Switch Theme:

Chaos Daemons 6th ed Codex FAQ collection thread  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Longtime Dakkanaut





United Kingdom

 DeathReaper wrote:
Eldercaveman wrote:
Also,

Does an Aegis Defense Line grant a cover save to the SoulGrinder

How long is a piece of string?

This, like your question is impossible to answer correctly without seeing the situation.

If the SoulGrinder is 25% or more obscured by the ADL then it gets a cover save, if it is not 25% or more obscured by the ADL then it does not get a cover save.

Check if any of the firing models can not see 75.01% of it, if they can not then it will get a cover save, just like any other model.


Obviously as stated in the OP I'm not going to begin a discussion on this, as they are discussions taking place elsewhere, but just to clarify my point, if you measure the height of the soulgrinder, 25% of the model is covered by the aegis, however the soulgrinder has about 90% of ... hmmm.... 'plastic' (for want of a better word) which is not in it's legs.

   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

In which case it's not really a Daemon specific FAQ. It's a BRB FAQ as to whether they mean 25% of height, width, weight, mass, facing area, volume or some other metric you'd like to argue. The most obvious one that works consistently is facing area, which unfortunately suffers from being nigh impossible to calculate on the fly without detracting from the game.
   
Made in us
Been Around the Block




Warp storm: does the demon player place all blasts, even those that hit his own units? Do all barrage blasts count as indirect shots (as there is no firer, per se, nor is there a BS involved) and thus always scatter the full amount, or can they actually "hit?"
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

abbazabba1920 wrote:
Warp storm: does the demon player place all blasts, even those that hit his own units? Do all barrage blasts count as indirect shots (as there is no firer, per se, nor is there a BS involved) and thus always scatter the full amount, or can they actually "hit?"


Just want to point out a few things regarding these questions:

1) The Warp Storm rules are written from the point of view of the Daemon player, so there's no suggestion that anyone besides the Daemon player is involved with resolving their effects. The results that include a blast marker say that you 'place it centered directly over any model in the unit', so its pretty clear that you're able to put it over the least deadly spot for you.

2) The scatter rules (in the front of the rulebook) actually specify that a 'hit' is always a hit and that otherwise they scatter 2D6". As you point out, since there's no firer's BS, there's no BS to deduct.


So I think, the rules are pretty crystal clear on all those points.


 Drunkspleen wrote:

Can Cleaving Strike attacks benefit from strength bonuses on weapons, or do you just use twice the Daemon's Strength characteristic to resolve them without further modifiers?


Just wondering why exactly this situation is ambiguous given the normal rules for multiple modifiers?


magicafiend wrote:

Can Plague flies nominate their hammer of wrath attack to be their instakill attack with the venom stinger upgrade? Also do hammer of wrath attacks benefit from poisoned weapons?


FYI, I think these are both pretty clearly covered by GW's rulebook FAQ.


This message was edited 3 times. Last update was at 2013/03/05 06:32:47


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Quick-fingered Warlord Moderatus






 yakface wrote:
 Drunkspleen wrote:

Can Cleaving Strike attacks benefit from strength bonuses on weapons, or do you just use twice the Daemon's Strength characteristic to resolve them without further modifiers?


Just wondering why exactly this situation is ambiguous given the normal rules for multiple modifiers?


It specifically says "the attack is resolved at double the model's Strength Characteristic" (or something to that effect).

If I was going to play that RAW, I would say, it gives you a specific value to resolve at so you use that value in resolving the attack, regardless of how your weapons might modify your strength.

But I get the feeling that might not be RAI.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in nl
Confessor Of Sins






Why are Chaos Furies 35pts for 5 (7 points each) and then 6 pts each for 1-15 more.

They are the only unit (unless I missed one) where the base group is more expensive than the expansion.

Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog
   
Made in gb
Decrepit Dakkanaut




"For weapons that trigger an ability when the bearer kills a specific model (such as a Staff of Change or Mutating Warpblade), how do you determine who actually killed the enemy model if several different models are all striking at the same Initiative step when the enemy model is killed?
"

As they have different rules, and wound allocation is one wound at a time from each wound group *separated by different rules*, this one is fairly obvious, no?

