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Made in gb
Decrepit Dakkanaut




It is essentially the same. It is equating dice roll with armour penetrtion, which is the critical part.
   
Made in us
Grey Knight Psionic Stormraven Pilot







I agree with Fafnir because the special rules always will over ride the generic rule in such ways that raw doesnt say anything about str.

 
   
Made in us
Tail Gunner





for the purpose of this RAW argument, it's still the same. That wording with what was used as an argument before meant you used double strength and struck last in normal cc, and only rolled a straight 2d6 vs vehicles.

This message was edited 1 time. Last update was at 2011/04/26 20:06:49


Armies:
~1k Pts Catachan Jungle Fighters
~2k Pts Ordo Malleus Inquisition 
   
Made in gb
Decrepit Dakkanaut




Khorne Flakes wrote:I agree with Fafnir because the special rules always will over ride the generic rule in such ways that raw doesnt say anything about str.


Except Fafnir is WRONG on the RAW.
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Citation? Eviscerators and chainfists say they're treated like powerfists, except they roll 2D6 (instead of one) for armour penetration.

The Turbo Penetrator round says that it's armour penetration is 4D6.

Very big difference in wording.

This message was edited 1 time. Last update was at 2011/04/26 23:03:34


 
   
Made in gb
Decrepit Dakkanaut




How is "roll 2D6 for penetration" fundamentally different in concept to "armour penetration is 4D6"?

In the latter you are making the extraordinary claim that the total penetration is 4D6, despite the former having the same essential wording and it still roling 2S+2D6

Or, in other words: there is no difference. If you claim TP is a total of 4D6 then you are also claiming Chainfists are WORSE at getting through armour than a TH or PF. Or, in other words, you are claiming the absurd.

Citation otherway required now.
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Space Marine Codex, page 64 wrote:
A chainfist is treated exactly as a powerfist, but rolls 2D6 for it's armour penetration value.


Grey Knights Codex, page 53 wrote:
A turbo-penetrator shot has an Armour Penetration of 4D6


Very different wording. The Chainfist's description notes that you roll 2D6, rather than one for the armour penetration. The turbo penetrator states that its armour penetration is exactly 4D6.
   
Made in us
Fixture of Dakka





Denison, Iowa

Actually, depending on what codex you are looking at the eviserator rules sometimes state: "against vehicles the eviserator has 2D6 armor penetration".
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Which codex?

Niether the Imperial Gaurd, Witch Hunters, or now defunct Daemonhunters codecies say that.

This message was edited 1 time. Last update was at 2011/04/27 02:25:39


 
   
Made in us
Fresh-Faced New User




The turbo penetrator states that its armour penetration is exactly 4D6
? when did they add that exactly in the wording im looking at the codex at thats not there . All sarcasm aside it doesnt state exactly, only, or any other specifier all it states is that turbo penetrator has 4d6 penetration and no where and i do mean no where is there anything saying that this rule contradicts the rule for a sniper weapon, so this with the backup of a similar unit with a similar ammo having a faq that also verifies the sniper aspect of a weapon this topic is pretty moot.

This message was edited 2 times. Last update was at 2011/04/27 03:47:25


 
   
Made in gb
Decrepit Dakkanaut




Fafnir - no, the wording is not particularly different.

One tells you you roll 2D6 for AP. One tells you its value is 4D6. Which you do by rolling 4D6

The end result is the same. Either you state that the total AP is 4D6, nothing else, in which case chainfists ONLY get 2D6 in total, or you dont

I'm going with: treat it EXACTLY as it was in both the WH and DH codex, EXACTLY how the rules tell you to treat it:

3+4D6+Rending on any and all 6s. Its the only way that follows all the rules.

Citation requred for why this is wrong, or concede
   
Made in gb
Horrific Howling Banshee




Fafnir wrote:
Space Marine Codex, page 64 wrote:
A chainfist is treated exactly as a powerfist, but rolls 2D6 for it's armour penetration value.


Grey Knights Codex, page 53 wrote:
A turbo-penetrator shot has an Armour Penetration of 4D6


Very different wording. The Chainfist's description notes that you roll 2D6, rather than one for the armour penetration. The turbo penetrator states that its armour penetration is exactly 4D6.


Wait what are you actually serious? You're saying that

'X for Armour Penetration'

is 100% different to

'Armour penetration of X'

Chain fists explicitly roll 2D6 for Armour pen instead of whatever Power Fists do, that is RAW from the book, if you add Strength to Chain Fists then you add Strength of Turbo Pen shots.

