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Made in us
Pulsating Possessed Chaos Marine





Charleston, SC

So, this is something i've been wondering ever since i started looking at the Black Templar's codex afew days ago. the Vow ATW, DTW When played vs Grey Knights, Would it effect the knight's nemesis weapons, and all of their phychic powers?

Oh stop complaining, its for the greater good... Now get in the box!

Owner of R.S. Commission Studios. PM For a quote. Link in profile. 
   
Made in gb
Decrepit Dakkanaut




Is it the vow where they get a save against minor psychic powers?

If so it has no effect against anything.

You may need to put the rule here, not every one has the BT codex
   
Made in us
Pulsating Possessed Chaos Marine





Charleston, SC

Its the vow where on a 5+ The psychic power doesnt work, and minor powers automaticly stop

Oh stop complaining, its for the greater good... Now get in the box!

Owner of R.S. Commission Studios. PM For a quote. Link in profile. 
   
Made in us
Pete Haines



Springfield, MA

I think I have every 40k book, yet I don't currently own any. Am I not normal?

I like the BT, I just read them a few days ago. One of my top 3 choices for non GK marines if I sell my BA and ever want another marine army. Sorry for the codex being so old, if you play them I feel bad for you. About that... my .pdf says it's 3rd edition, so if thats right my answer could be off. Hopefully the edition is just mislabelled.


I can make a good guess. I know using a force weapon counts as a psychic power, but I don't think your vow gives you a save because it might be considered that the power is targeting either the wielder or the weapon. It's not targetting you nor is it an area effect.

When the force weapon activates I thought it wasn't targeting you (the wounded models) but was a buff targeting the wielder or weapon. I think that is wrong though, it is more like an interrupt that adds instant death to all their previous attacks.

So i'm sticking with you get no nullify, it's buffing the unit itself. I'm not looking up all their other psychic powers, but it should be easy to figure out.

About the nullify, it's hard to be sure about that term because it's could be old, but a nullify should negate the power from working, it's not just a save. It's more like they say "yay my power goes off", you roll and then say "no, no it didn't". So if a million inch template hits a billion models (which I guess would be a true pile-in amirite?), 1 black templar in there who nullifies the attack would prevent all of them from being affected, and prevent any other effects the power creates.

Minor psychic powers I think was an old chaos thing, I think that no longer exists.


For those without the rule, it says;
"Blah blah blah the army with the vow gets no infiltration and gets a free consolidate move because they know there is a psyker on the opponent's army roster, moving toward the nearest visible enemy because it seems like the quickest way to satisfy their redirected anger. Also something about some seal and some ancient mission, blah blah. (orky smile not included)

In addition any psychic powers targetted against any Black Templars unit or character (or one which includes them in it's area of effect) are nullified and will not work on a d6 roll of 5+ (only roll once for each power, even if it affects several units). Minor psychic powers have no effect on Black Templar units and characters at all."


"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in gb
Decrepit Dakkanaut




Hammerhand is not targeted at the BT player, so no luck there. Force weapon activation is likely targeted (it takes a very close reason to make it a non-active power)

Anything directly targetting you would be stopped
   
Made in us
Furious Fire Dragon





I'm fairly certain the power has to be aimed at a BT unit to be nullified. So Hammerhand and Fortune would work as they are cast on enemy units. Doom and Breath of Chaos would get saves as they are cast on BT units. Force Weapons are sort of odd: normal ones, I'd say yes they get a save. Nemesis ones maybe not as they are activated for a unit not a particular attack.

Homer

The only "hobby" GW is interested in is lining their pockets with your money.
 
   
Made in us
Pete Haines



Springfield, MA

Homer S wrote:I'm fairly certain the power has to be aimed at a BT unit to be nullified. So Hammerhand and Fortune would work as they are cast on enemy units. Doom and Breath of Chaos would get saves as they are cast on BT units. Force Weapons are sort of odd: normal ones, I'd say yes they get a save. Nemesis ones maybe not as they are activated for a unit not a particular attack.

Homer


Agree, but you never know with this game.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in gb
Lord of the Fleet






London

Hammerhand: No, you can't save against it as the power is not affecting you directly.

Force Weapons: Yes, the power affect you directly, therefore you can save against it.

Nemesis Weapons: No, as the psychic power affects the GK's combat potential rather than affectinv you.
   
 
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