If you have 3 wounds from the blade, and 8 other identical wounds, then you choose to either resolve the blade wounds first or the other wounds first. You can then determine, with 100% precision, what caused what models death
   
Made in fi
Warp-Screaming Noise Marine






Scrolls of Sorcery: (pg. 43 Codex Daemons)
When manifesting powers with The Blue Scribes, it says to choose a psychic discipline at the start of each friendly turn. No problem there, but when i roll a D6 and get a wichfire power, so is the power resolved immediately, or in the shooting phase? It only says that it can be automatically manifested without a psychic test. It does not state the phase in which the power happens.

White Scars Space marines
Daemons 
   
Made in us
Terminator with Assault Cannon





Can models with Dæmonic Instability go to ground?
   
Made in us
Regular Dakkanaut




When using the Portalglyph or results on Warp Storm Table used to create Horrors or Herald of Tzeentch, how are the psychic powers generated? Non-upgraded Heralds and Horrors are Psykers with Mastery Level 1.

   
Made in gb
Decrepit Dakkanaut




 Kingsley wrote:
Can models with Dæmonic Instability go to ground?

They arent fearless, so why couldnt they?
   
Made in us
Fixture of Dakka






San Jose, CA

masquerade81 wrote:
Scrolls of Sorcery: (pg. 43 Codex Daemons)
When manifesting powers with The Blue Scribes, it says to choose a psychic discipline at the start of each friendly turn. No problem there, but when i roll a D6 and get a wichfire power, so is the power resolved immediately, or in the shooting phase? It only says that it can be automatically manifested without a psychic test. It does not state the phase in which the power happens.
No question here. You generate the power at the start of the turn; you can use the power, or not, at your choice & at the appropriate time (as nothing in the wording changes the timing of use of psychic powers - only how they get it, and that they don't need a test to cast it).

Quis Custodiet Ipsos Custodes? 
   
Made in ca
Dakka Veteran





Can Kairos Fateweaver use the Staff of Tomorrow to re-roll the dice result when checking for end of game as a result of the random game length rule?

Edit: Can the Grimoire of True Names be used more than once in a movement phase? (Can you use it on the same target more than once, or can you use it on two or more separate targets?)

Edit2: If a unit with a Painboy (grants FnP 5+ to a unit) passes a toughness test for Warpflame, does it's FnP become 4+? If the pain boy dies, does it revert to FnP 6+, does it lose FnP all together, or does it keep FnP 4+?

Edit3: If a Tzeentch Herald on a Chariot has the Warp Tether reward, and the Herald is killed in close combat while the Chariot is immobilized, is the Herald still able to come back on from on-going reserves? (The Chariot can't physically move onto the board)

Edit 4: Do wounds from Soul Blaze as a result of Flickering Fire of Tzeentch benefit from the +1S due to the Exalted Locus of Conjuration?

This message was edited 4 times. Last update was at 2013/03/05 16:39:36


 
   
Made in us
Longtime Dakkanaut





 loreweaver wrote:
Can Kairos Fateweaver use the Staff of Tomorrow to re-roll the dice result when checking for end of game as a result of the random game length rule?


Oh, now that would be interesting.
   
Made in gb
Longtime Dakkanaut




West Midlands (UK)

Is the Eternal Dance by the Masque (which must be chosen at the start of the Shooting Phase) her shooting action, or could she do a regular action in the Shooting Phase too (most notably run)?

   
Made in fi
Warp-Screaming Noise Marine






 Janthkin wrote:
masquerade81 wrote:
Scrolls of Sorcery: (pg. 43 Codex Daemons)
When manifesting powers with The Blue Scribes, it says to choose a psychic discipline at the start of each friendly turn. No problem there, but when i roll a D6 and get a wichfire power, so is the power resolved immediately, or in the shooting phase? It only says that it can be automatically manifested without a psychic test. It does not state the phase in which the power happens.
No question here. You generate the power at the start of the turn; you can use the power, or not, at your choice & at the appropriate time (as nothing in the wording changes the timing of use of psychic powers - only how they get it, and that they don't need a test to cast it).
This would be actually really good, because i testplayed it today, and got some weird witchfire nove a couple of times that i did not see any point in using. Now i can go 12" and blow up near enemies with the nova ability for example

White Scars Space marines
Daemons 
   
Made in mx
Morphing Obliterator





Mexico

 yakface wrote:



Army Special Rules
• Is a Chaos Space Marine unit with the Daemon special rule and the suitable Mark of one of the 4 gods considered "Daemons of the same alignment" for the purpose of attaching Chaos Daemon Independent Characters? e.g, could a Herald of Slaanesh join a unit of Warp Talons with the Mark of Slaanesh?



