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Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Got the book sitting in front of me, ask away!

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Pyro Pilot of a Triach Stalker




New York

Ok, I'll bite.

Have Power Klaws changed at all? Are they still the same as power fists despite having their own entry in the weapons section?

   
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Kabalite Conscript




Phoenix, AZ

I heard somewhere that assaulting in the same turn reserves come on the board is now verboten. Any truth to this?
   
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Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Have Power Klaws changed at all? Are they still the same as power fists despite having their own entry in the weapons section?


It's got it's own separate listing in the wargear section, but it's identical to the Power Fist in every way



Automatically Appended Next Post:
Kung Fu Hamster wrote:I heard somewhere that assaulting in the same turn reserves come on the board is now verboten. Any truth to this?


Correct. It's in bold, you cannot charge the turn it comes on from reserve. Nor use any abilities/special rules that have to be used at the start of the turn (ex, some Eldar psychic powers)


This message was edited 3 times. Last update was at 2012/06/29 20:38:36


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Pyro Pilot of a Triach Stalker




New York

Thanks!
   
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Kabalite Conscript




Phoenix, AZ

Wow... big nerf for Wyches :(
   
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Plummeting Black Templar Thunderhawk Pilot





Can you explain overwatch? How many shots does the charged unit get?
   
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Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Marshall Ragnar wrote:Can you explain overwatch? How many shots does the charged unit get?


Overwatch isn't something you have to prep to use. As soon as a charge has been declared against a unit, it can fire overwatch if it wants to. It's a normal shooting attack, though all shots fired can only be done as snap shots (I can go more into those if needed). Overwatch cannot be used if the unit is already engaged in melee. Can only be done once per unit being charged.

This message was edited 1 time. Last update was at 2012/06/29 20:46:36


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Dark Angels Librarian with Book of Secrets






Is it true that troops embarked in transports will have relentless, allowing heavy weapons to be fired out of fire points?
   
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Camas, WA

As much as it is fun to be an internet celeb, there's already a thread for this in N&R.

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Homicidal Veteran Blood Angel Assault Marine





Los Angeles

pretre wrote:As much as it is fun to be an internet celeb, there's already a thread for this in N&R.


You mean the 192 page monstrosity? I can shut this thread down if wanted, no problem. I don't know about you, but I wouldn't wade through all that to try and find an answer. This was just to clean things up a lot, no 'E-celeb' status. You can check my posts, I stay away from that kinda thing.




Automatically Appended Next Post:
SoloFalcon1138 wrote:Is it true that troops embarked in transports will have relentless, allowing heavy weapons to be fired out of fire points?


No. If the vehicle moved at Combat Speed, they count as moving. Cruising Speed, only snap shots allowed. Flat Out, nothing (not even smoke!)

This message was edited 2 times. Last update was at 2012/06/29 20:51:07


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Made in au
Esteemed Veteran Space Marine





Australia

Can you give us a full explanation of wound allocation?


e.g. what happens if shoot a squad and get 3 melta wounds, 1 plasma wound and 6 boltgun wounds?

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Homicidal Veteran Blood Angel Assault Marine





Los Angeles

ChocolateGork wrote:Can you give us a full explanation of wound allocation?


e.g. what happens if shoot a squad and get 3 melta wounds, 1 plasma wound and 6 boltgun wounds?


Ok, assuming all the same saving throw...

Closest model takes a wound, the controlling player allocates where the wound comes from. That closest model keeps taking wounds until it dies. Then move on to the next closest, etc. So you could 'wait' to eat those melta/plasma wounds on something less valuable (ex, a regular bolter marine). That's my understanding of it.



This message was edited 1 time. Last update was at 2012/06/29 21:08:34


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Dakka Veteran





I'd like to know exactly how charging works. Is it still closest model to closest model? Can you be 'shot out of charge range' from Overwatch wounds?

Also, haven't been able to find any info on the Move Through Cover USR. What bonus does this give?


Edit: Just read your post on how wound allocation works...so does this mean that you have to roll every single wound separately? 20+ wounds from termagants or shoota boyz, and you have to roll them one at a time until the first model dies?

This message was edited 1 time. Last update was at 2012/06/29 21:11:18


 
   
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Barpharanges







Any changes to Deep Striking? Other than the modified mishap table.

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Los Angeles

Siphen wrote:I'd like to know exactly how charging works. Is it still closest model to closest model? Can you be 'shot out of charge range' from Overwatch wounds?

Also, haven't been able to find any info on the Move Through Cover USR. What bonus does this give?

