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![[Post New]](/s/i/i.gif) 2011/11/15 04:39:02
Subject: Ork warphead spells and running
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Fresh-Faced New User
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Can the warphead and his unit run after successfully casting any of his spells?
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![[Post New]](/s/i/i.gif) 2011/11/15 07:09:36
Subject: Ork warphead spells and running
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Insect-Infested Nurgle Chaos Lord
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I don't believe you can run, but i don't have the codex on hand.
I don't think it says 'instead of shooting' anywhere in the powers rules, but several of them are auto-hitting ranged attacks..
I play assuming you don't get to run, but it's always possible that i'm wrong
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/11/15 14:39:59
Subject: Ork warphead spells and running
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Confessor Of Sins
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At the start of the ork shooting phase the Warphead/Weirdboys must roll a psychic test and if succesful roll to see which power they must use. This is not optional in any way, far as I can see. All that can save your Run move when you roll either of the two shooting powers is having no target in LOS.
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![[Post New]](/s/i/i.gif) 2011/11/15 14:45:24
Subject: Ork warphead spells and running
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Powerful Phoenix Lord
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Or if you roll WAAGH (or is that a different 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) 2011/11/15 15:10:08
Subject: Ork warphead spells and running
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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You can run as long as you weren't forced to shoot with the warphead. If you roll a 1, 2 or 3, you must shoot, and thus may not forgo shooting to run.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2011/11/15 19:14:38
Subject: Re:Ork warphead spells and running
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Fresh-Faced New User
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Thanks! My buddy and I definately played it wrong then... these guys suck.
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![[Post New]](/s/i/i.gif) 2011/11/17 00:12:32
Subject: Ork warphead spells and running
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Stabbin' Skarboy
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XenoEldar wrote:Can the warphead and his unit run after successfully casting any of his spells?
Basically No
if you get any of the shooting attacks you cant run
if you get the one where he hits himself you cant run
if you deepstrike yu cant run
so no not really
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/17 00:46:59
Subject: Ork warphead spells and running
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Insect-Infested Nurgle Chaos Lord
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You CAN run after deepstrike  You just can't assault...
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/11/17 01:32:42
Subject: Ork warphead spells and running
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Stabbin' Skarboy
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I swore you cant move period after deepstrike.
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/11/17 03:30:34
Subject: Ork warphead spells and running
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Insect-Infested Nurgle Chaos Lord
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Pg 95 rulebook: paragraph 6, about 2/3 of the way down.
'in that unit's shooting phase the unit can fire (or run) as normal..'
They can't move any further in the movement phase, but are good to go in the shooting phase. I often run deepstrikers to make them less vindicator-bait..
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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