Psychic Powers
• Is the Feel No Pain +1 bonus provided by Warpflame cumulative throughout the course of a game? For example, can a unit that starts the game with Feel No Pain (5+) have it improved up to (3+) after passing its Toughness test against Warpflame wounds in two separate shooting phases? If so, can a unit have its Feel No Pain improved to a (1+) and does this mean it automatically passes its Feel No Pain rolls?






1) IIRC the prohibition to join squads is on the Daemonic Instability rule not actually the daemon rule. Since models on the CSM does not have Daemonic Instability they can't join.

2) The FnP should stack through the game not sure about 40k (it clearly does on fantasy so probably is the same), but even if you get to FnP 1 remember a roll of 1 always fails.

CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Can Fateweaver's reroll be used to re-roll things like, say, ending the game? (I.e. at the end of turn 5, can I reroll the dice to see if the game ends?)

Can it be used for other such rerolls - Nightfighting on turn 5, seizing the initiative, etc?

My gut impression is no, because these things technically happen "out of turn", but I'd like to be clear on it.


2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in us
Horrific Horror





Southern Oregon

 Fxeni wrote:
Can Fateweaver's reroll be used to re-roll things like, say, ending the game? (I.e. at the end of turn 5, can I reroll the dice to see if the game ends?)

Can it be used for other such rerolls - Nightfighting on turn 5, seizing the initiative, etc?

My gut impression is no, because these things technically happen "out of turn", but I'd like to be clear on it.



I like these questions.
I would probably agree with no as the answer, just as Carbulo's rule can't be used to roll for things like deployment.

4500pts

3000 points under construction
Necron Hello Kitty Project Log:
http://www.dakkadakka.com/dakkaforum/posts/list/420760.page 
   
Made in gb
Decrepit Dakkanaut




The roll to continue happens after game turn 5, but before game turn 6. So no reroll possible
   
Made in nl
Confessor Of Sins






"At the end of game turn 5,... "

The end of something is not after it, is it?


Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog
   
Made in us
Terminator with Assault Cannon





nosferatu1001 wrote:
 Kingsley wrote:
Can models with Dæmonic Instability go to ground?

They arent fearless, so why couldnt they?


RAW they can. RAI, not so sure.
   
Made in us
Longtime Dakkanaut





 Shandara wrote:
"At the end of game turn 5,... "

The end of something is not after it, is it?



Good point.
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

nosferatu1001 wrote:"For weapons that trigger an ability when the bearer kills a specific model (such as a Staff of Change or Mutating Warpblade), how do you determine who actually killed the enemy model if several different models are all striking at the same Initiative step when the enemy model is killed?
"

As they have different rules, and wound allocation is one wound at a time from each wound group *separated by different rules*, this one is fairly obvious, no?

If you have 3 wounds from the blade, and 8 other identical wounds, then you choose to either resolve the blade wounds first or the other wounds first. You can then determine, with 100% precision, what caused what models death


Like you say, RAW it does all work, but it can make the weapon's effect rather difficult to pull off if attacking at the same Initiative step as other friendly model attacks. Because let's say you've caused 20 wounds with lesser guys and 2 wounds with the Mutating Warpblade (on a 3 wound enemy character). You know if you resolve the Mutating Warpblade first then by the strict RAW you're not going to get the mutation effect, but if you resolve the 20 wounds from lesser guys first, then invariably you're going to also not likely to get the mutation effect either (as the 20 wounds will likely kill the enemy).

In previous codexes, like the Dark Eldar, they had FAQ'd these types of things to work so long as the bearer of the weapon inflicted as least one unsaved wound in the same Initiative step the enemy model was killed, to make it a little easier for these effects to occur, but looking through the current GW Dark Eldar FAQ I'm not seeing those updates anymore, so I guess they removed them.

I also thought that some other 6th edition codexes had introduced similar mechanics but had again specified that it applied similar to the previous DE FAQ rulings...but I can't think of any of those types of abilities in the last few codexes (if anyone can, please help me out).

So yeah, maybe this one gets crossed off the list.


Lord Yayula wrote:
1) IIRC the prohibition to join squads is on the Daemonic Instability rule not actually the daemon rule. Since models on the CSM does not have Daemonic Instability they can't join.

2) The FnP should stack through the game not sure about 40k (it clearly does on fantasy so probably is the same), but even if you get to FnP 1 remember a roll of 1 always fails.


1) No, the question is about Daemon ICs joining CSM units, which is not covered by the Instability rules.

