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![[Post New]](/s/i/i.gif) 2011/11/06 07:55:48
Subject: GK force weapons
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Stabbin' Skarboy
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Alright we have had issues figuring out how this works
say 10 Biker Nobz(with powerklaws &eavy armour) & painboy assault 10 GK terminators(no upgrades)
how does this pan out.
How we understand it
GK cast hammerhand
I4 GK attacks 30 times at 4+
GK rolls 15 wounds on 3+
Orks role 10 saves at 4+
Orks roll 5 FNP at 4+
3 ork wounds.
GK rolls 3 force weapon checks each pass resulting in an instant death
I2 painboy attacks 4 times
I1 leftover orks attack with poweklaws
Is this in any way right?
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/06 08:00:37
Subject: GK force weapons
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Fresh-Faced New User
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first of all theyre power weapons so no fnp and they cant activate force weapons because they use hammerhand its either one or the other and if they dont use hammerhand and use the force weps then its one test on the justicars leadership
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![[Post New]](/s/i/i.gif) 2011/11/06 08:00:59
Subject: GK force weapons
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Stealthy Warhound Titan Princeps
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No, no part of that is right.
GK can chose to activate force weapons OR hammerhand. He rolls a check for either at the start of the assault, and then he either gets +1 str on all force weapons, OR all force weapons cause instant death.
Also, you do not get ANY SAVES OR FEEL NO PAIN against force weapons. You can take ONLY invulnerable saves.
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![[Post New]](/s/i/i.gif) 2011/11/06 08:02:42
Subject: GK force weapons
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Fresh-Faced New User
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and if the orks have no invulnerable save then theyre are no saves at all orks just take woulds
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![[Post New]](/s/i/i.gif) 2011/11/06 08:05:03
Subject: GK force weapons
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Stabbin' Skarboy
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k
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/06 15:50:00
Subject: GK force weapons
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Veteran Inquisitorial Tyranid Xenokiller
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Um...how do the Terminators have 3 attacks a piece if they are the ones being assaulted?
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![[Post New]](/s/i/i.gif) 2011/11/06 16:00:59
Subject: GK force weapons
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Dakka Veteran
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CrashCanuck wrote:Um...how do the Terminators have 3 attacks a piece if they are the ones being assaulted?
It's theoretically possible that Grand Master gave them Counter Attack USR, but I obviously can't say about this specific case.
But considering the OP said no upgrades...
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This message was edited 1 time. Last update was at 2011/11/06 16:01:41
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![[Post New]](/s/i/i.gif) 2011/11/06 16:38:21
Subject: GK force weapons
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Stabbin' Skarboy
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Mistake. Anywho one more question. Do force swords strike at i1 or i4
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/06 16:47:38
Subject: GK force weapons
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Annoyed Blood Angel Devastator
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Regular Force Weapons strike at the initiative of the Wielder, Nemesis Force Weapons vary a little. Halberds are at Wielder Initiative +2 Hammers are at I1 and the rest IIRC are at Wielder Initiative.
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![[Post New]](/s/i/i.gif) 2011/11/06 16:51:02
Subject: GK force weapons
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Ferocious Black Templar Castellan
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Luide wrote:CrashCanuck wrote:Um...how do the Terminators have 3 attacks a piece if they are the ones being assaulted?
It's theoretically possible that Grand Master gave them Counter Attack USR, but I obviously can't say about this specific case.
But considering the OP said no upgrades...
I was thinking it was a Brotherhood Banner, but as you said, he DID say no upgrades...
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/11/06 18:19:50
Subject: GK force weapons
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Stabbin' Skarboy
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Ok but you guys also called them power weapons so they ignore armour. Don't power weapons strike at i1
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/06 18:20:46
Subject: GK force weapons
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Stealthy Warhound Titan Princeps
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No, only power fists and thunder hammers strike at i1
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![[Post New]](/s/i/i.gif) 2011/11/06 18:21:30
Subject: GK force weapons
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Longtime Dakkanaut
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docbrown wrote:Ok but you guys also called them power weapons so they ignore armour. Don't power weapons strike at i1
Daemonhammers (for GKs) hit at I1.
I think you need to re-read the rulebook a few times.