Edit: Just read your post on how wound allocation works...so does this mean that you have to roll every single wound separately? 20+ wounds from termagants or shoota boyz, and you have to roll them one at a time until the first model dies?


Move Through Cover: Only one model in the unit has to have it. An extra D6 when moving through cover, and passes all dangerous terrain checks.

Charging: Declare a charge (only up to 12" away). Overwatch shots are then fired. THEN roll 2d6 to determine the charge range. Then move models. Initial charger is model nearest to enemy.

Wound Allocation: Yeah, from my first read-through, that's how it works. Of course if all the models are the same (gaunts), then rolling them all together is no big deal. Gets weird when a lot of wounds hits a Space Marine squad, or the 5th ed nob biker squad.



Automatically Appended Next Post:
blood reaper wrote:Any changes to Deep Striking? Other than the modified mishap table.


Deep Striking: I didn't use them much in 5th, so couldn't comment on any changes from 5th with any certainty. Here's a quick explanation from the 6th book.

Arrive via reserves as normal. Units that are forced to deep strike (drop pods) do not count against the reserves limit.

Pick a spot, scatter. I didn't see what the amount of scatter was, but I'm assuming it mentions somewhere else in the book that scatter is 2d6. If it's a vehicle that's deep striking, the facing CANNOT change.

Deploy the unit in circles around the first model.

Models deploying into terrain treat it as dangerous terrain.

Can't move, but units can disembark from a vehicle. Vehicles count as moving at cruising speed. No charging.

This message was edited 2 times. Last update was at 2012/06/29 21:21:06


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Wicked Canoptek Wraith





Mandragora, Eastern Fringe

Tell me about hull points!!!

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Los Angeles

Great Deceiver wrote:Tell me about hull points!!!


Hull Points: Glancing Hits, lose a hull point. Penetrating Hit, lose a hull point and roll on the chart. When a vehicle loses all its hull points, it becomes a wreck.


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Mandragora, Eastern Fringe

Can you explain fliers?

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Los Angeles

Great Deceiver wrote:Can you explain fliers?


Flyers: Must begin in reserves.

Zoom Move: Combat Speed: 18". Cruising Speed: 36". Can't move less than 18", otherwise wrecked. Can only pivot on the spot up to 90degrees BEFORE it moves, then move in a straight line. Does not take any terrain tests during a zoom move, even at the end. Cannot embark or disembark from a zooming flyer. Can move off the board and re-enter during reserves on the following turn.

Can fire up to 4 of their weapons using their full BS during their zoom move (combat or cruise speed).

Shots at a zooming flyer are snap shots (unless it has skyfire rule). Template and blast weapons cannot hit zooming flyers.

Zooming flyers can invoke the jink special rule against hits, but then fires snap shots on the following turn.

Zooming flyers cannot be assaulted.


This message was edited 1 time. Last update was at 2012/06/29 21:45:38


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Longtime Dakkanaut





Melee weapon effects and AP values?

Please and Thank you


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Fresh-Faced New User




Can you clarify how psychic powers work in tandem with your own codex specific powers? From what I understand you can choose your own specific codex powers or randomly generate powers from the BRB lores, is this correct?
   
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Los Angeles

Quick break to head to the game store. Will update a bit from there.


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New York, USA

How does issuing a challenge work?

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Peoria IL

pretre wrote:As much as it is fun to be an internet celeb, there's already a thread for this in N&R.


Well that's pretty trite and rude. I appreciate the OP doing this.

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Regular Dakkanaut




How does terrian affect jump infantry? Do you still take dangerous terrain tests when entering and leaving difficult terrain.
   
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Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Exalted Pariah wrote:How does issuing a challenge work?


Pick a character, issue a challenge against the enemy. If accepted, that fight is separate involving just those 2 models. If refused, the character is not involved in that round of combat. Any character can accept the challenge.


Automatically Appended Next Post:
azala wrote:How does terrian affect jump infantry? Do you still take dangerous terrain tests when entering and leaving difficult terrain.


Yes, a dangerous terrain check is still made. You can save against them now tho.

This message was edited 2 times. Last update was at 2012/06/30 00:57:10


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Legendary Master of the Chapter





Chicago, Illinois

What are the pyschic abilities and what exactly can i do with them? (what do they do?)

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Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Talamare wrote:Melee weapon effects and AP values?

Please and Thank you


Thats a pretty broad question. Any weapons in particular you're curious about? Here's some quick info...

Power wpn ap 3, can't find the parry rule anywhere.
Power fist/klaw/dread cc wpn/chainfist/thammer str x2 ap 2

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Ancient Space Wolves Venerable Dreadnought




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How are power axes?
   
 
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