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Made in se
Regular Dakkanaut






Is it possible to use the Dethwatch artifact THE BEACON ANGELIS to teleport a unit out of is deployment zone on the first turn, provided that it did not arrive from reserve? The wording is similar to the Ork “Da Jump” rule and then it is allowed.
The wording is: … Once per battle, at the end of your Movement phase, the bearer
can use the Beacon Angelis to teleport a friendly unit to his
position. When he does so, select a DEATHWATCH INFANTRY
or BIKER unit that is either on the battlefield, or that is in a
teleportarium. In either case, remove this unit and then set it up
wholly within 6" of the bearer and more than 9" from any enemy
model…

This message was edited 1 time. Last update was at 2018/05/21 15:02:34


 
   
Made in gb
Norn Queen






Nora wrote:
Is it possible to use the Dethwatch artifact THE BEACON ANGELIS to teleport a unit out of is deployment zone on the first turn, provided that it did not arrive from reserve? The wording is similar to the Ork “Da Jump” rule and then it is allowed.
The wording is: … Once per battle, at the end of your Movement phase, the bearer
can use the Beacon Angelis to teleport a friendly unit to his
position. When he does so, select a DEATHWATCH INFANTRY
or BIKER unit that is either on the battlefield, or that is in a
teleportarium. In either case, remove this unit and then set it up
wholly within 6" of the bearer and more than 9" from any enemy
model…
If you're using the Beta Rule, no, you cannot.

If you're not using the Beta Rule, then yes, you can.

There is already a discussion about it in the YMDC forum.
https://www.dakkadakka.com/dakkaforum/posts/list/756256.page

This message was edited 2 times. Last update was at 2018/05/21 15:08:21


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Nora wrote:
Is it possible to use the Dethwatch artifact THE BEACON ANGELIS to teleport a unit out of is deployment zone on the first turn, provided that it did not arrive from reserve? The wording is similar to the Ork “Da Jump” rule and then it is allowed.
The wording is: … Once per battle, at the end of your Movement phase, the bearer
can use the Beacon Angelis to teleport a friendly unit to his
position. When he does so, select a DEATHWATCH INFANTRY
or BIKER unit that is either on the battlefield, or that is in a
teleportarium. In either case, remove this unit and then set it up
wholly within 6" of the bearer and more than 9" from any enemy
model…


Yes you can, unless you misunderstood the Tactical Reserves rule to apply to any unit and not to Tactical Reserves.

And just in case you still fall victim to that misinterpretation, Games Workshop helpfully though unnecessarily clarified on their Facebook page, with a hilariously condescending tone that rightfully pointed out the sillyness of anyone who could so badly twist the Tactical Reserves rule.
   
Made in us
Shadowy Grot Kommittee Memba






 BaconCatBug wrote:
Nora wrote:
Is it possible to use the Dethwatch artifact THE BEACON ANGELIS to teleport a unit out of is deployment zone on the first turn, provided that it did not arrive from reserve? The wording is similar to the Ork “Da Jump” rule and then it is allowed.
The wording is: … Once per battle, at the end of your Movement phase, the bearer
can use the Beacon Angelis to teleport a friendly unit to his
position. When he does so, select a DEATHWATCH INFANTRY
or BIKER unit that is either on the battlefield, or that is in a
teleportarium. In either case, remove this unit and then set it up
wholly within 6" of the bearer and more than 9" from any enemy
model…
If you're using the Beta Rule, no, you cannot.

If you're not using the Beta Rule, then yes, you can.

There is already a discussion about it in the YMDC forum.
https://www.dakkadakka.com/dakkaforum/posts/list/756256.page


The internet: where fast and loud beats accurate and evidence-based every time.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Dakka Veteran




RAW: The errata and FAQ do not allow units, arriving from reinforcements (which "Da Jump" is), to deploy outside the deployment zone - period.
RAI: You ARE allowed to deploy outside the deployment zone T1, as long as you were previously on the board already.

