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Made in it
Infiltrating Broodlord





Italy

Hi all, some doubt about the Doom af Malan'Tai..

Tell me if I'm wrong.

- first shot at ST4 (ST of the shot = at the wounds number atm);
- immediately 3W losts;
- for each eventual enemy killed (vehicles not included) 1W gained 'til the maximun of 10;
- end of shooting fase.

So, if at the beginnin' of the following shooting fase he will begin with 3W or less, he will automatically die after his shot.
Is it right?

This message was edited 1 time. Last update was at 2010/03/03 10:22:47


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in au
Longtime Dakkanaut






It's D3 wounds and yes if you roll as high as his W he will die before he gains any.

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Made in gb
Decrepit Dakkanaut




Toban, well, not exactly. If he is within 6" of an enemy he can use Spirit Leech to gain wounds *before* he fires.

In addition it is D3 wounds, so you really dont want to risk it when he is on 3 wounds or less...
   
Made in gb
Hanging Out with Russ until Wolftime







nosferatu1001 wrote:Toban, well, not exactly. If he is within 6" of an enemy he can use Spirit Leech to gain wounds *before* he fires.

In addition it is D3 wounds, so you really dont want to risk it when he is on 3 wounds or less...
Exactly. Since he OmNomNoms on people BEFORE he fires Cataclysm, 9 times out of 10 he will be at 10 Wounds when he fires off his first Cataclysm.

On an Unrelated note, while I deplore the use of ALLCAPS, I am grateful that you spelt the name correctly, Malan'tai as opposed to Malantai which I have seen some people do. I'm a stickler for spelling ya see

This message was edited 3 times. Last update was at 2010/03/03 12:13:34


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Made in gb
Decrepit Dakkanaut




Gwar!, you are just a stickler...
   
Made in it
Infiltrating Broodlord





Italy

So.. excuse me but my english sometimes skuc.. on my turns:

- start of the shooting fase;
- [*]
- cataclysm (with actual number of wounds = ST of the attack);
- D3 wounds losts before wounds update;
- wounds update depending on enemy-casualtys.

[*].. IF at the end of my turn's moving fase, BEFORE the SHOOTING FASE, an enemy unit is in 6" range the Spirit Leech ability can be used. This ability doesn't give Doom's extra wounds in anycase.

[*].. In parallel, IF in the enemy turn, one adversary unit at the end of the moving fase and BEFORE the SHOOTING FASE, will end his deployment in 6" range from the Doom the Sprit Leech ability can be used.
This time also before the Shooting Fase, even if in the adversary shooting fase.


IE: on a Mycetic Spore deployment:

- landing and movement in 6" range of an enemy unit;
- Spirit leech ability (that doesn't give Doom's extra wounds);
- psychic test - cataclysm at ST4 (wounds = 4);
- D3 wounds losts;
- wounds update depending on enemy-casualtys.


The first shoot will be in any case at ST4 and only after the D3 wounds losts + wounds earned by enemy-casualtys should be calculated.

Is it finally right?

This message was edited 1 time. Last update was at 2010/03/03 14:00:50


Every molecule will be useful

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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

It works at the beginning the shooting phase...so before anything else fires.

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Made in us
Ambitious Acothyst With Agonizer





Murfreesboro, TN

Toban wrote:So.. excuse me but my english sometimes skuc.. on my turns:

- start of the shooting fase;
- [*]
- cataclysm (with actual number of wounds = ST of the attack);
- D3 wounds losts before wounds update;
- wounds update depending on enemy-casualtys.

[*].. IF at the end of my turn's moving fase, BEFORE the SHOOTING FASE, an enemy unit is in 6" range the Spirit Leech ability can be used. This ability doesn't give Doom's extra wounds in anycase.

[*].. In parallel, IF in the enemy turn, one adversary unit at the end of the moving fase and BEFORE the SHOOTING FASE, will end his deployment in 6" range from the Doom the Sprit Leech ability can be used.
This time also before the Shooting Fase, even if in the adversary shooting fase.


IE: on a Mycetic Spore deployment:

- landing and movement in 6" range of an enemy unit;
- Spirit leech ability (that doesn't give Doom's extra wounds);
- psychic test - cataclysm at ST4 (wounds = 4);
- D3 wounds losts;
- wounds update depending on enemy-casualtys.


The first shoot will be in any case at ST4 and only after the D3 wounds losts + wounds earned by enemy-casualtys should be calculated.

Is it finally right?


Not really..

it goes like this:
- landing, deployed 2" from spore pod (no more movement)
- Spirit Leech ability (ALL wounds that the Doom causes gives it more wounds)
- Psychic test- Cataclysm at whatever wounds the Doom now has (hopefully it landed close to models and was able to get more wounds via Spirit Leech)
- D3 wounds lost;
- gain wounds from damage Cataclysm does.

Again, remember, ALL wounds directly caused by the Doom of Malan'tai will give him more wounds (to a max of 10).

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Made in dk
Stormin' Stompa





1. (Wounds Y) "At the beginning of the movement phase", before any shooting occurs Spirit Leech goes off.

2. Any unsaved wounds (X) are immediately added to DOMs wound-characteristic as per Absorb Life.

3. (Wounds Y + X) DOM has the option of firing Cataclysm. Strength of Cataclysm equals (Y + X). Cataclysm inflicts a number of unsaved wounds (Z)

4. DOM should immediately gain wounds equal to the number of unsaved wounds inflicted as per Absorb Life, but this is modified by the rules of Cataclysm.

5. DOM suffers d3 wounds.

6. Absorb Life kicks in again and DOM (if alive) gains Z wounds.

7. DOM ends up with Y + X -d3 + Z wounds.

8. Should DOM at any point during this calculation reach 0 wounds (or below), he dies and the calculation stops.

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Made in us
Lurking Gaunt




airmang wrote:
Again, remember, ALL wounds directly caused by the Doom of Malan'tai will give him more wounds (to a max of 10).


Even the D3 wounds it inflicts on itself?
   
Made in it
Infiltrating Broodlord





Italy

Well.. thank you all.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Regular Dakkanaut





So quick question in regards to vehicles. I've read all the arguments one way vs another, but I still have one question.

It's an attack in the shoot phase. So why is it not a shooting attack? I can't find anything that would qualify it as anything else? Special rules are shooting attacks all the time, or shooting attacks have special rules... Why is this any different?

So sure, the power targets units instead of models, thus it can target units in vehicles, but if it's a shooting attack, how do you get around the LOS requirement???

This message was edited 1 time. Last update was at 2010/03/03 17:30:41


 
   
Made in us
Sneaky Lictor





deFl0 wrote:
So quick question in regards to vehicles. I've read all the arguments one way vs another, but I still have one question.

It's an attack in the shoot phase. So why is it not a shooting attack? I can't find anything that would qualify it as anything else? Special rules are shooting attacks all the time, or shooting attacks have special rules... Why is this any different?

So sure, the power targets units instead of models, thus it can target units in vehicles, but if it's a shooting attack, how do you get around the LOS requirement???


Are you referring to Leech? It's because Leach is not actually labeled as a Psychic power. It's an ability that the Doom has which affects any unit in range (including those units embarked upon transports). Cataclysm however is a Psychic Shooting attack requiring both a Psychic test and a roll to hit.

-Yad

This message was edited 1 time. Last update was at 2010/03/03 17:50:21


 
   
Made in gb
Decrepit Dakkanaut




Leech is neither a Psychic power NOR a shooting attack, and therefore it can affect units in vehicles.

The reason most "special" abilities end us as shooting is that a) psychic powers are shooting by default, and b) most "damage" is a shooting weapon otherwise.

In this case Spirit Leech is neither.
   
 
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