Theres a good argument to say that yes Chain Fists do only roll a total of 2D6 for armour pen as the other weapons listsed, i.e. Grenades all says 6+D6, 8+ 2D6 for their Armour Penetration values.

Violence isn't the answer, I just like getting it wrong on purpose.  
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Rolling for AP is different than stating the AP is a certain value.

If the Turbo Penetrator said "has an armour penetration of 14," would you add 3 to that too? 4D6 is a static value.

Chainfists note that you're still rolling for AP. The turbo penetrator just has you rolling four dice, and that's what the AP is. Similar wording, very different RAW outcome.
   
Made in gb
Decrepit Dakkanaut




Yet the WH codex FAQ states that it is 3+3D6+rending.

Onus is on you to prove the substantive difference; so far you havent. "Rolls 2D6 for AP" == "AP of 4D6" in essence. Note that CSM chainfists DO add strength, explicitly, whereas C: SM do not.
Yes: if it states it has an AP of 14 you STILL add 3, as you have not added your strenght. Same as Chainfists.

You have not proven ANY difference, RAW you are wrong
   
Made in gb
Horrific Howling Banshee




Fafnir wrote:Rolling for AP is different than stating the AP is a certain value.

If the Turbo Penetrator said "has an armour penetration of 14," would you add 3 to that too? 4D6 is a static value.

Chainfists note that you're still rolling for AP. The turbo penetrator just has you rolling four dice, and that's what the AP is. Similar wording, very different RAW outcome.


Chain fists Roll 2D6 for armour penetration? Wheres the strength modification in that? You are arguing an extremely flimsy line here, I dont think you've got any proof at all to support your claim.

Violence isn't the answer, I just like getting it wrong on purpose.  
   
Made in gb
Bonkers Buggy Driver with Rockets





Sniper = S3 & Rending.

Turbo Penetrator = Sniper + 4D6 Penetration

If it gets Rending from being a Sniper weapon, it also gets S3 from being a Sniper weapon.

Thus Turbo Penetrator = S3 + 4D6 + Rending

Giving you a theoretical total Penetration value of 39. Ouch!

Codex: Grey Knights touched me in the bad place... 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

nosferatu1001 wrote:Yet the WH codex FAQ states that it is 3+3D6+rending.


And the WH FAQ is for the WH codex. It will probably be FAQ'd to match the WH codex, but current RAW is that it only gets 4D6.

Onus is on you to prove the substantive difference; so far you havent.


Or rather, you choose to ignore it. It's stated in the context of a static value. Rolling for AP=/=AP of...

   
Made in gb
Horrific Howling Banshee




Fafnir wrote:
Or rather, you choose to ignore it. It's stated in the context of a static value. Rolling for AP=/=AP of...



Why are they different, why would Rolling X for AP mean you add your Strength but AP of X means you do not. You have nothing to support this theory.

Rolling X for AP is just as explicitly , it your says you roll S+X for AP like grenades do if it meant you add your strength.

Violence isn't the answer, I just like getting it wrong on purpose.  
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Because the chainfist mentions rolling for armour penetration. The Turbo Penetrator notes that it is only a static value.
   
Made in gb
Horrific Howling Banshee




Fafnir wrote:Because the chainfist mentions rolling for armour penetration. The Turbo Penetrator notes that it is only a static value.


But WHY are they different, that's what I'm asking you to explain. It should be pretty simple.

Violence isn't the answer, I just like getting it wrong on purpose.  
   
Made in us
Fixture of Dakka





Power fists roll 2xStrength +1d6 for penetration.

Chainfists work like power fists except they use 2d6.

Logically, this means they roll 2xStrength +2d6 since power fists already add 2xStrength.

Turbopenetrator says nothing to imply it uses some kind of penetration rules other than what it states.


Automatically Appended Next Post:
Aramoro wrote:
But WHY are they different, that's what I'm asking you to explain. It should be pretty simple.

Chainfist says it works like a power fist except in one area.

Turbopenetrator says how it works without referencing anything else.

This message was edited 1 time. Last update was at 2011/04/27 13:12:37


"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in gb
Horrific Howling Banshee




DarknessEternal wrote:Power fists roll 2xStrength +1d6 for penetration.

Chainfists work like power fists except they use 2d6.

Logically, this means they roll 2xStrength +2d6 since power fists already add 2xStrength.



Why is that logical? Powerfists roll 2S + D6 for Pen, Chainfists Roll 2D6. They are exactly the same as Powerfists EXCEPT they roll 2D6 for penetration so clearly you don't add the strength to them.

