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![[Post New]](/s/i/i.gif) 2012/06/30 11:37:44
Subject: 6th Edition 140K FAQs UP NOW
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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Awesome, Ezekiel is mastery level 1...
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This message was edited 1 time. Last update was at 2012/06/30 11:37:53
I cannot believe in a God who wants to be praised all the time.
15k
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![[Post New]](/s/i/i.gif) 2012/06/30 11:38:38
Subject: 6th Edition 140K FAQs UP NOW
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Crazed Spirit of the Defiler
Ireland
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So Aspiring Sorcerers don't seem to have a Mastery Level but can exchange the power they're required to buy for a roll on one of the tables. Does this mean they can't use it or do they have a default mastery of one?
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By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!
- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos
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![[Post New]](/s/i/i.gif) 2012/06/30 11:41:15
Subject: 6th Edition 140K FAQs UP NOW
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Beautiful and Deadly Keeper of Secrets
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Therion wrote:yakface wrote:
Still, this initial FAQ offering is WORLD's better than the 4th to 5th transition, and GW is also much better about putting out timely updates, so I feel much, much better about this first round of FAQs than previous edition changes.
I think the only real oversight is the exclusion of the Flakk Missile. If it's a new weapon option in the rulebook, why does absolutely noone have access to it? Surely there's no chance it would be only a weapon for the upcoming Chaos Space Marines or Dark Angels later this year?
They usually don't add upgrades through FAQ's and Errata's unless it was missing, it'll likely start showing up as upgrades later on.
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![[Post New]](/s/i/i.gif) 2012/06/30 11:41:36
Subject: 6th Edition 140K FAQs UP NOW
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[ADMIN]
Decrepit Dakkanaut
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tedurur wrote:Awesome, Ezekiel is mastery level 1...
Mastery level is equal to the number of powers a psyker was already allowed to use each turn. If the psyker could only use one power, then he's mastery level 1.
On a completely unrelated note: So Hydra Autocannons can now only snap fire on non-flying targets? Ooooh, suck it IG players!
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![[Post New]](/s/i/i.gif) 2012/06/30 11:42:36
Subject: Re:6th Edition 140K FAQs UP NOW
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Decrepit Dakkanaut
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streamdragon wrote:Awesome, not only are tyranids the only army that can't have allies, we're the only army that can't use the emplaced weapons on a bastion. what the crap GW? What the crap?
Y'know, not using the emplaced weapon on a bastion kinda makes sense to me - I can't see how you'd teach a Hormagaunt to pull a trigger...
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2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG
My Pile of Potential - updates ongoing...
Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.
Kanluwen wrote:This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.
Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...
tneva82 wrote:You aren't even trying ty pretend for honest arqument. Open bad faith trolling. - No reason to keep this here, unless people want to use it for something... |
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![[Post New]](/s/i/i.gif) 2012/06/30 11:45:09
Subject: 6th Edition 140K FAQs UP NOW
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Calculating Commissar
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In a perfect world, Tyranids would get their own Fortifications, along the same vein as the spire chimneys and suchlike that Forge World have already produced.
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The supply does not get to make the demands. |
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![[Post New]](/s/i/i.gif) 2012/06/30 11:47:07
Subject: 6th Edition 140K FAQs UP NOW
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Longtime Dakkanaut
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yakface wrote:tedurur wrote:Awesome, Ezekiel is mastery level 1...
Mastery level is equal to the number of powers a psyker was already allowed to use each turn. If the psyker could only use one power, then he's mastery level 1.
Not for Tyranids!
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![[Post New]](/s/i/i.gif) 2012/06/30 11:47:24
Subject: 6th Edition 140K FAQs UP NOW
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Long-Range Land Speeder Pilot
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I assumed all missile launchers would have access to Flakk Missiles, similar to how previously you could fire Krak/Frag missiles it's just giving you a third option.
(Which is good as otherwise I have no anti-flyer stuff in my army).
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Armies: Crimson Fists, Orks, Eldar |
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![[Post New]](/s/i/i.gif) 2012/06/30 11:47:30
Subject: 6th Edition 140K FAQs UP NOW
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Jervis Johnson
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we're the only army that can't use the emplaced weapons on a bastion.
Is there actually a rule like that? A specific rule that says everyone can fire the fortification weapon / battlefield emplacement by engaging with it, unless they're Tyranids, in which case they're screwed?
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![[Post New]](/s/i/i.gif) 2012/06/30 11:48:13
Subject: 6th Edition 140K FAQs UP NOW
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Crazed Spirit of the Defiler
Ireland
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yakface wrote:tedurur wrote:Awesome, Ezekiel is mastery level 1...
Mastery level is equal to the number of powers a psyker was already allowed to use each turn. If the psyker could only use one power, then he's mastery level 1.
I wonder how this gels with the Mark of Tzeentch, as the CSM codex does state that a model with the Mark of Tzeentch may use up to two psychic powers a turn. But the FAQ doesn't state that the Mark of Tzeentch increases your mastery level. So is the MoT only good for the increased invulnerable save?
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By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!
- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos
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![[Post New]](/s/i/i.gif) 2012/06/30 11:48:58
Subject: Re:6th Edition 140K FAQs UP NOW
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Longtime Dakkanaut
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Dysartes wrote:streamdragon wrote:Awesome, not only are tyranids the only army that can't have allies, we're the only army that can't use the emplaced weapons on a bastion. what the crap GW? What the crap?
Y'know, not using the emplaced weapon on a bastion kinda makes sense to me - I can't see how you'd teach a Hormagaunt to pull a trigger...
It's not supposed to be about "what makes sense", it's supposed to be about game balance. If tyranids want to buy a building to put units in, we pay a premium for weapons we can't even use. We don't get a price reduction for the Bastion or Fortress of Redemption or even the guns on the Aegis Line or whatever. (my stupid book still isn't here)
Agamemnon2 wrote:In a perfect world, Tyranids would get their own Fortifications, along the same vein as the spire chimneys and suchlike that Forge World have already produced.
In a perfect world, GW would give two craps about Tyranids. Automatically Appended Next Post: Therion wrote:we're the only army that can't use the emplaced weapons on a bastion.
Is there actually a rule like that? A specific rule that says everyone can fire the fortification weapon / battlefield emplacement by engaging with it, unless they're Tyranids, in which case they're screwed?
Read their FAQ:
Q: Are Tyranid units inside buildings (ie the Bastion) subject to instinctive behaviour tests? Further, are they able to manual fire emplaced weapons? (p33)
A: No to both questions.
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This message was edited 1 time. Last update was at 2012/06/30 11:50:44
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![[Post New]](/s/i/i.gif) 2012/06/30 11:54:08
Subject: Re:6th Edition 140K FAQs UP NOW
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[ADMIN]
Decrepit Dakkanaut
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Steamdragon wrote:Therion wrote:we're the only army that can't use the emplaced weapons on a bastion.
Is there actually a rule like that? A specific rule that says everyone can fire the fortification weapon / battlefield emplacement by engaging with it, unless they're Tyranids, in which case they're screwed?
Read their FAQ:
Q: Are Tyranid units inside buildings (ie the Bastion) subject to instinctive behaviour tests? Further, are they able to manual fire emplaced weapons? (p33)
A: No to both questions.
Strange as it sounds, that still means the weapons can fire on auto-mode (whatever that's called) if the Nids are inside the building.
Also, that FAQ doesn't cover weapon outside of buildings, so if you get to a gun in an Aegis line for example, technically I guess you can still fire that.
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This message was edited 1 time. Last update was at 2012/06/30 11:54:36
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![[Post New]](/s/i/i.gif) 2012/06/30 11:54:12
Subject: Re:6th Edition 140K FAQs UP NOW
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Jervis Johnson
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Read their FAQ
There's an easy answer to that. GW knows that Tyranids have been dominating the tournament circuit in the 5th and therefore don't need the additional crutch help of allies or fortifications in the 6th.
Also, that FAQ doesn't cover weapon outside of buildings, so if you get to a gun in an Aegis line for example, technically I guess you can still fire that.
I think the weapons in the Aegis Defence Line are classified as those emplaced weapons, but I can't be sure. I get my book in 30 minutes.
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This message was edited 2 times. Last update was at 2012/06/30 11:55:42
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![[Post New]](/s/i/i.gif) 2012/06/30 11:55:06
Subject: 6th Edition 140K FAQs UP NOW
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Foxy Wildborne
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Voodoo_Chile wrote:I wonder how this gels with the Mark of Tzeentch, as the CSM codex does state that a model with the Mark of Tzeentch may use up to two psychic powers a turn. But the FAQ doesn't state that the Mark of Tzeentch increases your mastery level. So is the MoT only good for the increased invulnerable save?
It doesn't need to be FAQ'd because it's spelled out in the rulebook that the number of powers you can cast per turn = your Mastery Level.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2012/06/30 11:56:26
Subject: 6th Edition 140K FAQs UP NOW
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Crazed Spirit of the Defiler
Ireland
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lord_blackfang wrote:Voodoo_Chile wrote:I wonder how this gels with the Mark of Tzeentch, as the CSM codex does state that a model with the Mark of Tzeentch may use up to two psychic powers a turn. But the FAQ doesn't state that the Mark of Tzeentch increases your mastery level. So is the MoT only good for the increased invulnerable save?
It doesn't need to be FAQ'd because it's spelled out in the rulebook that the number of powers you can cast per turn = your Mastery Level.
Ah thank you, I was confused as the FAQ specifically states a Chaos Sorcerer has a Master Level of one, but if it is based on number of powers able to cast then I'm satisfied.
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By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!
- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos
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![[Post New]](/s/i/i.gif) 2012/06/30 11:56:40
Subject: Re:6th Edition 140K FAQs UP NOW
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Grim Dark Angels Interrogator-Chaplain
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streamdragon wrote:Dysartes wrote:streamdragon wrote:Awesome, not only are tyranids the only army that can't have allies, we're the only army that can't use the emplaced weapons on a bastion. what the crap GW? What the crap?
Y'know, not using the emplaced weapon on a bastion kinda makes sense to me - I can't see how you'd teach a Hormagaunt to pull a trigger...
It's not supposed to be about "what makes sense", it's supposed to be about game balance. If tyranids want to buy a building to put units in, we pay a premium for weapons we can't even use. We don't get a price reduction for the Bastion or Fortress of Redemption or even the guns on the Aegis Line or whatever. (my stupid book still isn't here)
Agamemnon2 wrote:In a perfect world, Tyranids would get their own Fortifications, along the same vein as the spire chimneys and suchlike that Forge World have already produced.
In a perfect world, GW would give two craps about Tyranids.
Automatically Appended Next Post:
Therion wrote:we're the only army that can't use the emplaced weapons on a bastion.
Is there actually a rule like that? A specific rule that says everyone can fire the fortification weapon / battlefield emplacement by engaging with it, unless they're Tyranids, in which case they're screwed?
Read their FAQ:
Q: Are Tyranid units inside buildings (ie the Bastion) subject to instinctive behaviour tests? Further, are they able to manual fire emplaced weapons? (p33)
A: No to both questions.
They do give a crap about nids, they had there 40 mins of fame in 4th and 3rd nidzilla and ultra custom builds respectivly, GW royally ballsed up the 5th dex and the nids players have been badly treated since (was it 2 years to get the tervigon?), it does suck i agree, and the new FAQ where pods autodie if it hits impas terrain is very harsh (mainly due to marines not having the same nerf)
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![[Post New]](/s/i/i.gif) 2012/06/30 11:57:22
Subject: 6th Edition 140K FAQs UP NOW
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Beautiful and Deadly Keeper of Secrets
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lord_blackfang wrote:Voodoo_Chile wrote:I wonder how this gels with the Mark of Tzeentch, as the CSM codex does state that a model with the Mark of Tzeentch may use up to two psychic powers a turn. But the FAQ doesn't state that the Mark of Tzeentch increases your mastery level. So is the MoT only good for the increased invulnerable save?
It doesn't need to be FAQ'd because it's spelled out in the rulebook that the number of powers you can cast per turn = your Mastery Level.
So Ahriman is level 4 mastery? (Staff + Mark)
Works for me!
it does suck i agree, and the new FAQ where pods autodie if it hits impas terrain is very harsh (mainly due to marines not having the same nerf)
Psst, thats the SPORE MINE CLUSTER, completely different from the transport.
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This message was edited 1 time. Last update was at 2012/06/30 11:58:13
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![[Post New]](/s/i/i.gif) 2012/06/30 11:58:39
Subject: 6th Edition 140K FAQs UP NOW
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Pestilent Plague Marine with Blight Grenade
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Voodoo_Chile wrote:yakface wrote:tedurur wrote:Awesome, Ezekiel is mastery level 1...
Mastery level is equal to the number of powers a psyker was already allowed to use each turn. If the psyker could only use one power, then he's mastery level 1.
I wonder how this gels with the Mark of Tzeentch, as the CSM codex does state that a model with the Mark of Tzeentch may use up to two psychic powers a turn. But the FAQ doesn't state that the Mark of Tzeentch increases your mastery level. So is the MoT only good for the increased invulnerable save?
Spirit Stones increase your mastery level by 1 (practically confirmed by Eldrad's FAQ entry, but not explicitly stated), so it's perfectly logical that the MoT would do the same (especially given the fact that the Establishing Mastery Level section in the rulebook says to take rules that let you cast multiple powers into account.
It's an assumption, but it's not a massive one
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![[Post New]](/s/i/i.gif) 2012/06/30 11:59:00
Subject: 6th Edition 140K FAQs UP NOW
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Grim Dark Angels Interrogator-Chaplain
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ZebioLizard2 wrote:lord_blackfang wrote:Voodoo_Chile wrote:I wonder how this gels with the Mark of Tzeentch, as the CSM codex does state that a model with the Mark of Tzeentch may use up to two psychic powers a turn. But the FAQ doesn't state that the Mark of Tzeentch increases your mastery level. So is the MoT only good for the increased invulnerable save?
It doesn't need to be FAQ'd because it's spelled out in the rulebook that the number of powers you can cast per turn = your Mastery Level.
So Ahriman is level 4 mastery? (Staff + Mark)
Works for me!
it does suck i agree, and the new FAQ where pods autodie if it hits impas terrain is very harsh (mainly due to marines not having the same nerf)
Psst, thats the SPORE MINE CLUSTER, completely different from the transport.
he is mastery level 5 old chap, thanks to the staff of ahiriman
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![[Post New]](/s/i/i.gif) 2012/06/30 11:59:14
Subject: 6th Edition 140K FAQs UP NOW
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Badass "Sister Sin"
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Sisters won the FAQ war here.
Our Acts of Faith work on Allies (IC's or Squads).
Our Auras and Powers from ICs work on allied squads (6" Fearless bubble and Jacobus' +1 Attack and FNP).
gonna see some nasty IG combinations here.
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![[Post New]](/s/i/i.gif) 2012/06/30 12:01:39
Subject: 6th Edition 140K FAQs UP NOW
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Beautiful and Deadly Keeper of Secrets
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Formosa wrote:ZebioLizard2 wrote:lord_blackfang wrote:Voodoo_Chile wrote:I wonder how this gels with the Mark of Tzeentch, as the CSM codex does state that a model with the Mark of Tzeentch may use up to two psychic powers a turn. But the FAQ doesn't state that the Mark of Tzeentch increases your mastery level. So is the MoT only good for the increased invulnerable save?
It doesn't need to be FAQ'd because it's spelled out in the rulebook that the number of powers you can cast per turn = your Mastery Level.
So Ahriman is level 4 mastery? (Staff + Mark)
Works for me!
it does suck i agree, and the new FAQ where pods autodie if it hits impas terrain is very harsh (mainly due to marines not having the same nerf)
Psst, thats the SPORE MINE CLUSTER, completely different from the transport.
he is mastery level 5 old chap, thanks to the staff of ahiriman 
I wish, but the FAQ listed him as PM3, So it's likely from the staff itself, with the mark giving him the boost up to 4.
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This message was edited 1 time. Last update was at 2012/06/30 12:02:30
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![[Post New]](/s/i/i.gif) 2012/06/30 12:03:58
Subject: Re:6th Edition 140K FAQs UP NOW
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Longtime Dakkanaut
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Oh god... waaagh!... the hit applies even if you reroll thanks to the Fleet that Waaagh! grants. I think this is the first time I've ever seen a rule allow the reroll to have an effect?
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![[Post New]](/s/i/i.gif) 2012/06/30 12:06:26
Subject: They can smell the incense a mile away!
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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*sounds of Morse code beeping in the background*
This just in: Games Workshop releases a series of ill-thought out, inconsistent and contradictory FAQ's.
News at 11!
(/old-timey radio voice)
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This message was edited 1 time. Last update was at 2012/06/30 12:06:59
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![[Post New]](/s/i/i.gif) 2012/06/30 12:06:32
Subject: 6th Edition 140K FAQs UP NOW
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[ADMIN]
Decrepit Dakkanaut
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ZebioLizard2 wrote:
I wish, but the FAQ listed him as PM3, So it's likely from the staff itself, with the mark giving him the boost up to 4.
Again, he was only able to cast 3 power previously so his mastery level is 3.
The Mark of Tzeentch was never cumulative with his Staff's ability, the Staff's ability simply trumped the benefit provided by the MoT.
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![[Post New]](/s/i/i.gif) 2012/06/30 12:08:13
Subject: 6th Edition 140K FAQs UP NOW
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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yakface wrote:Hey they finally fixed Ork Tankbustas. If a vehicle isn't within range or LOS now you get to choose your target normally (about time).
I wonder how long after sending that to the printers did they think "Wait... that makes Tankbustas useless? Should we have changed that?".
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![[Post New]](/s/i/i.gif) 2012/06/30 12:08:34
Subject: 6th Edition 140K FAQs UP NOW
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Dark Angels Librarian with Book of Secrets
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yakface wrote:On a completely unrelated note: So Hydra Autocannons can now only snap fire on non-flying targets? Ooooh, suck it IG players!
Hydras are now deligated to an anti-aircraft role.
IMHO, this is a good thing, as they are dirt cheap. This means that you won't see IG armies with 6-9 hydras hiding behind chimeras any more. I always thought it was rather dumb when all their anti-aircraft guns were pointed on ground targets.
Now, heavy support in IG will be split to hyrdas, Russ', and artillery.
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![[Post New]](/s/i/i.gif) 2012/06/30 12:09:03
Subject: 6th Edition 140K FAQs UP NOW
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Grim Dark Angels Interrogator-Chaplain
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ah just checked FAQ says ari is lvl 3 so it would be 4 with the mark awwww
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![[Post New]](/s/i/i.gif) 2012/06/30 12:10:43
Subject: 6th Edition 140K FAQs UP NOW
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Dark Angels Librarian with Book of Secrets
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ZebioLizard2 wrote:So Ahriman is level 4 mastery? (Staff + Mark)
That would be bad ass. Eldrad and Tigarias are level 3.
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![[Post New]](/s/i/i.gif) 2012/06/30 12:13:17
Subject: 6th Edition 140K FAQs UP NOW
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[ADMIN]
Decrepit Dakkanaut
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labmouse42 wrote:ZebioLizard2 wrote:So Ahriman is level 4 mastery? (Staff + Mark)
That would be bad ass. Eldrad and Tigarias are level 3.
Again, people don't seem to be comprehending what Psychic Mastery level is. You don't get to take Mastery level and then add other rules that allow you to cast additional powers.
As explained in the rulebook, in older codexes (ones that don't list mastery level) psychic master level is equal to the number of powers the model was already allowed to cast.
Ahriman was previously allowed to cast 3 powers so his mastery level is 3.
This isn't rocket science.
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This message was edited 1 time. Last update was at 2012/06/30 12:13:42
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![[Post New]](/s/i/i.gif) 2012/06/30 12:13:29
Subject: 6th Edition 140K FAQs UP NOW
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Longtime Dakkanaut
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yakface wrote:
Hey they finally fixed Ork Tankbustas. If a vehicle isn't within range or LOS now you get to choose your target normally (about time).
Also Flashgitz got 'ignore cover' added to their shots since 'Gitfinda' is now a pointless piece of gear.
thats pretty good. But the question I have after reading:
Nob bikers are only instagibbed by S10? AND they can still take cybork/ FNP rolls even from powerfist attacks? Did I read that right?
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Hope more old fools come to their senses and start giving you their money instead of those Union Jack Blood suckers... |
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