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Made in us
Pulsating Possessed Chaos Marine






So, this is one of the random effects the GK player rolls when assaulted or assaulting: Take a initiative test. If you fail, that model attacks his own squad. So, even though the squad majority is a initiative 4, a Sargeant with a fist needs to roll a 1 or he attacks his squad? Am I reading this right?!

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the sarg strikes at I1, his initiave is not actually 1

for the same reason models with thunder hammers dont automatically die to jaws of the world wolf and such.

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Made in us
Pulsating Possessed Chaos Marine






Thanks, that was a real scare for a second.

Chaos daemons 1850
Chaos Marines 1850
2250+

2500++ (Wraithwing)

I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. 
   
Made in us
Ship's Officer





Reading, UK

Grundz is correct.

Just for completeness, "Psyk-out Grenades" and "Psychotrope Grenades" are two different things. I believe the ones that have a randomized, hallucinogenic effect (to which you are referring) are the Psychotrope Grenades.

DoW

"War. War never changes." - Fallout

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Made in us
Huge Hierodule





Louisiana

Further question - the idea came to me from DogOfWar's post:

Say a unit is equipped with psyk-out grenades AND psychotroke grenades. Said unit assaults a psyker (tyranid hive tyrant, in this case). Would the tyrant's I test from the psychotroke grenades be I1 since the psyk-out grenades drop psyker's initiative? Or do you always test on your base stat?

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

it depends, If it says "psykers strike at I 1" then no

If it says "psykers Inia Stat is reduced to 1" then maybe
   
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Ship's Officer





Reading, UK

Formosa wrote:it depends, If it says "psykers strike at I 1" then no

If it says "psykers Inia Stat is reduced to 1" then maybe
Agreed.

If it modifies or changes the statistic itself, then I'd say you test on that. Unless it specifically says "test on unmodified I," then you would test on whatever the statistic has become during that phase (but as Formosa says, not necessarily on what the model would strike at in H2H).

DoW

"War. War never changes." - Fallout

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Made in fr
Shunting Grey Knight Interceptor





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From the french version of the codex:

"[...] all daemons and psykers in the squad have an initiative of 1 until the end of the phase."

So it appears that they test psychotrope grenades at I1!

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Stone Bonkers Fabricator General





Beijing, China

Do 6s auto fail?

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Grim Dark Angels Interrogator-Chaplain





Earth

6's always auto-fail

and according to the french version of the rule, yep it would be Inia 1.. nasty
   
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Decrepit Dakkanaut




And the English version. Daemons / Pskyers ARE init 1
   
Made in us
Regular Dakkanaut






So if the init of the unit goes down to one and all of the enemy 'come over' to the other side, does no combat occur?

Another question: If all but one of the squad 'come over' and the sole member is wiped out, do the 'turned' survivors have to make a morale check or be destroyed?

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Made in us
Nurgle Predator Driver with an Infestation



USA - MS

Fedral wrote:So if the init of the unit goes down to one and all of the enemy 'come over' to the other side, does no combat occur?

Another question: If all but one of the squad 'come over' and the sole member is wiped out, do the 'turned' survivors have to make a morale check or be destroyed?


you allocate wounds they cause against ALL models in the squad. After blows are struck and saves made, then the unit returns to normal to make their morale check.

GK charges your 5 man unit ---> 4 fail.
GK's + your 4 attack your own unit ---> Inflict 8 wounds
You have to allocate the wounds as normal, so if I am correct if you fail one I would assume you could choose to kill a traitor over your normal until enough fail. So as long as you don't fail 5 your guy can strike back.
You fail 3 wounds ---> 3 traitors die and your 1 guy attacks back causing no wounds
Your unit loses CC by 3 and returns to your command to take its check.

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Decrepit Dakkanaut




If they roll the "6" result, then they make attacks against themselves, but do so at Init 1. So your GK would attack them first, and any survivors would hit at Init 1 against their own unit.
   
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Regular Dakkanaut





If they have both grenades, which grenade effect resolves first ?
   
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Decrepit Dakkanaut




Psykouts seem to resolve first, as they are when you first make assault moves. Psykotropes are after all reactions /etc
   
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USA - MS

nosferatu1001 wrote:Psykouts seem to resolve first, as they are when you first make assault moves. Psykotropes are after all reactions /etc


What he said.

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Made in ca
Member of the Malleus





Canada

Hmmm brain mines would be the same then, if in fact it makes you test on init 1 to resist the grenades, man you could really shred some enemy units with that.

 
   
Made in gb
Decrepit Dakkanaut




It's another anti-mephiston item. Not only do you attack first and will likely ID him, but have a 5/6 chance that, if you dont, he isnt attacking you.

A lot like mindstrike missiles.....
   
 
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