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![[Post New]](/s/i/i.gif) 2010/02/12 18:03:24
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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Commoragh-bound Peer
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AS is rapidly becoming the norm for me, i have a handful of questions about the functions of some of the SW powers - in this chase, Murderous Hurricane and Tempest's Wrath.
Both of these powers cause a particular unit (or class of units, in TW's case) to count all terrain, even clear, as Dangerous and Difficult. So let's start with the easy question:
1)Does a unit afflicted by either power that launches an assault counts as assaulting through cover, and therefore goes at I1?
2) TW affects units arriving via Deepstrike. What happens to a Drop Pod that lands within the range of the power? Does the pod make a check? Do the guys inside make a check?
2b) Once the guys inside disembark (making no check as they're exiting a transport vehicle), are they still affected by TW for the purposes of any movement they may be capable of?
2c) Do these rules change any if it's a Mycetic Spore instead?
3) Can Invo Saves vs psychic power wounds be used on the Dangerous Terrain checks?
4) Does Murderous Hurricane require a roll to hit?
Thanks for your help!
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![[Post New]](/s/i/i.gif) 2010/02/12 18:16:05
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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Stalwart Ultramarine Tactical Marine
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1) This answer is corrected two posts down....
2) Since the terrain is not impassible (or such) the Drop Pod will land as normal. The disembarking unit would probably also not have to take a test as per the SW FAQ (JAN2010). 2b) They would have to make the check if running in the Shooting phase. 2c) The Spore should act the same as a Drop Pod.
3) Invulnerable saves vs. Psychic Power cannot be used against the wounds caused by dangerous terrain (as it is the terrain and not the power that causes the wounds) created by Tempest's Wrath. Regular Invulnerable saves should work though.
4) Murderous Hurricane requires a successful psychic test. If successful, it is an automatic 'hit'.
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This message was edited 5 times. Last update was at 2010/02/12 19:19:34
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![[Post New]](/s/i/i.gif) 2010/02/12 19:10:11
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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Wolf Guard Bodyguard in Terminator Armor
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Tsannik wrote:1) When a unit is affected by Murderous Hurricane, all terrain features are still the same as they were in the beginning of the game. All terrain just gains the characteristics of being difficult and dangerous. They would still strike at initiative.
I disagree here, If a unit moves through difficult terrain in an assault, they strike at I1, the unit moved through terrain that was difficult for them. Hence they strike at I1
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![[Post New]](/s/i/i.gif) 2010/02/12 19:15:03
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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Wolf Guard Bodyguard in Terminator Armor
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I would agree with Demo, but I need to check the BrB for clarification to if it specifies assaulting into cover and/or difficult terrain or just cover.
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![[Post New]](/s/i/i.gif) 2010/02/12 19:15:49
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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Stalwart Ultramarine Tactical Marine
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I'll make changes
Automatically Appended Next Post:
BRB Page 36 states that ... if any model ...will have to go through difficult or dangerous terrain as part of its assault move....the unit must make a test.
Continued...
If a unit HAD to take a difficult or dangerous terrain test during their assault move, then that unit's initiative is reduced to I1 when attacking, regardless of other Initiative modifiers...
1)Does a unit afflicted by either power that launches an assault counts as assaulting through cover, and therefore goes at I1?
Yes. It would, pending it doesn't have something that would negate that rule (i.e. Frag grenades or any other Assault-type grenade).
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This message was edited 4 times. Last update was at 2010/02/12 19:21:21
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![[Post New]](/s/i/i.gif) 2010/02/12 21:19:52
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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Decrepit Dakkanaut
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As noted above "striking at I1" is triggered by you *taking a difficult terrain test* - there is no need to mess around with considering what is "cover" anymore.
If you take the test ,you strike at I1, simple enough.
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![[Post New]](/s/i/i.gif) 2010/02/12 21:30:36
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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Hanging Out with Russ until Wolftime
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nosferatu1001 wrote:As noted above "striking at I1" is triggered by you *taking a difficult terrain test* - there is no need to mess around with considering what is "cover" anymore.
If you take the test ,you strike at I1, simple enough.
<nitpick> Difficult and/or Dangerous terrain test </nitpick>
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![[Post New]](/s/i/i.gif) 2010/02/12 22:51:57
Subject: Space Wolf Psychic Powers and the Dangerous Terrain they spawn
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[DCM]
Tilter at Windmills
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Nos is right. Taking a difficult terrain test forces you to strike at I1.
The fact that it's Dangerous as well in this case is just a bonus.
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