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Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

SiegeCommander wrote:Can you clarify how psychic powers work in tandem with your own codex specific powers? From what I understand you can choose your own specific codex powers or randomly generate powers from the BRB lores, is this correct?


Correct. A psyker will be given a mastery level. One power per mastery level. It looks like if the psyker comes with specific powers, it's stuck with them. (Mephiston) Otherwise you can roll for them.

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Made in us
Longtime Dakkanaut





Infantry and Vehicle movement

Please and Thank you

<3


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Asherian Command wrote:What are the pyschic abilities and what exactly can i do with them? (what do they do?)


There are 30 different powers, I won't go into specifics on all of them. I will say that each of the 5 disciplines has 6 powers and one additional primaris power. You can change out what you roll with the primaris power at the time of rolling. An example of a primaris power is the current smite power (in Biomancy)


Automatically Appended Next Post:
Great White wrote:How are power axes?


+1 str, ap2, init 1


Automatically Appended Next Post:
Talamare wrote:Infantry and Vehicle movement

Please and Thank you

<3


The same, really. 6 inch move, 12 for jump, etc. There are some specific exceptions (eldar jetbikes, etc). If there's anything specific you'd like me to check, just ask

This message was edited 2 times. Last update was at 2012/06/29 23:54:25


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Made in us
Water-Caste Negotiator





Jump Infantry (Jet Packs) and universal coversave is a 5+ now?

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Abyssel wrote:Jump Infantry (Jet Packs) and universal coversave is a 5+ now?


Cover save is a mix. Ruins are 4+, trees 5+, etc...best to confer with your opponent just before deployment about terrain.

Not sure what you're asking regarding the jet packs? They can move in the assault phase 2d6 after shooting or running

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Made in us
Water-Caste Negotiator





So crisis suits may be even faster now. Wonder how Disruption Pods are going to work now.

 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

How do you calculate the number of hullpoints a vehicle has?
And does this come into effect beofre or after Quantum Shielding, ie, you use the base Armor Values to determine HP?
Do flyers get HP?
Do flyers have to be in zoom mode?
What are the rules for PE?

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Longtime Dakkanaut





What are the rules for Accurate Senses USR


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

CthuluIsSpy wrote:How do you calculate the number of hullpoints a vehicle has?
And does this come into effect beofre or after Quantum Shielding, ie, you use the base Armor Values to determine HP?
Do flyers get HP?
Do flyers have to be in zoom mode?
What are the rules for PE?


Preferred enemy: reroll 1's to hit and to wound.

Hull point generation: In the book, each vehicle is listed with how many it gets. All vehicles, including flyers, have hull points. All necron vehicles have 3 except for ghost ark, monolith and doomsday ark which have 4.

Flyers must zoom unless they have the hover rule. (Stormraven, Valkyrie, Vendetta)

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Made in ca
Dangerous Duet






This is a rather odd question since it isn't about the rulebook itself, but how it will affect the meta-gaming. Do you think vehicules will be as necessary as before, or their new hull point system will make them less of an automatic ''need'' in lists ?

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Talamare wrote:What are the rules for Accurate Senses USR


Acute Senses: Reroll outflank results


Automatically Appended Next Post:
Khornate25 wrote:This is a rather odd question since it isn't about the rulebook itself, but how it will affect the meta-gaming. Do you think vehicules will be as necessary as before, or their new hull point system will make them less of an automatic ''need'' in lists ?


Will think on this and pm you my opinion. Vehicles are definitely more fragile in my opinion.

This message was edited 1 time. Last update was at 2012/06/30 00:18:55


I play

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Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Acute Senses ONLY affects Outflanking? Is there some way for regular units to Outflank now?

Has Nightfighting changed?

How about the "core" missions? I understand there's a big campaign section with extra stuff, but can you briefly describe the "standard" or basic missions?

This message was edited 1 time. Last update was at 2012/06/30 00:22:09


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Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Mannahnin wrote:Acute Senses ONLY affects Outflanking? Is there some way for regular units to Outflank now?

Has Nightfighting changed?

How about the "core" missions? I understand there's a big campaign section with extra stuff, but can you briefly describe the "standard" or basic missions?


Acute senses only affects outflanking. The warlord special rules can get a unit outflank.