It is not reasonable to expect every player to have access to knowledge of every Facebook post ever made by GW. The facebook GW team also clearly states that they cannot provide official answers - except "this one time because we asked the rules team and it's actually official"; "here's a nice pretty picture".

RAW: Facebook GW cannot provide official answers.
RAI: Facebook GW CAN provide official answers, because "they talked to the rules team".
   
Made in us
Shadowy Grot Kommittee Memba






fe40k wrote:
RAW: The errata and FAQ do not allow units, arriving from reinforcements (which "Da Jump" is), to deploy outside the deployment zone - period.
RAI: You ARE allowed to deploy outside the deployment zone T1, as long as you were previously on the board already.

It is not reasonable to expect every player to have access to knowledge of every Facebook post ever made by GW. The facebook GW team also clearly states that they cannot provide official answers - except "this one time because we asked the rules team and it's actually official"; "here's a nice pretty picture".

RAW: Facebook GW cannot provide official answers.
RAI: Facebook GW CAN provide official answers, because "they talked to the rules team".


It doesn't, actually. Reinforcements is a separate rule, found in the sidebar of page 177, which applies basic rules to all units that are removed from the battlefield and set up for any reason during any phase - deployment, psychic phase, movement phase...any time.

Tactical Reserves (the new rule, created with the FAQ) only applies to units that are deployed as reinforcements and not deployed on the battlefield at the beginning of the game. it does not say anywhere that it applies to every unit currently off the battlefield as Reinforcements.

Just like how the Disembark rule (letting you move as normal after setting up on the battlefield) applies only to units that were off the battlefield as Reinforcements because they were Embarked on a transport. or how the Charge subset of movement allows you to move within 1" of enemy units, but you are still required to follow all other restrictions that apply to movement.

All units in Tactical Reserves are in Reinforcements. All Reinforcements are not in Tactical Reserves.

All units Charging are Moving. All units that are Moving are not Charging.

All Penguins are birds. All Birds are not Penguins.

Get it?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fi
Locked in the Tower of Amareo





But the limit rule text makes no mention of reserves. Only entering battlefield which da jump etc most definitely do. Original rule was unclear and 50-50 which way to go. Gw clarified but stupidly in fb so many players who use that rule are unaware there was clarification

2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran




the_scotsman wrote:
fe40k wrote:
RAW: The errata and FAQ do not allow units, arriving from reinforcements (which "Da Jump" is), to deploy outside the deployment zone - period.
RAI: You ARE allowed to deploy outside the deployment zone T1, as long as you were previously on the board already.

It is not reasonable to expect every player to have access to knowledge of every Facebook post ever made by GW. The facebook GW team also clearly states that they cannot provide official answers - except "this one time because we asked the rules team and it's actually official"; "here's a nice pretty picture".

RAW: Facebook GW cannot provide official answers.
RAI: Facebook GW CAN provide official answers, because "they talked to the rules team".


It doesn't, actually. Reinforcements is a separate rule, found in the sidebar of page 177, which applies basic rules to all units that are removed from the battlefield and set up for any reason during any phase - deployment, psychic phase, movement phase...any time.

Tactical Reserves (the new rule, created with the FAQ) only applies to units that are deployed as reinforcements and not deployed on the battlefield at the beginning of the game. it does not say anywhere that it applies to every unit currently off the battlefield as Reinforcements.

Just like how the Disembark rule (letting you move as normal after setting up on the battlefield) applies only to units that were off the battlefield as Reinforcements because they were Embarked on a transport. or how the Charge subset of movement allows you to move within 1" of enemy units, but you are still required to follow all other restrictions that apply to movement.

All units in Tactical Reserves are in Reinforcements. All Reinforcements are not in Tactical Reserves.

All units Charging are Moving. All units that are Moving are not Charging.

All Penguins are birds. All Birds are not Penguins.

Get it?


FAQ: Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere).

Ork "Da Jump": ...Remove this unit from the battlefield, then set it up anywhere on the battlefield more than 9" away from enemy models. ...

