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![[Post New]](/s/i/i.gif) 2011/10/24 18:23:16
Subject: servo skulls killing doom
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Been Around the Block
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hi,i was just wondering about something that occurred earlier on in a game against someone at games workshop.I was using my nids and he was using his grey knights,i have never played with or against grey knights.In turn three i tried to deep strike my doom in a drop pod however he had servo skulls so i positioned it so it was out side the twelve inch range of the servo skull.The doom scattered onto a nearby unit of terminators so i moved it using the rules for the drop pod saying it cant deep strike mishap,this then meant that i was within twelve inches of the servo skull so i had to do a deep strike mishap says the guy i was playing against so i do and the doom rolls a one meaning he dies.Now i didn't what to start an argument or anything so i just removed my doom and drop pod from the table a bit confused about what happened.
so i was just wondering if he was using it correctly,he probably was,if so then there pretty good for 3 points....
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This message was edited 1 time. Last update was at 2011/10/24 18:24:01
go on,click it,it wont bite....ok maybe it will
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![[Post New]](/s/i/i.gif) 2011/10/24 18:26:15
Subject: Re:servo skulls killing doom
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Trazyn's Museum Curator
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I never heard of that...
I know that GK squads can interfere with DS...but servo skulls?
And a mishap doesn't instantly kill the squad. You have to roll first.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/10/24 18:40:42
Subject: servo skulls killing doom
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Regular Dakkanaut
United Kingdom
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You've been done me old mucker!
The rules are:
- Infiltrators cannot set up within 12" of a servo-skull
- Same with scouts who cannot use their pre-game move to approach within 12"
- There's some stuff about benefits to friendly deep strikers and blast templates
Nothing about deep striking enemies whatsoever. It acts as a sort of sentry and will blow up if any enemy get within 6". It wards of infiltrators/scouts I assume because the nature of their powers means they cannot get near a device which will see them and blow thier cover.
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Quis custodiet ipsos custodes? |
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![[Post New]](/s/i/i.gif) 2011/10/24 18:50:28
Subject: servo skulls killing doom
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Been Around the Block
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Ha!,thanks i thought it was a bit good,also another question do rhino's and chimeras count as kill points.?
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go on,click it,it wont bite....ok maybe it will
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![[Post New]](/s/i/i.gif) 2011/10/24 18:54:45
Subject: Re:servo skulls killing doom
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Stubborn Prosecutor
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I have found that new GK players get the servo skulls and the purifiers (I think they are the one that affects DS) rules mixed up.
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It's time to go full Skeletor |
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![[Post New]](/s/i/i.gif) 2011/10/24 19:12:19
Subject: servo skulls killing doom
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Regular Dakkanaut
United Kingdom
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The interceptors have the anti-teleport power. Not really sure why as they are usually held back to teleport in, it would make more sense for a ground holding unit to ward off enemy reserve strikes.
Not sure servo-skulls are worth it tbh, but they are nice little models.
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Quis custodiet ipsos custodes? |
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![[Post New]](/s/i/i.gif) 2011/10/24 20:42:20
Subject: servo skulls killing doom
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Stubborn Prosecutor
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Isengard wrote:The interceptors have the anti-teleport power. Not really sure why as they are usually held back to teleport in, it would make more sense for a ground holding unit to ward off enemy reserve strikes.
Not sure servo-skulls are worth it tbh, but they are nice little models.
I knew purifires didn't sound right
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It's time to go full Skeletor |
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![[Post New]](/s/i/i.gif) 2011/10/24 20:53:42
Subject: Re:servo skulls killing doom
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Trazyn's Museum Curator
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Actually, it's both Interceptors and Normal GKs who have that ability.
I could be mistaken, however.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/10/24 21:24:15
Subject: servo skulls killing doom
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Ship's Officer
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I'm going to go ahead and stave off all the terrible information being thrown around in this thread. Servo Skulls: These affect how enemy infiltrators and scouts may deploy/move (respectively) at the start of the game. They also provide a scatter reduction to friendly Deep Striking units, as well as any friendly blast marker placed within range. Warp Quake: This is a psychic power that can be used to disrupt enemy deep strike troops. It creates an area around the unit that disables anti-scatter wargear (icons, beacons, etc) and causes automatic mishaps against any unit that lands inside. This power is available to both Strike Squads (power-armoured GK troops) and Interceptors (GK fast attack).
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This message was edited 1 time. Last update was at 2011/10/24 21:24:44
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