Nightfighting: Over 36", cant shoot at it. 24-36 they have shrouded (5+ cover save in the open, +2 to existing cover save) . 12-24 they have stealth (6+ cover, or +1 to existing), under 12 no bonus. Night fighting is in every mission. Could be on turn 1 or on turns 5, 6 and 7.

There are 6 basic missions. One is football, another is standard objectives, one is kill points, another makes heavy scoring, another fast attack scoring, lastly one that has one objective that gets carried around. They all share the same secondary objectives. Objectives score points now, most points wins

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Deadly Dire Avenger






This question is probably stupid..... but ill ask anyway!!
I heard from an unreliable source that the Force Organization Chart is going to be doubled at 2000+ points so that means 4 HQ's 6 Elites 12 Troop 6 Fast Attack 6 Heavy.
Is that true or not (hopefully not then again.... 2 farseers, avatar and autarch might be cool)


 
   
Made in br
Savage Khorne Berserker Biker






I have a question regarding skimmers moving flat-out and terrain.

Now, you move 12 inches in the movement phase, then 12-18 inches (depending on the skimmer type) on the shooting phase.

My question is: do you need to roll for dangeorus terrain in the 'middle' of that motion? Assume you more 12 inches and end up on area terrain. You'd need to roll danferous terrain. On the shooting phase, you have to roll -again- before taking your extra move.

That makes for a potential 4 dangerous terrain rolls in a single turn for a single vehicle. Two of those don't make sense, as the vehicle hasn't really -stopped- after its first 12 inches move and is zwooshing across the board at fuull speed.

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Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Foid wrote:This question is probably stupid..... but ill ask anyway!!
I heard from an unreliable source that the Force Organization Chart is going to be doubled at 2000+ points so that means 4 HQ's 6 Elites 12 Troop 6 Fast Attack 6 Heavy.
Is that true or not (hopefully not then again.... 2 farseers, avatar and autarch might be cool)


It's true, it all doubles. Including an extra allied detachment and an extra fortification


Automatically Appended Next Post:
Sephyr wrote:I have a question regarding skimmers moving flat-out and terrain.

Now, you move 12 inches in the movement phase, then 12-18 inches (depending on the skimmer type) on the shooting phase.

My question is: do you need to roll for dangeorus terrain in the 'middle' of that motion? Assume you more 12 inches and end up on area terrain. You'd need to roll danferous terrain. On the shooting phase, you have to roll -again- before taking your extra move.

That makes for a potential 4 dangerous terrain rolls in a single turn for a single vehicle. Two of those don't make sense, as the vehicle hasn't really -stopped- after its first 12 inches move and is zwooshing across the board at fuull speed.


It says specifically that the movement in the shooting phase triggers dangerous terrain checks as normal, so I'd say yes, you'd be making a roll at the end of movement and start of shooting phases

This message was edited 1 time. Last update was at 2012/06/30 00:53:26


I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in us
Longtime Dakkanaut





Are assault ranges still 6"?
Can you still run in the shooting phase?
Is fleet the same?


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Been Around the Block




how do rapid fire weapons work?

How does FNP work?

Anything else that would effect plauge marines eg: grenades defensive?
   
Made in us
Longtime Dakkanaut





Oh right Grenades

I heard that they are no longer auto and you need to "shoot" them

is this true?


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Talamare wrote:Are assault ranges still 6"?
Can you still run in the shooting phase?
Is fleet the same?


Assault range is 2d6, added together.

Yes, you can run in the shooting phase.

Fleet ONLY allows you to reroll the assault range.

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in us
Longtime Dakkanaut





Lormax wrote:
Talamare wrote:Are assault ranges still 6"?
Can you still run in the shooting phase?
Is fleet the same?


Assault range is 2d6, added together.

Yes, you can run in the shooting phase.

Fleet ONLY allows you to reroll the assault range.


So no running + 2d6 assault

Not bad, Loving my Eldar with their shooters having Fleet...

but one of their best melee not having it... Loving it

Thank you once again

This message was edited 2 times. Last update was at 2012/06/30 01:34:29



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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You cannot infiltrate and/or scout and assault. Check.

I've heard if you come in from reserves and outflank, you cannot assault. True?

