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Made in gb
Regular Dakkanaut





This is probably a question that’s been asked previously but I’ll ask anyway. Does the shrouding spore rule mean that if I charge with a unit of hormogaunts for example, and that unit is within 6” of my venomthropes, that they can’t be over watched as -1 to hit would require a 7 or am I being to simplistic because overwatch always hits on a 6?
   
Made in gb
Gargantuan Gargant





warren0110 wrote:
This is probably a question that’s been asked previously but I’ll ask anyway. Does the shrouding spore rule mean that if I charge with a unit of hormogaunts for example, and that unit is within 6” of my venomthropes, that they can’t be over watched as -1 to hit would require a 7 or am I being to simplistic because overwatch always hits on a 6?
Read the rules for overwatch again. There is an explicit instruction that it hits on a 6 regardless of modifiers.

Much like how a 1 is always a miss even if you had a +9 septillion to the roll, a 6 is always a hit for overwatch even if you have -94 quadrillion to the roll.

This message was edited 3 times. Last update was at 2018/01/03 07:38:09


Disclaimer: My YMDC answers are from a "What the rules, as written in the rulebook, actually say" perspective, not a "What I wish the rules said" perspective.
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; Seraphim have to re-roll saves that "fail" pre-re-roll; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Chapter Tactics on Successor Chapters don't actually do anything; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; and Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- 
   
 
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