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![[Post New]](/s/i/i.gif) 2010/03/23 11:54:00
Subject: Casting psychic powers while fleeing
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Hey folks!
A librarian with null zone is broken and fleeing from combat. During his movement phase, he can't regroup because of the proximity of enemy units.
The rules say while a unit is fleeing, it may make no normal action, except to fire as its running.
Psychic powers are cast during the shooting phase (at least null zone) but aren't a shooting attack. IE, can you cast psychic powers while fleeing?
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![[Post New]](/s/i/i.gif) 2010/03/23 12:06:44
Subject: Casting psychic powers while fleeing
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Decrepit Dakkanaut
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I would suggest only psychic Shooting attacks, or psychic powers that are "instead of firing", may be used.
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![[Post New]](/s/i/i.gif) 2010/03/23 12:21:56
Subject: Re:Casting psychic powers while fleeing
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Bounding Ultramarine Assault Trooper
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I can't find anywhere in the rules that state a unit falling back can't use psychic powers. The nearest thing I could find was 'units falling back automatically fail all morale tests', but psychic powers are of course leadership tests!
Do you have a page number for 'while a unit is fleeing, it may make no normal action, except to fire as its running'?
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Go Sonic the Ultramarine! Zap to the Extreme!
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![[Post New]](/s/i/i.gif) 2010/03/23 13:02:08
Subject: Casting psychic powers while fleeing
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Dakka Veteran
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It seems the rules only forbid going to ground and pinning as things you cannot due while falling back. Everything else seems kosher though. I never thought about this though, so I'm glad this was brought up.
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Mostly tanks 2000+ pts
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and not finished until I own some of every army
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![[Post New]](/s/i/i.gif) 2010/03/23 13:12:06
Subject: Re:Casting psychic powers while fleeing
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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I just read through the falling back section, and didn't see what I was looking for.....I'll wait for Gwar or one of our local rules champions to show up and elaborate....I swear there's a section somewhere that says "No voluntary actions" or something.
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![[Post New]](/s/i/i.gif) 2010/03/23 13:18:21
Subject: Casting psychic powers while fleeing
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Brainy Zoanthrope
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I think you got it confused with the going to ground rules, where it states that the unit "may do nothing of its own volition".
I see nothing that forbids the use of Null Zone for a fleeing librarian.
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![[Post New]](/s/i/i.gif) 2010/03/23 13:43:39
Subject: Re:Casting psychic powers while fleeing
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Bounding Ultramarine Assault Trooper
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I'm not sure if this has been covered before (and apologies if it has), but wouldn't that allow you to use Gate of Infinity to negate falling back? It happens at the start of the movement phase, before any movement (fallback or otherwise), and as the unit is deepstriking it can't move afterward. Thoughts?
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This message was edited 1 time. Last update was at 2010/03/23 13:46:03
Go Sonic the Ultramarine! Zap to the Extreme!
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![[Post New]](/s/i/i.gif) 2010/03/23 14:12:56
Subject: Casting psychic powers while fleeing
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The New Miss Macross!
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per RAW, i see it working. RAI, not so much. the spirit of the rules say all movement has to be towards the table edge, including the 2d6 fall back and running if you choose to. older editions used to have a rule that compulsory movement like falling back was the first thing you did in a turn but i haven't found that in this edition. without that, you can indeed technically gate yourself to safety away from your table edge.
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![[Post New]](/s/i/i.gif) 2010/03/23 15:40:24
Subject: Casting psychic powers while fleeing
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Hanging Out with Russ until Wolftime
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It looks like that RaW you would be able to use it. Falling back has a very specific list of what happens to the unit. They cannot move normally, they autofail morale checks, they cannot go to ground and auto pass pinning checks and cannot launch an assault.
There is nothing preventing any other action.
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