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Made in us
Resentful Grot With a Plan





Seattle

So power weapons hit at step one. If a unit gets a modifier to their initiative, say from a blessing, do they then get to hit a something higher then one or are they still stuck at one? I believe they are still hitting at one.

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Mexico

 Makinit wrote:
So power weapons hit at step one. If a unit gets a modifier to their initiative, say from a blessing, do they then get to hit a something higher then one or are they still stuck at one? I believe they are still hitting at one.


Power axes and fists, have the unwieldy rule so, no matter how much you buff the model Init they'll always strike at I1

This message was edited 1 time. Last update was at 2015/03/09 23:17:00


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Made in us
Powerful Phoenix Lord





Buffalo, NY

Power weapons do not necessarily hit at Init 1. It depends on the weapon.

For those weapons that do hit at Init 1, check multiple modifiers at the beginning of the rules section.

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Made in au
Frenzied Berserker Terminator






It doesn't matter what the initiative value of a model is; if it is attacking with an unwieldy weapon, it always attacks at initiative step 1. Adding modifiers to the model's initiative characteristic helps for things like initiative tests, but it won't affect the rule forcing it to attack at initiative step 1.
   
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Longtime Dakkanaut




Halandri

For characteristic mods do multiplication first, then addition and finally swap outs.

So if you have a weapon that sets your I to 1 then it doesn't matter if you have an ability that is initiative times ten plus a million it will be 1 disirregarlessfully.
   
Made in gb
Executing Exarch






nareik wrote:
For characteristic mods do multiplication first, then addition and finally swap outs.

So if you have a weapon that sets your I to 1 then it doesn't matter if you have an ability that is initiative times ten plus a million it will be 1 disirregarlessfully.
Whilst this is how to correctly use of Multiple Modifiers, Unwieldy doesn't actually change the Model's Initiative value (for example, it will still use it's regular Initiative for Blind tests etc.), it simply replaces "will attack at the initiative step equal to it's initiative characteristic." with "will attack at Initiative step 1."
   
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Halandri

good catch
   
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 Cheexsta wrote:
It doesn't matter what the initiative value of a model is; if it is attacking with an unwieldy weapon, it always attacks at initiative step 1. Adding modifiers to the model's initiative characteristic helps for things like initiative tests, but it won't affect the rule forcing it to attack at initiative step 1.


Interesting note, MC's and Walkers ignore the i1 penalty of Unwieldy
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

 Mulletdude wrote:
Interesting note, MC's and Walkers ignore the i1 penalty of Unwieldy


Interesting note: FW seems to have missed this memo. See the weapon option for the Plague Hulk of Nurgle, you get to change the Sx2 AP2 Unwieldy weapon with a worse non-unwieldy type for 25pts

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