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Made in ca
Regular Dakkanaut





 McGibs wrote:
Apologies if this has been brought up earlier, but has anyone noticed the ranged benefits of the Crimson Crown?
The Crimson Crown:
Each time you make a wound roll of 6+ for a friendly KHORNE DAEMON unit within 6" of the bearer, that model may immediately make an extra attack using the same weapon at the same target (sic)

so, for ranged weapons, this generates an entire extra attack (full shots) with the weapon. Like, for my Khorne laser Decimator with 10 shots, each roll of 6 generates 5 more shots. Get's even dumber with things like Lord of Skulls or Kytans.

Seems like something they'll catch in a FAQ (change to fight phase), but interesting nontheless.


I was already thinking of using it to make a weird Khorne gunline with forgefiend, skull throne and obliterators of khorne to complement a bloodletterbomb, and I thought a roll of 6 would only add a single shot. (But I was already pretty happy that it worked both in melee and range). But a re-reading of the rule make me believe you're right, and a 6 to wound add a whole attack with your weapon, that sounds scary good! :0
I have a tournament this weekend, should I bring this or is this gonna be a dick move?
Made in ca
Regular Dakkanaut





And just in case I want to have some rule to support me, is there other instance of generating extra ranged attack in the game that work similar to this one?
I know of MotA + DttFE for noise marine, that can also (IIRC) generate whole extra ranged attack.
Made in ca
Regular Dakkanaut





Captyn_Bob wrote:
VoidSempai wrote:
And just in case I want to have some rule to support me, is there other instance of generating extra ranged attack in the game that work similar to this one?
I know of MotA + DttFE for noise marine, that can also (IIRC) generate whole extra ranged attack.


There's an ork stratagem that does it too. It's been clarified unofficially as only getting you an extra shot, not an entire extra attack with the weapon profile. But no real FAQ

Dang! Thank you for that though, i'll keep this in mind and refer to the event TO for this. In the meantime i'll keep in mind that it only generates a single dice roll, but maybe it'll be judged to generate an extra whole attack! Thanks!
Made in ca
Regular Dakkanaut





operkoi wrote:
orkswubwub wrote:
mmimzie wrote:
orkswubwub wrote:
Tzeentch was strong before the FAQ - is there a reason it is now considered hot garbage? Even the furthest deployment is 24 inches which is pink horror range - now with more CP you can make em 3++ fairly easily / routine and also make them the only thing the opponent can shoot - with some splitting will be a tough nut to crack (can do this for like 3-4 turns instead of 1-2 before). I know the lack of DS is annoying to optimally position them but is there a reason they are now considered unplayable?

LoC with a permanent 2++ now seems possible which can be a hot damage sink... Likely not competitive but maybe peeking in?


I've been wrong before, so enlighten me on how you get a 2++ LoC. As most LoC buffs limit you to 3++


base is 5++ -> 4++ Impossible Robe -> 3++ Warp Surge -> 2++ Ephemeral Form ---- Please note this is actually a +1 role to the invul so the invul is STILL 3++ but you get a +1 =)


i thought warp surge/impossible robe ensured that they could not provide you a save higher then 3+


That's true, but ephemereal form add +1 to the saving throw, so a throw of 2 becomes a 3, and thus fulfill the condition of being Not Better than 3++.
Fun thing : it also mean you will never die using the reroll from impossible robe, as a roll of 1 becomes a 2 (like prescience + plasma).
Made in ca
Regular Dakkanaut





In that case it would say : Improve the save characteristic by one (so a 4+ becomes a 3+). I can't remember which unit entry has something like that, but I think it's Renegade Marauder.
Made in ca
Regular Dakkanaut





 p5freak wrote:
 Wolf_in_Human_Shape wrote:
Such a lame change.


Yea, its lame that 30 pinkies cant get a 3+ inv anymore, for 1 CP


except they still can! XD
They roll a D6+1 on their save, and with the stratagem they need a 4+.
Guess what
that
amount
to?

Fun fact : GW has no idea how to play their own game!
Made in ca
Regular Dakkanaut





 Excommunicatus wrote:
 p5freak wrote:
My chaos daemons codex has a herald of slaanesh on p.101.


Not a mounted one.

Index Heralds can use all the powers, Relics and Traits from the Codex, if they meet the requirements for same.
.


pretty sure they can't use the codex power, as the index datasheet specify which power list they can use, and they make direct reference to the page number and powers from the index, and nothing from the codex say that the updated discipline completly replace the index discipline. As far as the game is concerned, they are 2 different discipline.

This message was edited 1 time. Last update was at 2019/03/25 19:08:06


 
 
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