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Made in us
Longtime Dakkanaut




Annandale, VA

Astra Militarum Ogryn Bodyguards (thanks for the correction, HBMC) can replace their melee weapons with shields and become unable to fight in close combat.

This message was edited 1 time. Last update was at 2023/06/16 14:58:34


   
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Versteckt in den Schatten deines Geistes.

 catbarf wrote:
Astra Militarum Bullgryns can replace their melee weapons with shields and become unable to fight in close combat.
Wait, seriously???

*checks document*

No, they have a close combat weapon by default. The Ogryn bodyguard however, starts with a Ripper Gun + Knife, and can replace the Ripper Gun with a Grenadier Gauntlet (no melee profile) and the knife with brute or slab shield (no melee profile).

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Should Harlequin Troupes and Tempestus Scions taken as Battleline units with their respective warlords increase their OC stat to bring them in line with other basic battleline units (or do they want Harlequin and Militarum Tempestus players to be playing their armies on hard mode)?

This message was edited 1 time. Last update was at 2023/06/16 13:33:52


CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
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Daemons horrors, flamer, exalted flamer, burning chariot cannot use their ranged [PSYCHIC] weapons, because they arent PSYKERS. The blue scribes also dont have PSYKER, cant use their Xirat’p’s Sorcerous Barrages, which has [PSYCHIC].

This message was edited 1 time. Last update was at 2023/06/16 13:40:49


 
   
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dorset

 p5freak wrote:
Daemons horrors, flamer, exalted flamer, burning chariot cannot use their ranged [PSYCHIC] weapons, because they arent PSYKERS. The blue scribes also dont have PSYKER, cant use their Xirat’p’s Sorcerous Barrages, which has [PSYCHIC].


is their a rule that says that only PSYKERS can use PSYCHIC weapons?


the -1 damage thing has been covered in the designers commentary. they confirm it cant be reduced below damage 1. thier might be other answers in their, not finished reading it

This message was edited 1 time. Last update was at 2023/06/16 14:11:38


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Since some units get resistance (Eldar Warlocks get invuls) to Psychic weapons, the use of said weapons probably has nothing to do with the attacker being a Psyker.
Psychic weapons just create Psychic effects.

This message was edited 2 times. Last update was at 2023/06/16 14:17:41


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 p5freak wrote:
Daemons horrors, flamer, exalted flamer, burning chariot cannot use their ranged [PSYCHIC] weapons, because they arent PSYKERS. The blue scribes also dont have PSYKER, cant use their Xirat’p’s Sorcerous Barrages, which has [PSYCHIC].
From the rules commentary:

Psychic Weapons and Abilities: Weapons with [PSYCHIC] in their
profile are known as Psychic weapons. Abilities tagged with the word
'Psychic' are known as Psychic abilities. Generally speaking, Psychic
weapons and abilities are used by Psykers, but the absence of the
Psyker keyword does not prevent a model from using any Psychic
weapons or abilities it has.

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Made in us
Decrepit Dakkanaut





Voss wrote:
Craftworlds, Corsairs : If you take a Shuriken Rifle you no longer have a melee weapon. Is this inteded?
- Craftworlds, Autarch Skyrunners : If you swap their Laser Lance for a Fusion Gun cannot fight in close combat.

I'm not going to go through all of them (because its a fairly common error), but I'd suggest standardizing your phrasing for this issue.
.
'Weapon swap X leaves the model/unit without a melee weapon'

In general, leave out any editorializing, rhetorical questions or snark and just provide information.


Will do - some of these will go away with the commentary and such as well.
   
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did the commentary clarify what happens if you have no weapons to attack with in melee?
   
Made in gb
Longtime Dakkanaut




 usernamesareannoying wrote:
did the commentary clarify what happens if you have no weapons to attack with in melee?

Nope. This is an issue that can be fixed via the datasheets in most cases, just by adding in a close combat weapon, or allowing certain units to take the one that's listed on their datacard (hi Reivers!)
   
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Versteckt in den Schatten deines Geistes.

 usernamesareannoying wrote:
did the commentary clarify what happens if you have no weapons to attack with in melee?
This is something I can guarantee you they never even considered when writing the rules.

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Springfield, VA

 usernamesareannoying wrote:
did the commentary clarify what happens if you have no weapons to attack with in melee?


This may be in the Day -X FAQ we just got, but if it isn't, presumably it's the same thing that happens in the Shooting Phase if you have no weapons to attack with at range.
   
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Gathering the Informations.

Errata for Astra Militarum:

Cadian Shock Troops:
-Add Lasgun to Sergeant's list of options.

Kasrkin:
-Add Hotshot Lasgun to Sergeant's list of options.

Tempestor Prime and Tempestor:
-Add Hotshot Lasgun to Sergeant's list of options.

Heavy Weapon Squad:
-Add Vox-Caster to their unit upgrades.

Scions:
-Remove the requirement for a Hotshot Laspistol on the Vox-Caster model

Add Bullgryn Bodyguard option
-Same as Ogryn Bodyguard, just with a 4+ save. Since y'know, it was literally just a paid upgrade in the previous codex that I never even got to play with.


Adeptus Mechanicus

Pteraxii:
-Add options for the basic weapon to the Alpha.

Skitarii Marshal:
-Add Power Sword to their equipment list. It's modeled on the belt.


With all that said, that's the end of my "This makes the unit entries truly match the box contents" errata list.
   
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 Kanluwen wrote:
Cadian Shock Troops:
-Add Lasgun to Sergeant's list of options.
That's not errata.
   
Made in us
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 H.B.M.C. wrote:
 Kanluwen wrote:
Cadian Shock Troops:
-Add Lasgun to Sergeant's list of options.
That's not errata.


LOL - you know he had to.
   
Made in ca
Storm Trooper with Maglight



Ottawa

Wyches' splinter pistols are anti-infantry 4+, while the splinter pistols of all other units are anti-infantry 3+. Clearly a typo.


Also, the phrasing of the Venom's special rule:

At the end of the Fight phase, if there are no models currently embarked within this Transport, you can select one friendly Drukhari Infantry unit that has 6 or fewer models that is wholly within 6" of this Transport (you cannot select a Grotesques unit or a unit that can Fly). Unless that unit is within Engagement Range of one or more enemy units, it can embark within this Transport.

Technically, this would disallow a model or unit from embarking on a Venom that has any models on it even if there is still room for the models wishing to embark (e.g. if a character wants to embark on a Venom that has a 5-man squad on it, it wouldn't be allowed to do so, even though the Venom has a transport capacity of 6).

.

This message was edited 2 times. Last update was at 2023/06/16 16:41:43


Cadians, Sisters of Battle, Drukhari

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Gathering the Informations.

 Daedalus81 wrote:
 H.B.M.C. wrote:
 Kanluwen wrote:
Cadian Shock Troops:
-Add Lasgun to Sergeant's list of options.
That's not errata.


LOL - you know he had to.

Of course I did. Because it's put up or shut up time.

Either the box and accompanying upgrade sprues are the baseline for the product or they're not. If you actually build the Cadian Shock Troop Sergeant, 100% as showcased in the instructions? There's an option(pointing right arm) that can match an option from the upgrade frame, zero conversion effort required.

The Kasrkin Sergeant, additionally, is literally billed as having a Hotshot Lasgun option. It's in the KT roster, it's in the instruction manual, but for some reason it was left out of the previous codex.

This message was edited 1 time. Last update was at 2023/06/16 16:52:08


 
   
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 Kanluwen wrote:
 Daedalus81 wrote:
 H.B.M.C. wrote:
 Kanluwen wrote:
Cadian Shock Troops:
-Add Lasgun to Sergeant's list of options.
That's not errata.


LOL - you know he had to.

Of course I did. Because it's put up or shut up time.

Either the box and accompanying upgrade sprues are the baseline for the product or they're not. If you actually build the Cadian Shock Troop Sergeant, 100% as showcased in the instructions? There's an option(pointing right arm) that can match an option from the upgrade frame, zero conversion effort required.

The Kasrkin Sergeant, additionally, is literally billed as having a Hotshot Lasgun option. It's in the KT roster, it's in the instruction manual, but for some reason it was left out of the previous codex.


I agree on this. IF the BOX CONTENT tm is so holy that it is necessary to worship the BOX tm god then yes, Contents of a box should delinate all equipment or none at all.

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 Daedalus81 wrote:


FAQ

- When an ability reduces the damage by 1 and it does not specify a minimum can the damage be reduced to 0? No, damage reduction never goes below 1. Damage can be set to 0, though.
- How do keywords work with attached units? Does a unit of Rubric Marines all count as a Psyker for the purpose of Anti-Psyker? Are some keywords shared where others are not? Keywords apply to the unit as a whole. Yes, ANTI-PSYKER hits the entire unit if you attach a PSYKER to it.
- Does Sustained Hits or other abilities from multiple sources stack? No, use the best one.



All of these are addressed in the commentary. Answers added in bold.

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Yeah that "Whole unit is now a psyker" thing is going to sting.

The "Psychic" ability literally does nothing except:

1. Make you vulnerable to anti-psyker attacks.
2. Make some people less vulnerable to your attacks.

Far as I can tell, it's always a negative (or does literally nothing).

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Space Wolves detachment specifically calls out PRIMARIS APOTHECARY as an excluded keyword, presumably due to the (missing) role of the (missing) Wolf Priest (which, until recently, was a Chaplain/Apothecary hybrid).

However, the Apothecary Biologis doesn't have that keyword - is it intentional that Space Wolves can now field some form of Apothecary in their armies?

(Side note - is the Apothecary in the Command Squad really the only way to get a Proper Marine Apothecary now? Sheesh.)

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 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
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Gathering the Informations.

Outside of going to the FW 2 pack, I guess maybe?
   
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The only FAQ I want answered is who taught them to count.


 
   
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 H.B.M.C. wrote:
Yeah that "Whole unit is now a psyker" thing is going to sting.

The "Psychic" ability literally does nothing except:

1. Make you vulnerable to anti-psyker attacks.
2. Make some people less vulnerable to your attacks.

Far as I can tell, it's always a negative (or does literally nothing).


Yeah. Psyker is... bad.

But if [Precision] kicked things over to the character before the wounds step, [anti-psyker] (and [anti-character]) wouldn't somehow magically do collateral damage to normals.
It feels like they came up with a solution that sort of worked and stopped looking. Just decreed that this was how it had to be now.


-----
OK. The Rules Commentary document (otherwise saved to my computer as 40k Rules 10th: More Rules) clears up a few more things.

Rounding: buried deep on page 17, under modifiers
MODIFIERS
Modifiers are rules that change a numerical value from one value to
another. This can include the result of a dice roll, the characteristics
of a model, and more. This section details how to apply modifiers in
your games. In all cases:
1. All modifiers are cumulative.
2. If a rule instructs you to change or replace one characteristic with
a specified value, change the relevant characteristic to the new
value before applying any modifiers that apply from other rules (if
any) to the new value.
3. You must then apply division modifiers before applying
multiplication modifiers, before applying addition and then
subtraction modifiers.
4. Round any fractions up after applying all modifiers.

So... always round up. I guess. Except determining groups of 5 for blast, because that specifically says down.

Also, (holy feth) the Avatar (and other models with damage reduction) are even more better.
Modifying a Damage Characteristic and
Devastating Wounds
Some rules modify the Damage characteristic of an attack that has
the [DEVASTATING WOUNDS] ability.
■ When a rule modifies an attack’s Damage characteristic, if that
attacks scores a Critical Wound, the Damage characteristic is
modified before the damage is applied as mortal wounds.

You do indeed halve the damage characteristic before its converted into MW.
Not sure why this isn't part of the rules for damage or mortal wounds, but its hiding on page 18 of 'more rules.'

This message was edited 1 time. Last update was at 2023/06/17 00:05:12


Efficiency is the highest virtue. 
   
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 Dysartes wrote:
(Side note - is the Apothecary in the Command Squad really the only way to get a Proper Marine Apothecary now? Sheesh.)
Far as I can remember, the Command Squad box is the only way to get a First Born Apothecary, therefore, as everything is sprue-based options and box-based organisation, he can only therefore be in a Command Squad.

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Tacoma, WA, USA

I thing they actually did a good job putting all the technical details in the Commentary (should be rules glossary) to keep the Core Rules flowing in a useful manner. Imagine if these 18 page of more rule were integrated into the Core Rules. There would be no flow at all.
   
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 alextroy wrote:
I thing they actually did a good job putting all the technical details in the Commentary (should be rules glossary) to keep the Core Rules flowing in a useful manner. Imagine if these 18 page of more rule were integrated into the Core Rules. There would be no flow at all.


Much of it, yes, I'd agree.

But there is a frankly silly amount of 'and here's how it really works' in this document.
The fact that 'always round up,' rerolls and order of operations for modifiers isn't in the Core Rules is asinine.

And then there's a lot of this stuff:
Full Wounds Remaining: A model has its full wounds remaining
if it has the same number of wounds remaining as its
Wounds characteristic


Recursion is the idea that a thing is recursive.

This message was edited 3 times. Last update was at 2023/06/17 00:24:32


Efficiency is the highest virtue. 
   
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Tacoma, WA, USA

I can't really complain about them defining a rules term even if the definition is obvious. But maybe I spend too much time in the YMDC subform
   
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 Lord Damocles wrote:
Is the Deathwing Apothecary supposed to be equipped with a Chainfist? The model has a Narthecium...


I believe that was intentional as they locked the Ancient into a power fist I think they're forcing a split there.

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Breton wrote:
 Lord Damocles wrote:
Is the Deathwing Apothecary supposed to be equipped with a Chainfist? The model has a Narthecium...


I believe that was intentional as they locked the Ancient into a power fist I think they're forcing a split there.

The difference is that the Ancient model can actually have a Power Fist. The Apothecary can't have a Chainfist on the model, as he has to have the Narthecium/Reductor arm. Whoever wrote the Dark Angel rules just doesn't know that the chainblade on the Narthecium isn't a Chainfist. The Grey Knight Apothecary doesn't have a Chainfist, but has the exact same apparatus on his arm (same with the power armoured versions).


On the subject of Apothecaries; Is it correct that the Grey Knight Apothecary is only an upgrade for a Brotherhood Terminator Squad, and/but not for a Paladin Squad? Traditionally he's been attached to Paladins...
   
 
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