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![[Post New]](/s/i/i.gif) 2010/08/18 11:37:16
Subject: Beginner's rules question (part the thirty seventh)
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Lead-Footed Trukkboy Driver
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I had a couple of points come up last night which I'm hoping the denizens of Dakka can help clarify... I realise it's probably Janet & John stuff, but could I heck find the answers...!
1. I couldn't find any weapon profile for power weapons (swords etc). I made the assumption that they are rolled a S10 but using the model's initiative value (rather than I1 when using a power fist). Am I correct? And against a vehicle do you roll D6 then add 10 to determine glancing/penetrating? Hope so, since that's what I did
2. Assaulting with Deffkoptas - is there a limit to the distance they can move in the movement phase and still assault? Is it assumed that the pilot uses a CC weapon if there is no upgrade (buzzsaw etc)?
Thanks! And I did scour the rules but couldn't find anything, so again, apologies if I missed anything glaringly obvious...
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Thanks to modern chemistry, sleep is now optional
L'enfer c'est les autres |
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![[Post New]](/s/i/i.gif) 2010/08/18 11:44:25
Subject: Beginner's rules question (part the thirty seventh)
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Drop Trooper with Demo Charge
Norfolk (the UK one)
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1. For all normal cc weapons and basic power weapons the hit is made at the users S and I. Power fist/Klaw doubles the basic S of the user to a max of 10 but hits at I of 1. Any other strange cc effects will be in the particular wpns codex entry.
2. Not sure on the movement thing but unless they are upgraded then I think they just count as a normal cc wpn
Hope that helps
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![[Post New]](/s/i/i.gif) 2010/08/18 11:46:01
Subject: Re:Beginner's rules question (part the thirty seventh)
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Monstrous Master Moulder
Sacramento, CA
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The rules for power weapons are on the same page of the rulebook as power fists, 42. All they do is ignore armor saves in close combat. They don't modify the user's strength.
Deffcoptas using their regular movement (up 12") in the movement phase can still assault afterwards. The assault move has a range of 6". See the rulebook section on jetbikes on page 53 for details. Models without any special close combat weapons in their wargear attack with a regular close combat weapon.
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Agitator noster fulminis percussus est |
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![[Post New]](/s/i/i.gif) 2010/08/18 12:34:09
Subject: Beginner's rules question (part the thirty seventh)
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Lead-Footed Trukkboy Driver
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Thanks for the help!
So if I'm understanding right, when a power weapon is used against a vehicle, it's exactly the same procedure as normal? Roll to hit, roll penetration, roll on vehicle damage tabe... The ignoring armour rule only applies to infantry?
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This message was edited 1 time. Last update was at 2010/08/18 12:34:59
Thanks to modern chemistry, sleep is now optional
L'enfer c'est les autres |
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![[Post New]](/s/i/i.gif) 2010/08/18 12:38:12
Subject: Beginner's rules question (part the thirty seventh)
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Drop Trooper with Demo Charge
Norfolk (the UK one)
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Thats correct yes. The only bonus you get against vehicles is the doubled S with a fist/klaw
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![[Post New]](/s/i/i.gif) 2010/08/18 12:38:49
Subject: Beginner's rules question (part the thirty seventh)
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Plummeting Black Templar Thunderhawk Pilot
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Yes that's right. When rolling to penetrate a vehicle in Close Combat, unless your CCW has special rules against vehicles (which will be specifically listed in the weapon's entry, your penetration score is S + D6.
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This message was edited 1 time. Last update was at 2010/08/18 12:39:31
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![[Post New]](/s/i/i.gif) 2010/08/18 12:48:02
Subject: Beginner's rules question (part the thirty seventh)
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Lead-Footed Trukkboy Driver
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Muchos gracias... Looks like I got away lightly then letting the SM captain hit my Kan with a S10 power sword! Only got vehicle shaken!
Speaking of which, if a glancing hit is rolled with -2 modifier, and a 1 or 2 rolled on the damage chart, is the hit ignored or counted as shaken? I've been ignoring the hit (crosses fingers and hopes he got something right!)...
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Thanks to modern chemistry, sleep is now optional
L'enfer c'est les autres |
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![[Post New]](/s/i/i.gif) 2010/08/18 12:51:57
Subject: Beginner's rules question (part the thirty seventh)
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Plummeting Black Templar Thunderhawk Pilot
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1 is the minimum you can get on a damage score, so the worst the result can be is always "Crew Shaken".
Having said that, aren't squadrons immune to stunned/shaken results?
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![[Post New]](/s/i/i.gif) 2010/08/18 12:52:34
Subject: Beginner's rules question (part the thirty seventh)
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Decrepit Dakkanaut
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If you look on the vehicle damage table it talks about either 1 or less OR to a minimum of 1 - ie you will always do *something*
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![[Post New]](/s/i/i.gif) 2010/08/18 12:57:30
Subject: Beginner's rules question (part the thirty seventh)
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Drop Trooper with Demo Charge
Norfolk (the UK one)
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Squadrons count stunned as shaken
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![[Post New]](/s/i/i.gif) 2010/08/18 13:10:05
Subject: Beginner's rules question (part the thirty seventh)
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Plummeting Black Templar Thunderhawk Pilot
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That was it - I knew there was a special rule for squadrons.
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![[Post New]](/s/i/i.gif) 2010/08/18 13:43:14
Subject: Re:Beginner's rules question (part the thirty seventh)
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Longtime Dakkanaut
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Quick clarification on Deffkoptas - yes, they do use a single normal CC weapon if they don't have a Buzzsaw. Yes, a Buzzsaw counts as a power fist, doubling their strength (3) so they hit at S6, but initiative 1. Deffkoptas are jetbikes, which means if they move more than their normal 12", they're turbo-boosting and therefore may not shoot or assault in the subsequent shooting and assault phases.
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DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/08/18 13:47:17
Subject: Beginner's rules question (part the thirty seventh)
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Monstrous Master Moulder
Sacramento, CA
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Incidentally I've never seen anyone make that particular mistake regarding power weapons and am curious how they could have come up with it.
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Agitator noster fulminis percussus est |
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![[Post New]](/s/i/i.gif) 2010/08/18 14:12:29
Subject: Beginner's rules question (part the thirty seventh)
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Lead-Footed Trukkboy Driver
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Raxmei wrote:Incidentally I've never seen anyone make that particular mistake regarding power weapons and am curious how they could have come up with it.
How did I come up with it? That was easy!
I think I must been hung up on the whole "power" aspect, thinking the same rule as regards S went for both weapons & fists (with fists simply being more unwieldy hence the initiative penalty)... Then I forgot that power fists double your strength, and assumed it's a default S10! I'm sure my mind contorted other things too! I seem to be able to make some spectacular misinterpretaions of the rules! Mind, in my defence (such as it is) it was only my 4th ever game, so it's still a learning curve here...
Speaking of further misinterpretaion...
SaintHazard wrote:Deffkoptas are jetbikes, which means if they move more than their normal 12", they're turbo-boosting
I was under the impression that to turbo boost you have to move 18" plus. Or is that just to benefit from the cover save? They don't get the 3rd movement speed (Flat Out) of Fast vehicles do they?
I need a WH40K coach I think!
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Thanks to modern chemistry, sleep is now optional
L'enfer c'est les autres |
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![[Post New]](/s/i/i.gif) 2010/08/18 14:17:09
Subject: Beginner's rules question (part the thirty seventh)
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Decrepit Dakkanaut
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First off - bkes are NOT vehicles. They never move combat, cruising etc.
If a bike moves over 12" it is turboboosting however does not receive a cover save - it has to move at least 18" away from its starting place to find that.
In addition, for vehicles ALL movement over 12" is flat out - it is just that Fast Skimmers can move over 18" up to 24" instead of up to 18" for non-skimmer fast vehicles.
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![[Post New]](/s/i/i.gif) 2010/08/18 14:19:14
Subject: Beginner's rules question (part the thirty seventh)
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Longtime Dakkanaut
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Archroy wrote:I was under the impression that to turbo boost you have to move 18" plus. Or is that just to benefit from the cover save? They don't get the 3rd movement speed (Flat Out) of Fast vehicles do they?
I need a WH40K coach I think! 
You need to move at least 18" in order to get the cover save, but anytime a jetbike moves more than 12", it's turbo-boosting.
A turbo-boost is any move with a jetbike up to 24" but more than 12".
And consider Dakka your 40k coach!
I've learned a lot in the last few months just trolling the YMDC forum. It's highly educational.
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DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/08/18 14:51:29
Subject: Beginner's rules question (part the thirty seventh)
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Lead-Footed Trukkboy Driver
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Thanks again for helping my poor brain get a handle on things...
SaintHazard wrote:And consider Dakka your 40k coach!
It's a great coach - Must say how grateful I am for all the help I've had (and no doubt will need), and the patience of Dakkites in answering my (possibly daft) questions!
Now if someone could furnish me with a page reference in the BRB for bikes/jetbikes so I can cross them off my list of "things I should have committed to memory so I don't have to ask stupid questions on Dakka about", that would be great!
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Thanks to modern chemistry, sleep is now optional
L'enfer c'est les autres |
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![[Post New]](/s/i/i.gif) 2010/08/18 14:57:27
Subject: Re:Beginner's rules question (part the thirty seventh)
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Lieutenant Colonel
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The rules for bikes and jet bikes are on page 53 of the BRB
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![[Post New]](/s/i/i.gif) 2010/08/18 14:59:00
Subject: Re:Beginner's rules question (part the thirty seventh)
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Longtime Dakkanaut
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Unfortunately, that I do not have at the moment.  Nevermind, see above.
But I'm always glad to help. And if you ask me so far you haven't asked a single stupid question. These are things that can be legitimately confusing to a new player. Don't be afraid to ask, we're here to help.
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This message was edited 1 time. Last update was at 2010/08/18 15:00:01
DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/08/18 15:27:12
Subject: Beginner's rules question (part the thirty seventh)
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Lead-Footed Trukkboy Driver
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It's good to know thanks
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Thanks to modern chemistry, sleep is now optional
L'enfer c'est les autres |
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