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Made in gb
Long-Range Land Speeder Pilot






Just a question, when you are using a weapon with unwieldy, if you then use the quickening (gives initiative 10), which Initiative value applies? 1 or 10
thanks
   
Made in ae
Thunderhawk Pilot Dropping From Orbit





Check in ur rulebook again, it'll say which one takes precedence. It should do anyway. Otherwise just go with I 10. Gives you a hand up in battles

Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course... 
   
Made in gb
Long-Range Land Speeder Pilot






Ok, thanks!
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

The quickening makes you initiative 10, but unwieldy makes you strike at initiative 1. So for any initiative tests or for sweeping advances and similar things you are initiative 10, but when it comes to actually attacking it would be at initiative 1.

This message was edited 1 time. Last update was at 2012/07/29 06:59:04


Blood for the bloo... wait no, I meant for Sanguinius!  
   
Made in us
Slippery Scout Biker




initiative modifiers are very very clearly laid out in 40k.

Unwieldy weapons "Strike at Initiative 1" meaning, if you're I 10, you strike at I 1.

 
   
Made in us
Longtime Dakkanaut





Do we pile in at I10 and Strike at I1?


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
 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Talamare wrote:Do we pile in at I10 and Strike at I1?

No, you pile in and strike at the same time.

So if you strike at I1 you pile in and strike then. If you are a GK with a Halberd you pile in and strike at I6 Etc.

P.23 is the rules for Pile in and striking when your initiative is reached.

This message was edited 1 time. Last update was at 2012/07/29 22:30:39


"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Paramount Plague Censer Bearer




Someon the other day was trying to explain this to me as well. Basically it came down to "the quickening being a set modifier" (Int 10) and unwieldy being a "set modifier" (Int 1). The concensus was that you would roll off every game turn to see which one takes precidance. I personnaly DO NOT aggree with this however, thats how it is played locally and as the new guy you cant quite fight city hall.
   
Made in us
Regular Dakkanaut




Dooley wrote:
Someon the other day was trying to explain this to me as well. Basically it came down to "the quickening being a set modifier" (Int 10) and unwieldy being a "set modifier" (Int 1). The concensus was that you would roll off every game turn to see which one takes precidance. I personnaly DO NOT aggree with this however, thats how it is played locally and as the new guy you cant quite fight city hall.


"A model attacking with this weapon must do so at I1." (BRB p43)

"The unit is initiative 10 for the rest of the turn." (GK codex, p25)

The unwieldy weapon doesn't care if the unit's initiative is set at 10. They must still strike at I1. I wouldn't allow that crap.

This message was edited 1 time. Last update was at 2012/11/14 23:32:26


 
   
Made in ca
Grisly Ghost Ark Driver





Those who've said "The models count as Initiative 10 but strikes at Initiative 1 in the OPs' scenario" Have the right of it.

Unweildy is not a set modifier. It doesn't alter (set, modify, etc) your models' initiative value at all; It just changes which initiative value the model piles in and strikes at.

This message was edited 3 times. Last update was at 2012/11/15 02:31:36


 
   
Made in us
Paramount Plague Censer Bearer




The argument he was making was that both those things are "Set Value Mofiers" and thus require a roll off. One sets your Int to 10 the other 1. I still think it is pretty lame. Anything unweildy is still unwieldy!!!
   
Made in au
Quick-fingered Warlord Moderatus






Unwieldy is not a set modifier, to be a set modifier it has to set a certain thing to a certain value, it does nothing of the sort, it simply causes you to strike at a specific time during the combat.

Would a rule that says "A model attacking with this weapon does so before any other participants of the combat have struck" be a set modifier for initiative? If so what is it setting it to?

It's really the same situation, the mention of "Initiative Step 1" has no bearing on the fact that it's just a rule telling you when to strike

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in us
Paramount Plague Censer Bearer




Fair enough. That is what I was thinking as well. May have to stick to my guns on this one.
   
 
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