Switch Theme:

Helfrost vs Reanimation  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Foolproof Falcon Pilot




Ontario, Canada

So the FAQ has 2 vastly different answers on how to resolve this. To get everyone on the same page:
Helfrost - When a model suffers an unsaved wound from a weapon with this special rule they take a strength test. If they fail they are removed from play. (Stasis Bomb is the same, but uses Initiative test)
Reanimation - Similar to Feel No Pain. When a model suffers an unsaved wound, roll for Reanimation. If they pass the wound counts as saved. May not be taken vs wounds with a "Remove from play" effect.

Previously since they proc at the same time, the rules for Sequencing would come into play and the player whose turn it is would decide which to resolve first, potentially negating the other in the process. However the FAQ first draft had some inconsistent things to say about this:
FAQ wrote:Q: How do you resolve the Helfrost rule against Feel No Pain?
A: A Feel No Pain roll can be taken as normal to avoid suffering the Wound. If this roll is failed, resolve the Helfrost rules as normal.
FAQ wrote:Q: What method is used to resolve potentially conflicting special rules (e.g. a Dark Talon’s Statis Bomb’s Vast Stasis Anomaly vs Reanimation Protocols)?
A: The two rules cancel out and neither is used.
Dark Talon's Stasis Bomb is essentially identical to Helfrost, except with an Initiative test rather than a Strength test.

The first question would imply that Reanimation is always taken before Helfrost to try and negate it. The second question would imply that neither rule is rolled for. How would you guys play this in light of the new FAQ?

This message was edited 1 time. Last update was at 2016/05/09 17:19:23


 
   
Made in us
Primered White





HIWPI is post that question on the Facebook page where they asked for feedback on unclear or inconsistent answers. Other than that, if you were going to use that exact draft FAQ as-is, then use the specific answer for Helfrost and the general answer for every other case.

This message was edited 1 time. Last update was at 2016/05/09 15:55:50


 
   
Made in us
Auspicious Daemonic Herald





Considering RP has basically the same wording as FNP, it don't see why you wouldn't just use the FNP answer for it.
   
Made in us
Regular Dakkanaut




 CrownAxe wrote:
Considering RP has basically the same wording as FNP, it don't see why you wouldn't just use the FNP answer for it.


Because Dark Talon's Stasis Bomb is basically the same as Helfrost, I don't see why you wouldn't just use that Dark Talon's Stasis Bomb answer.

It could be that Hellfrost and reanimation cancel each other out, but if the Necrons had a FNP as well they could take that.
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

Yeah, it's really confusing because Reanimation has almost identical wording to Feel No Pain, but Stasis Bomb has almost identical wording to Helfrost. I'm definitely going to post the question on the Facebook page. Hope it's not too late!
   
Made in gb
Pewling Menial



Right here, at the moment

Bojazz wrote:

Reanimation - Similar to Feel No Pain. When a model suffers an unsaved wound, roll for Reanimation. If they pass the wound counts as saved. May not be taken vs wounds with a "Remove from play" effect.

highlighted bit seems to cover the interaction quite well, as helfrost removes from play
unless anyone has any other opinions, that's HIWPI
   
Made in us
Not as Good as a Minion





Astonished of Heck

Remmick_005 wrote:
Bojazz wrote:

Reanimation - Similar to Feel No Pain. When a model suffers an unsaved wound, roll for Reanimation. If they pass the wound counts as saved. May not be taken vs wounds with a "Remove from play" effect.

highlighted bit seems to cover the interaction quite well, as helfrost removes from play
unless anyone has any other opinions, that's HIWPI

But only on an Unsaved Wound AND a Characteristic Test. This is not the same as Stomp Attacks that roll a 6. These Attacks are not inherently RFP, but conditionally RFP. One of those conditions is one that both FNP and RP can remove.

FNP and RP both convert an Unsaved Wound to a Saved Wound before any other Unsaved Wound triggers occur, per the FNP ruling.

