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Made in gb
Been Around the Block




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....

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
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

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.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Regular Dakkanaut



United Kingdom

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.

Quis custodiet ipsos custodes? 
   
Made in gb
Been Around the Block




Ha!,thanks i thought it was a bit good,also another question do rhino's and chimeras count as kill points.?

go on,click it,it wont bite....ok maybe it will
 
   
Made in us
Stubborn Prosecutor





USA

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.

It's time to go full Skeletor  
   
Made in gb
Regular Dakkanaut



United Kingdom

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.

Quis custodiet ipsos custodes? 
   
Made in us
Stubborn Prosecutor





USA

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

It's time to go full Skeletor  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Actually, it's both Interceptors and Normal GKs who have that ability.

I could be mistaken, however.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Ship's Officer






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).

This message was edited 1 time. Last update was at 2011/10/24 21:24:44


Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
 
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