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UK

What does Relentless actually do? I've heard several different versions.

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Devestating Grey Knight Dreadknight





Australia

(also got the book in front of me)

Relentless models can fire heavy, salvo or ordnance weapons, counting as stationary even if they've moved. They can also fire those weapons and assault in the same turn.

Another interesting tidbit not related to relentless: You can now measure any distance at any time!

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Savage Khorne Berserker Biker





Tampa, FL

I've been trying to find where Skimmers are given the Jink USR in my book. I remember reading that they do get it when I did my sitdown to read the rules front to back, I just can't remember where. All I need is a page number. EDIT: Found it, it's on page 83.


I'm also still confused as to choosing psychic powers. In terms of a Vanilla Librarian, for his 2 powers that he can take, does he have to take both of them from the rulebook or can he take one from the codex and one from the rulebook? And where's the chart in the rulebook that was in the White Dwarf as to what factions can pick from what schools? That's also something I can't find.

This message was edited 1 time. Last update was at 2012/06/30 02:31:45


 
   
Made in us
Dakka Veteran




Foid wrote:This question is probably stupid..... but ill ask anyway!!
I heard from an unreliable source that the Force Organization Chart is going to be doubled at 2000+ points so that means 4 HQ's 6 Elites 12 Troop 6 Fast Attack 6 Heavy.
Is that true or not (hopefully not then again.... 2 farseers, avatar and autarch might be cool)


It does double but with the 2nd primary detachment you have to start at an HQ an 2 troops before moving straight on to the extra optional slots. So you would need to take at least 2 HQs an 4 troops to get access to more than 3 of each elite, FA, or heavy support.

   
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Krazed Killa Kan






Question: Do Force Weapons cause instant death upon activation?

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Dakka Veteran




AresX8 wrote:I've been trying to find where Skimmers are given the Jink USR in my book. I remember reading that they do get it when I did my sitdown to read the rules front to back, I just can't remember where. All I need is a page number.


I'm also still confused as to choosing psychic powers. In terms of a Vanilla Librarian, for his 2 powers that he can take, does he have to take both of them from the rulebook or can he take one from the codex and one from the rulebook? And where's the chart in the rulebook that was in the White Dwarf as to what factions can pick from what schools? That's also something I can't find.


Pg 83 for skimmers an Jink.

Also I do not believe the chart is in the book for individual armies disciplines. The psychic card supplement that just came out has the chart. Also its all or nothing either you use all codex powers or all core rulebook powers, no mixing an matching.


Automatically Appended Next Post:
TedNugent wrote:Question: Do Force Weapons cause instant death upon activation?


Yep no change, you still have to wound an with the nerfing of power weapons its going to be harder to wound Av 2 stuff.

This message was edited 1 time. Last update was at 2012/06/30 02:34:49


 
   
Made in au
Devestating Grey Knight Dreadknight





Australia

valace2 wrote:
TedNugent wrote:Question: Do Force Weapons cause instant death upon activation?


Yep no change, you still have to wound an with the nerfing of power weapons its going to be harder to wound Av 2 stuff.


Yeah, there are no 'levels' of instant death like people were talking about. And force weapons are now AP3 (with exceptions) so to kill someone with a 2+ save, you're probably going to be swinging a powerfist/thunderhammer, so activating any 'force' ability it might have would probably be redundant.

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Durban-South Africa. Like schwow man!

First off , thanks for this . The thread in N&R has grown so bloated it's become a living entity . This way , questions can be answered without pages of "Allies R t3h Haxxorz/Roxxorz" and "I've broken 6th already , aint I grand !" to get in the way . Anyway , some questions I have .

- Allies . Can named characters be taken ?

- Rapid Fire - does the rules specifically mention max and half range , or 24" and 12" ? Play Tau and this would make Fire Warriors suck less .

-What are Salvo weapons ? Any examples given ?

- Psyker levels . Are they given in the book IE if he can take X powers he's level X ? Or will this be covered in the FAQ's as I'm assuming ?

- Do tank/walker mounted Gets Hot weapons , get hot ? How is this resolved if so ?

Thanks again !

This message was edited 3 times. Last update was at 2012/06/30 03:03:57


 
   
 
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