This message was edited 1 time. Last update was at 2016/05/09 18:13:04


 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

Helfrost only removes from play if the roll is successful, and the roll only happens when an unsaved wound is suffered. That's exactly when reanimation is rolled for as well. If reanimation is rolled first and is successful it would cancel the helfrost roll. If helfrost is rolled first and is successful then it would cancel the reanimation roll. Previously, the rules for sequencing covered how to handle this, the player whose turn it was would decide which to roll for first. Now the FAQ has two rules which would indicate that something else happens, although we're not sure which because they're conflicting answers.

Helfrost and stasis bomb both have removes from play effects after a characteristic test. The FAQ states that stasis bomb and reanimation cancel each other out, so it's logical to assume helfrost and reanimation cancel out as well.

At the same time, feel no pain and reanimation are both "save-like" special rules that don't work against "removes from play" effects. The FAQ states that feel no pain may always be taken before helfrost is rolled for, so it's logical to assume that reanimation would be rolled for first as well.

Hence the conundrum.

This message was edited 2 times. Last update was at 2016/05/09 19:11:56


 
   
Made in us
Regular Dakkanaut




HIWPI You can RP the wound and if you succeed you don't take the test, just like the FAQ says with FNP.

What I think actually happened here is they answered the question "What method is used to resolve potentially conflicting special rules?" without looking at or directly addressing the example given. The example could be argued to not actually be conflicting rules. There are two possible interpretations of whether this effect counts as a remove from play effect since it is conditional, but each interpretation has a clear answer. If this counts as a RFP effect then no RP roll, if not you can RP and if successful no characteristic check..
   
Made in us
Pewling Menial



Right here, at the moment

Fair enough; no argument here
this FAQ seems to kick necrons squarely in the face
Unable to take RP rolls vs helfrost / stasis bomb effects
Lance weapons hitting QS vehicles at side armour 11 instead of 12 / 13
Kind of makes you feel sorry for the murderous deathbots

5285 Carcharadons Astra, 3000 XIX Legion
AM: 3170, ABG: 5045, MT: 755
Skit: 1470, CM: 500, QKCL: 4870
2348
Assassins: 1140
750 
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Even though they have largely the same effects, they are not the same rules.

So i don't see why Rp should follow the FnP rulling about Hellfrost/Stasis

   
Made in us
Not as Good as a Minion





Astonished of Heck

 Slayer le boucher wrote:
Even though they have largely the same effects, they are not the same rules.

So i don't see why Rp should follow the FnP rulling about Hellfrost/Stasis

BUT their wording is the same in terms of how their affects work. Their conditions on when they work may not be completely the same (i.e. Instant Death), but that is not completely the same.

It is even more of a double standard in many ways when the conditional matter for the Stasis Bomb/Helfrost can work, but it cannot work for Preferred Enemy.

Even more importantly, RP is a Codex rule, and FNP is an Advanced Rule. RP should have greater capacity of precedence than FNP can bring to bear.

This message was edited 1 time. Last update was at 2016/05/10 15:23:45


Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in ca
Longtime Dakkanaut





The way I read the FAQ is thusly:

"Q: How do you resolve the Helfrost rule against Feel No Pain?"
"A: You can use Feel No Pain to avoid the wound. If you still take the wound, then resolve Helfrost. If you fail your Helfrost wound and are removed from play, Feel No Pain can't be used again to stop this from occurring."

"Q: What method is used to resolve potentially conflicting special rules (e.g. a Dark Talon's Stasis Bomb's Vast Stasis vs Reanimation Protocols)?
"A: The two rules cancel out and neither is used. However, you example is wrong, as those two rules don't conflict. One has you make a test to avoid a wound (it counts as saved, see FAQ page on Feel No Pain), and the other has you make a test if you fail to avoid a wound. A better example would be Quantum Shielding vs Lance weapons."


This would be entirely consistent. You can't make the Reanimation or Feel No Pain rolls to avoid something that removes you from play, like Helfrost or Stasis Bomb. However, you CAN make the Reanimation or Feel No Pain to avoid the wound that would then CAUSE Helfrost or Stasis Bomb's effect to trigger.

This message was edited 2 times. Last update was at 2016/05/10 16:00:17


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
 
Forum Index » 40K You Make Da Call
Go to: