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![[Post New]](/s/i/i.gif) 2013/12/03 09:36:20
Subject: Servo Skulls
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Discriminating Deathmark Assassin
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Do Servo Skulls reduce the amount of scatter by Orbital Bombardment?
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![[Post New]](/s/i/i.gif) 2013/12/03 09:51:04
Subject: Re:Servo Skulls
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Tail Gunner
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If referring to servo skulls from the C: GK, the GK FAQ says:
Q: Would an orbital strike relay targeted within 12" of one or more
servo-skulls have its scatter distance reduced? (p62)
A: No, it always scatters the full 2D6".
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m3440038a_Grey_Knights_v1.5_September_13.pdf
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![[Post New]](/s/i/i.gif) 2013/12/03 10:03:24
Subject: Servo Skulls
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Discriminating Deathmark Assassin
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Hm. Suspected that might be the case. Thanks!
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![[Post New]](/s/i/i.gif) 2013/12/03 15:48:05
Subject: Servo Skulls
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Road-Raging Blood Angel Biker
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Note that specifically states 'Orbital Strike Relay' and not 'Orbital Bombardment', which are two separate abilities. Not HIWPI, but several people here play OB as benefiting from the reduced scatter.
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![[Post New]](/s/i/i.gif) 2013/12/03 15:50:37
Subject: Servo Skulls
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Judgemental Grey Knight Justicar
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Note also that both abilities state "always scatter the full distance". I would assume that to mean that they *always* scatter the full distance, no matter what else you have.
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This message was edited 1 time. Last update was at 2013/12/03 15:50:53
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![[Post New]](/s/i/i.gif) 2013/12/03 18:19:05
Subject: Servo Skulls
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Road-Raging Blood Angel Biker
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I would agree with that, but some people use the fact that OSR has been FAQ'd and OB hasn't as evidence that Servo Skulls work with OB. I think it's pretty clear that they don't (and I run lists with both OB and SS), but I just wanted the OP to be aware there is some debate, however weak it may be.
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![[Post New]](/s/i/i.gif) 2013/12/03 19:59:34
Subject: Re:Servo Skulls
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Longtime Dakkanaut
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Its all covered on one of the early pages of the BRB. Modifiers that set a value, in this case 'the full 2d6', always get applied last. So the servo skull actually reduces the scatter distance, but then the orbital rule sets the scatter distance back to the full 2d6. At least that's why it makes sense to me.
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