2) Saving throws say that they always fail on the roll of a '1', but I can't find anything that would apply that to FNP. If you can, please let me know a page #.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in nl
Confessor Of Sins






Characteristic tests specify that they always fail on 1 and succeed on 6. (Page 7, "Automatic Pass and Fail".

Fnp is a 'special Feel No Pain roll' not a test. Is FnP (X+) a characteristic of a model?

Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog
   
Made in mx
Morphing Obliterator





Mexico

 yakface wrote:

Lord Yayula wrote:
1) IIRC the prohibition to join squads is on the Daemonic Instability rule not actually the daemon rule. Since models on the CSM does not have Daemonic Instability they can't join.

2) The FnP should stack through the game not sure about 40k (it clearly does on fantasy so probably is the same), but even if you get to FnP 1 remember a roll of 1 always fails.


1) No, the question is about Daemon ICs joining CSM units, which is not covered by the Instability rules.

2) Saving throws say that they always fail on the roll of a '1', but I can't find anything that would apply that to FNP. If you can, please let me know a page #.



Yah, 2) doesn't say anything regarding the roll of 1 on FnP, was under the impression it did.

For 1), Daemon ICs are units of 1 model with Daemonic Instability which can join other units with Daemonic Instability (if you consider ICs as not being units there are several rules which won't work on ICs if you think they aren't units), therefore the Instability rules do cover them.

Pg 3. BRB

"UNITS

Warriors tend to band together to fight in squads, teams,
sections or similarly named groups - individuals do not
normally go wandering off on their own for obvious reasons !
In Warhammer 40,000, we represent this by grouping models
together into units. A unit usually consists of several models
that have banded together, but a single, powerful model, such as
a lone character, a tank, a war engine or a rampaging monster, is
also considered to be a unit in its own right."

This message was edited 4 times. Last update was at 2013/03/05 23:42:41


CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 Lord Yayula wrote:

For 1), Daemon ICs are units of 1 model with Daemonic Instability which can join other units with Daemonic Instability (if you consider ICs as not being units there are several rules which won't work on ICs if you think they aren't units), therefore the Instability rules do cover them.


Daemonic Instability says nothing about a unit with it joining another unit. I know (think) you're trying to say that when a character joins a unit he (his unit) is also being joined by the unit he is joining, but that is not the way most people understand that wording to mean, so at the very least it is still a valid question for that reason.

For example, if I have a motorcyle gang that includes just myself and then I go and join the Hells Angels, people do not understand that to mean that the Hells Angels have also joined my gang. If you think that is the case, that is fine, but that is not a common enough interpretation to stop this from being a valid question to include IMHO.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Regular Dakkanaut




purging philadelphia

Does the rending ability of the 'deamon of slaanesh' rule confer to lash of despair? Since Lash of Despair's strength is 'user' can it benefit from stat enhancement by ironarm?

2013 Nova Open Tournament Champ-
2014 Las Vegas Open Best Tau Player/13th overall
2014 NOVA Open Second to One
2015 Las Vegas Open Best Tau Player/10th overall

I play:
all the 40k

http://www.teamstompinggrounds.com
https://www.facebook.com/teamsgvideos
http://www.twitch.tv/sgvideo
@teamsgvideo

writer for http://www.torrentoffire.com/
 
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

 Shandara wrote:
Characteristic tests specify that they always fail on 1 and succeed on 6. (Page 7, "Automatic Pass and Fail".

Fnp is a 'special Feel No Pain roll' not a test. Is FnP (X+) a characteristic of a model?


Other way around,1 is always a succes and 6 is always a Fail.

But yeah FnP is a rule, not a caracteristic, so no auto succed on 1.


This message was edited 1 time. Last update was at 2013/03/06 10:02:17


   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Can a Herald of Tzeentch in possession of both a Mutating Warp Blade (greater reward) and Etherblade (lesser reward) gain the benefit of the Warp Mutation rule when attacking with the Etherblade?

A model with both weapons would recieve +1 attack for having two specialist weapons, rerolls from Etherblades mastercrafted and AP2. The Warp Mutation specifies that it comes into effect when the Bearer kills a character, and unlike Warpdoom (staff of change) it doesn't specify it has to be an attack from the original weapon.

Seems like it would take effect by wording (Herald is still the bearer of Mutating Warpblade even if attacking with Etherblade), and would be an effective character slayer.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
 
Forum Index » 40K You Make Da Call
Go to: