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![[Post New]](/s/i/i.gif) 2015/03/09 23:13:49
Subject: Power weapons initiative
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Resentful Grot With a Plan
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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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Insert inspiring text here.
3K |
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![[Post New]](/s/i/i.gif) 2015/03/09 23:16:24
Subject: Power weapons initiative
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Morphing Obliterator
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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
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This message was edited 1 time. Last update was at 2015/03/09 23:17:00
CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2015/03/09 23:18:41
Subject: Power weapons initiative
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Powerful Phoenix Lord
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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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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2015/03/10 07:07:55
Subject: Power weapons initiative
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Frenzied Berserker Terminator
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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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![[Post New]](/s/i/i.gif) 2015/03/10 08:19:10
Subject: Power weapons initiative
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Longtime Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2015/03/10 08:44:36
Subject: Power weapons initiative
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Executing Exarch
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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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![[Post New]](/s/i/i.gif) 2015/03/10 08:46:26
Subject: Power weapons initiative
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Longtime Dakkanaut
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good catch
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![[Post New]](/s/i/i.gif) 2015/03/10 21:39:47
Subject: Power weapons initiative
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Trigger-Happy Baal Predator Pilot
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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
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![[Post New]](/s/i/i.gif) 2015/03/11 09:17:44
Subject: Power weapons initiative
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Devious Space Marine dedicated to Tzeentch
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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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12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) |
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