There's nothing to suggest that Chainfists are any different than Turbo Pens.

Violence isn't the answer, I just like getting it wrong on purpose.  
   
Made in us
Fixture of Dakka





Denison, Iowa

All right, I had to pull an English professor into this argument (thanks Mom). Page 48 if the Grey Knights codex states: " Eviserators follow all the rules for power fists, and roll 2D6 for armour penetration."

Now, do we all see that comma after the word "fist"? Although not technically needed it does in fact add some clarity. It means that there are actually two rules smashed into one sentence. The rule gramatically could have been written as two sentences, and mean the same thing. Those two rules being: Eviserators follow all the rules for Powerfists. Evisterators roll 2D6 for armor penetration.

The second rule is an ademdum to the first. So, can someone tell me how, RAW, "roll 2D6" is substancially different to "has an armor penetration of "4D6"? Don't say that it's diffent because the Eviserator actually states you have to roll, what do you think you do with the 4D6, look at the dice and guess?

As a question for the people arguing that is is definately ONLY 4D6, are you actually believing that this is how it should work, or is this a silly RAW where you are just debating the way the rules are laid-out?

This message was edited 1 time. Last update was at 2011/04/27 13:56:29


 
   
Made in us
Lord Commander in a Plush Chair






DarknessEternal wrote:Power fists roll 2xStrength +1d6 for penetration


Where exactly is this rule ever stated?

Power fist's rules simply double the users Str, it is The Armor penetration rules that state you use the S+1d6; therefore you use 2xbase S(current S)+1d6.

Therefore with the chainfist which is worded in the exact same way as the GK Evicerator, which is worded in the same way as turbo-penetrator(excepting a 4 instead of a 2).

If you can except the Chainfist, then you should except the GK Eviscerator. If you accept the GK eviscerator you should accept the Turbo-penetrator.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Fixture of Dakka





If Eviscerators and Chain fists only rolled 2d6 for penetration, they wouldn't be following the rules for power fists.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Lord Commander in a Plush Chair






Yes they would; when they attack non-vehicle models.

The Powerfist rules do not say anything about Armor penetration.

Page 42, look it up; I'll wait.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Powerfists ALWAYS double the wielders Str. against vehicles and non-vehicles.


the rules for vehicles state that you take your Str, roll a D6 and add them together. this D6 is called the Armor penetration roll.

certain items or special rules allow you, or disallow, you from rolling additional dice for Armor Penetration.




Are people here just trying to nerf the Codex through an Apparent, but non-existant, loop hole?

you do realize what its going to be FAQed to do? it WILL be 3+4D6+rending and you know it.

why do you fight the unwinnable battle? the FAQ will be out in a month or 2. is this struggle really worth a couple months of Vindicares only rolling 4D6 and not adding Str and Rending?

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Fresh-Faced New User




I know this is a long and drawn out conversation but people are forgetting one fundamental thing. The specialty round does not override the special rules under type for the exitus rifle. This means the result will be S3+4d6+Rending=Armor Penetration. The turbo-penetrator round is not like sternguard ammo which modifies the whole profile of the weapon firing it.
   
Made in us
Fixture of Dakka





Grey Templar wrote:
you do realize what its going to be FAQed to do? it WILL be 3+4D6+rending and you know it.

If anyone knew how it would be FAQed, there'd be no point of contention.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Malicious Mandrake





I honestly don't understand where the only 4D6 for armour pen is coming from. I got what is written, but even so, it doesn't states that it is only 4D6 for armor pen, and that it doesn't get the rules for being a sniper rifle.

And you do realize it was worded the exact same in the old DH codex except it was 3D6 not 4D6, right?

Those arguing that it doesn't get the STR3 from being a sniper rifle, but gets the Rending from it, really have no leg to stand on in this arguement. There is nothing that states they get half the rule but not the other half. Plus, if you read the rule, it states they count as STR3 against vehicles, it doesn't tell you that they add +3 to the Armour Penetration total, or anything else, it just says they count as STR3, and they are rending.

This is why you should just invest in alot of AV10 vehicles, instead of bringing Land Raiders!

Kabal of Isha's Fall 12000PTs

Best DE advice ever!!!
Dashofpepper wrote:Asking how to make a game out of a match against Dark Eldar is like being in a prison cell surrounded by 10 big horny guys who each outweigh you by 100 pounds and asking "What can I do to make this a good fight?" You're going to get violated, and your best bet is to go willingly to get it over with faster.


And on a totally different topic:
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