Get it?

Edit: I was going to make a point how the word "arrives" is only referenced in the Reinforcements sidebar, but then I re-read the whole thing. It's quite clear that "Da Jump" counts as Reinforcements, as they leave the battlefield, then are "set-up", during the Psychic Phase.

Reinforcements sidebar: Many units have the ability to be set up on the battlefield mid-turn, sometimes by using teleporters, grav chutes or other, more esoteric means. Typically, this happens at the end of the Movement phase, but it can also happen during other phases. ...

This message was edited 4 times. Last update was at 2018/05/21 17:29:15


 
   
Made in us
Shadowy Grot Kommittee Memba






tneva82 wrote:
But the limit rule text makes no mention of reserves. Only entering battlefield which da jump etc most definitely do. Original rule was unclear and 50-50 which way to go. Gw clarified but stupidly in fb so many players who use that rule are unaware there was clarification




One side of the "50-50" requires you to believe the following:

-The first sentence of the Tactical Reserves rule box ("Instead of being set up on the battlefield during Deployment, many units have the ability to set up on teleportariums, in high orbit, in Reserve, etc. in order to arrive on the battlefield mid-game as reinforcements") is NOT outlining exactly the situations where the rules written below apply, which is how every rule section in the base rules is set up.

E.G.: Minimum Move: Some models that can Fly have a move characteristic consisting of two values.
Transports: Some models are noted as being a Transport in their datasheet.
Morale: in the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army who have had models slain during the turn.

-All units Embarking and Disembarking from Transports (which uses the exact same "remove from the battlefield" and "set up on the battlefield" wording that people are claiming causes Da Jump and similar abilities to fall into Tactical Reserves) must obey the same restrictions. Any unit Embarked on a transport after turn 3 is destroyed. You are not allowed to Disembark from a transport outside your deployment zone turn 1.

If you started your interpretation of every rule in 40k by disregarding the first sentence which outlines the situations where the rules apply, you'd probably end up mighty confused.

for fun, try playing a game where you ignore the first sentence of the Fight phase section: "Any unit that has charged or has models within 1" of an enemy unit may be chosen to fight in the Fight phase."




Automatically Appended Next Post:
fe40k wrote:
the_scotsman wrote:
fe40k wrote:
RAW: The errata and FAQ do not allow units, arriving from reinforcements (which "Da Jump" is), to deploy outside the deployment zone - period.
RAI: You ARE allowed to deploy outside the deployment zone T1, as long as you were previously on the board already.

It is not reasonable to expect every player to have access to knowledge of every Facebook post ever made by GW. The facebook GW team also clearly states that they cannot provide official answers - except "this one time because we asked the rules team and it's actually official"; "here's a nice pretty picture".

RAW: Facebook GW cannot provide official answers.
RAI: Facebook GW CAN provide official answers, because "they talked to the rules team".


It doesn't, actually. Reinforcements is a separate rule, found in the sidebar of page 177, which applies basic rules to all units that are removed from the battlefield and set up for any reason during any phase - deployment, psychic phase, movement phase...any time.

Tactical Reserves (the new rule, created with the FAQ) only applies to units that are deployed as reinforcements and not deployed on the battlefield at the beginning of the game. it does not say anywhere that it applies to every unit currently off the battlefield as Reinforcements.

Just like how the Disembark rule (letting you move as normal after setting up on the battlefield) applies only to units that were off the battlefield as Reinforcements because they were Embarked on a transport. or how the Charge subset of movement allows you to move within 1" of enemy units, but you are still required to follow all other restrictions that apply to movement.

All units in Tactical Reserves are in Reinforcements. All Reinforcements are not in Tactical Reserves.

All units Charging are Moving. All units that are Moving are not Charging.

All Penguins are birds. All Birds are not Penguins.

Get it?


FAQ: Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere).

Ork "Da Jump": ...Remove this unit from the battlefield, then set it up anywhere on the battlefield more than 9" away from enemy models. ...