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![[Post New]](/s/i/i.gif) 2011/11/06 20:47:38
Subject: GK force weapons
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Stabbin' Skarboy
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We have and every time it comes out different
I swore force weapons say a model with a force weapon may take any unsaved wound and .... Instant death
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/06 20:53:45
Subject: Re:GK force weapons
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Decrepit Dakkanaut
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Horst - He rolls a check for either at the start of the assault,
Nope, reread the NFW rules. Once you cause the first unsaved wound you take the check, if you pass EVERY single wound caused by the GK that turn cause Instant Death
Nemesis Force Weapons do NOT work in the same way as normal force weapons.
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![[Post New]](/s/i/i.gif) 2011/11/06 21:30:52
Subject: GK force weapons
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Stabbin' Skarboy
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Oh there's the problem. What I don't get then is how does that work. Do I roll each save individually and once do fail one all. Wounds after are instants?
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/06 21:38:57
Subject: GK force weapons
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Frightening Flamer of Tzeentch
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Force Weapons Pg 50 in BRB
Nemesis Force Weapons Pg 54 GK Codex
Read these pages and all your questions will be solved.
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2.5k Suffer no Daemon to exist!
2.5k Sorcery, Sex and Chopping off Heads!
2k
2k Happiness in slavery |
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![[Post New]](/s/i/i.gif) 2011/11/06 22:07:49
Subject: GK force weapons
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Decrepit Dakkanaut
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docbrown wrote:Oh there's the problem. What I don't get then is how does that work. Do I roll each save individually and once do fail one all. Wounds after are instants?
Once you fail a save you roll, if you pass the test then AL wounds are ID, including that one. So if you wound at I6, ALL wounds at I6 and belw cause ID
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![[Post New]](/s/i/i.gif) 2011/11/06 22:15:09
Subject: GK force weapons
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Stabbin' Skarboy
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That's a fethed up ruling. Why not just say all wounds cause Id if pass roll. Because essentially its all force weapons of the same initiative cause Id on a pass
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/06 22:19:36
Subject: Re:GK force weapons
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Decrepit Dakkanaut
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Because it means you have to choose when your Init comes up whether to risk the psychic power or not.
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![[Post New]](/s/i/i.gif) 2011/11/07 21:07:22
Subject: GK force weapons
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Fresh-Faced New User
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I may be mistaked but I think the GK can choose to activate the force weapons after unsaved wounds.
This is of course not a viable option if you have chosen to use hammerhand unless you have a mastery level of 2 or higher.
Of which the only thing that springs to mind is a Librarian.
Nemesis Force Weapons are power weapons, each has its own bonus listed in the codex and only the demon hammers strike at I1.
Force swords and Falchions strike at normal initiative and Halberds increase the initiative.
I also think (though I'd need to check) that the brotherhood of psykers rule means you test for force weapon activation once for the whole squad.
(Can someone answer this please?)
GK cast hammerhand
I4 GK attacks 30 times at 4+
GK rolls 15 wounds on 3+
10 ork wounds.
I2 painboy attacks 4 times
I1 leftover orks attack with poweklaws
Tactically hammerhand is not always usefull as you can see.
Instead of dealing 10 wounds with hammerhand activating the force weapons would kill 10 multi wound models
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![[Post New]](/s/i/i.gif) 2011/11/08 15:55:39
Subject: GK force weapons
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Lord Commander in a Plush Chair
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All force weapons(including nemesis):
First Hit, Then Wound, All attacks are Power weapons, if enemy suffers an unsaved wound(do to failing an invulnerable save, or having none) you can then take a psychic test to activate the force weapon for ID
Where NFW differ: Instead of just the 1 attack that has an unsaved wound causing ID; all attacks, from that one on, cause ID.
Examples:
Force Weapon 1: A SM Librarianis attacking a Chaos Lord in CC; At I step 4 he swings 3 times; lets assume he gets lucky and hits with all 3. He then goes to wound, and again gets lucky; 2 wounds. The lord passes his first invulnerable save, but fails his second. The Librarian declares he is activating the Force weapon(still has a power left to use this turn), passes and causes ID on the Lord.
Force weapon 2: A SM Librarianis attacking a unit of 5 nobs in CC; At I step 4 he swings 3 times; lets assume he gets lucky and hits with all 3. He then goes to wound, and again gets lucky; 2 wounds. The Nobz have no invulnerable save. The Librarian declares he is activating the Force weapon(still has a power left to use this turn), passes and causes ID on 1 Nob(the other only takes 1 wound).
