp quake as it has already been cast before the deepstriking librarian arrives?

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Warp quake is cast on the Grey Knights turn.


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