Nemesis weapons 1: A 5-man grey knight Strike-squad is in cc with a unit of 5 Diversified Nobz(these ones have Cybork Bodies); they have 1 Halberd, 3 Falchions, and a hammer; at I6 the Halberd Swings, it hits, it wounds, the Nob Fails his save; the unit activates their Force weapons; this attack, and all other NFW attacks(the falchions and the Hammer) now cause ID.
Nemesis weapons 2: A 5-man grey knight Strike-squad is in cc with a unit of 5 Diversified Nobz(these ones have Cybork Bodies); they have 1 Halberd, 3 Falchions, and a hammer; at I6 the Halberd Swings, it hits, it wounds, the Nob Passes his save. the Falchions then get to make their 6 swings; 4 hit, 3 wound, the first is saved, the second is failed; the unit activates their Force weapons; this attack, and all other NFW attacks(the second wound here, which was also failed and the Hammer) now cause ID.
Nemesis weapons 3: A 5-man grey knight Strike-squad is in cc with a unit of 5 Diversified Nobz(these ones have Cybork Bodies); they have 1 Halberd, 3 Falchions, and a hammer; at I6 the Halberd Swings, it hits, it wounds, the Nob Fails his save; the unit does not choose to activate their Force weapons; They may not choose to activate their force weapons on any subsequent attacks this assault phase
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2011/11/08 16:04:20
Subject: Re:GK force weapons
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Grey Knight Purgator firing around corners
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i got the book in front of me, one Ld test to pass the force weapons, if no Inv saves and you take 15 wounds then 15 models die regardless of how many wounds they have. GK can only pass one psychic test a turn unless the unit has mastery level 2. A power fist or thunder/daemon hammer hits at I1. Automatically Appended Next Post: o...Kommissar got the answer before me Automatically Appended Next Post: one last thing to add, a term squad gets a profile 3A if they have a banner with them, it adds +1A per. so you would get 4A on an assault
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This message was edited 2 times. Last update was at 2011/11/08 16:08:18
For the Emperor, our Primark, Death to the UnClean
Grey Knights, making armies run off the board since the new Codex
"Enemies of the Imperium, hear me. You have come here to die. The Immortal Emperor is with us and we are invincible. His soldiers will strike you down. His war machines will crush you under their treads. His mighty guns will bring the very sky crashing down upon you. You cannot win. The Emperor has given us his greatest weapon to wield. So make yourselves ready. We are the First Kronus Regiment, and today is our Victory Day."
– address to enemy forces in Victory Bay |
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![[Post New]](/s/i/i.gif) 2011/11/08 16:42:23
Subject: GK force weapons
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Powerful Phoenix Lord
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So, if you do not activate NFW insta-kill at the first possible moment you cannot use it at all in that assault phase (for the unit)?
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2011/11/08 16:44:11
Subject: Re:GK force weapons
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Decrepit Dakkanaut
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Correct. You cannot choose to wait and see.
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![[Post New]](/s/i/i.gif) 2011/11/08 16:50:28
Subject: GK force weapons
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Powerful Phoenix Lord
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Cool, I was under the impression that you could use it after any wound, however any wound suffered in the phase prior to that would not be affected, so using Kommissar Kel's example: Halberd attacks gets 1 wound, does not ID, no roll made to make ID. Falchions attack and wound, roll made falchions ID and hammer (which hasn't gone yet) would also ID. Good to know for against my GK buddy...
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2011/11/08 17:01:57
Subject: GK force weapons
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Lord Commander in a Plush Chair
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Happyjew wrote:Cool, I was under the impression that you could use it after any wound, however any wound suffered in the phase prior to that would not be affected, so using Kommissar Kel's example: Halberd attacks gets 1 wound, does not ID, no roll made to make ID. Falchions attack and wound, roll made falchions ID and hammer (which hasn't gone yet) would also ID. Good to know for against my GK buddy...
I am glad I read this a second time; at first impression I thought you were trying to use my example to show allowance for the falchions after the halberd caused an unsaved wound and did not activate.
If you need Page and text reference for your GK buddy(and I am sure you will instead of just: "well Kommissar Kel on dakka says so.."): GK Codex Page 54, in the box-out for NFWS, Second to last and final sentences; pay particular attention to the timing on the second to last sentence: "If a unit is striking at different Initiative orders, take the Psychic test to 'activate' the force weapons immediately after the first unsaved wounds are caused."
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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