Get it?

Edit: I was going to make a point how the word "arrives" is only referenced in the Reinforcements sidebar, but then I re-read the whole thing. It's quite clear that "Da Jump" counts as Reinforcements, as they leave the battlefield, then are "set-up", during the Psychic Phase.

Reinforcements sidebar: Many units have the ability to be set up on the battlefield mid-turn, sometimes by using teleporters, grav chutes or other, more esoteric means. Typically, this happens at the end of the Movement phase, but it can also happen during other phases. ...


Disembark: "when a unit disembarks, set it up on the battlefield..."

Embark: "remove the unit from the battlefield and set it off to one side - it is now embarked inside the transport."

We have a situation here where either

A) you've taken a sentence that starts with the word "Furthermore" out of context, and MAYBE, just MAYBE you should read the statements that exist before the word Furthermore to figure out when the rules in the sentence apply

or B) the identical wording within the Transports rules box on page 183 also fall under the beta Tactical Reserves rule.

This message was edited 1 time. Last update was at 2018/05/21 17:33:40


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Dakka Veteran




Yes, it has been discussed that the beta Tactical Reserves applies to transports, as currently written.

Worse, since the models inside were never "on the field already" to begin with, they have no legal standing via the FB post to disembark, turn 1.

We can agree GW can't write rules well, but we can also agree that the wording is crystal clear:

If you're being set-up on the battlefield during the first turn, it can only be inside your own deployment zone [to include disembarking]. - If you subscribe to the GW FB being able to post rules errata [which is it's own debate], then models CAN "set-up" outside the deployment zone; if they were on the battlefield at the start of the first turn to begin with [which again, models inside transports never were].

EDIT: Also, should you move your transport outside your deployment zone on your first turn (P1T1), then have it destroyed during the opponents first round (P2T1), the restriction to setting up models outside the deployment zone is still in effect - which means the entire contents would be destroyed immediately, since they are unable to be set-up on the field (outside the deployment zone during T1).

This message was edited 4 times. Last update was at 2018/05/21 17:48:33


 
   
Made in us
Shadowy Grot Kommittee Memba






fe40k wrote:
Yes, it has been discussed that the beta Tactical Reserves applies to transports, as currently written.

Worse, since the models inside were never "on the field already" to begin with, they have no legal standing via the FB post to disembark, turn 1.

We can agree GW can't write rules well, but we can also agree that the wording is crystal clear:

If you're being set-up on the battlefield during the first turn, it can only be inside your own deployment zone [to include disembarking]. - If you subscribe to the GW FB being able to post rules errata [which is it's own debate], then models CAN "set-up" outside the deployment zone; if they were on the battlefield at the start of the first turn to begin with [which again, models inside transports never were].

EDIT: Also, should you move your transport outside your deployment zone on your first turn (P1T1), then have it destroyed during the opponents first round (P2T1), the restriction to setting up models outside the deployment zone is still in effect - which means the entire contents would be destroyed immediately, since they are unable to be set-up on the field (outside the deployment zone during T1).


So, you're dead set on completely ignoring the first sentence of the Tactical Reserves rule, which very obviously calls out two requirements for a rule to apply:

1) Unit has an ability that causes it to not be set up on the battlefield DURING DEPLOYMENT

2) Ability causes unit to arrive later as REINFORCEMENTS

You are choosing only to apply restriction 2, which obviously leads to stupid results.

And instead of understanding "oh, we need to apply BOTH restrictions here because if we only apply one, stupid things happen" you've just said "ah ha yes, stupid GW, clearly writing such an incompetent rule."

I honestly can't tell if the few people arguing for this idiocy are just incapable of reading, and try to do stuff like declare charges with units within 1" of an enemy, or embark their entire armies on board one transport because a single paragraph within the Transport box would indicate that they can do so, or if there's a much simpler, "rules argument to gain competitive advantage" explanation. But if it is the latter, I just can't figure out what it is.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fi
Courageous Space Marine Captain







   
Made in gb
Norn Queen






It's still wrong.
   
Made in fi
Courageous Space Marine Captain






 BaconCatBug wrote:
It's still wrong.




   
Made in vn
Battlefortress Driver with Krusha Wheel






This beta rule really highlights the worst of humanity.


Automatically Appended Next Post:
the_scotsman wrote:
fe40k wrote:
Yes, it has been discussed that the beta Tactical Reserves applies to transports, as currently written.

Worse, since the models inside were never "on the field already" to begin with, they have no legal standing via the FB post to disembark, turn 1.

We can agree GW can't write rules well, but we can also agree that the wording is crystal clear:

If you're being set-up on the battlefield during the first turn, it can only be inside your own deployment zone [to include disembarking]. - If you subscribe to the GW FB being able to post rules errata [which is it's own debate], then models CAN "set-up" outside the deployment zone; if they were on the battlefield at the start of the first turn to begin with [which again, models inside transports never were].

EDIT: Also, should you move your transport outside your deployment zone on your first turn (P1T1), then have it destroyed during the opponents first round (P2T1), the restriction to setting up models outside the deployment zone is still in effect - which means the entire contents would be destroyed immediately, since they are unable to be set-up on the field (outside the deployment zone during T1).


So, you're dead set on completely ignoring the first sentence of the Tactical Reserves rule, which very obviously calls out two requirements for a rule to apply:

1) Unit has an ability that causes it to not be set up on the battlefield DURING DEPLOYMENT

2) Ability causes unit to arrive later as REINFORCEMENTS

You are choosing only to apply restriction 2, which obviously leads to stupid results.

And instead of understanding "oh, we need to apply BOTH restrictions here because if we only apply one, stupid things happen" you've just said "ah ha yes, stupid GW, clearly writing such an incompetent rule."

I honestly can't tell if the few people arguing for this idiocy are just incapable of reading, and try to do stuff like declare charges with units within 1" of an enemy, or embark their entire armies on board one transport because a single paragraph within the Transport box would indicate that they can do so, or if there's a much simpler, "rules argument to gain competitive advantage" explanation. But if it is the latter, I just can't figure out what it is.


No... it's basically they just never read the rules themselves and rely on dakkadakka and websites/youtube videos to explain it to them... i read the rule and clearly understood it and it's intentions from day 1... it's why I genuinely felt insane when an entire thread ganged up on me. People only denie the fb post (even though it genuinely says in the post that this is 100% official from the actual rule team for ones) because they can't admit how big of a jerk they were to people who actually got it right (this is dakkadakka... a palce where everyone is both correct and wrong all the time).

This message was edited 1 time. Last update was at 2018/05/22 01:25:55


 
   
Made in au
Implacable Black Templar Initiate





NSW, Australia

Just gonna post this again to make it clear for some people. If your unit is already on the battlefield then yes you can Beacon them outside your deployment zone first turn.

   
Made in vn
Battlefortress Driver with Krusha Wheel






I kinda feel like one of those people like "witches arn't real! As you can see what she was doing is basic chem- wait... why are you putting those logs around my feet, is that a flame? Have you guys got your fingers in your ears chanting "lalalla"?"
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

 osmesis wrote:
Just gonna post this again to make it clear for some people. If your unit is already on the battlefield then yes you can Beacon them outside your deployment zone first turn.



Wow that is quite the photoshop job there!

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in gb
Longtime Dakkanaut




Nora wrote:
Is it possible to use the Dethwatch artifact THE BEACON ANGELIS to teleport a unit out of is deployment zone on the first turn, provided that it did not arrive from reserve? The wording is similar to the Ork “Da Jump” rule and then it is allowed.
The wording is: … Once per battle, at the end of your Movement phase, the bearer
can use the Beacon Angelis to teleport a friendly unit to his
position. When he does so, select a DEATHWATCH INFANTRY
or BIKER unit that is either on the battlefield, or that is in a
teleportarium. In either case, remove this unit and then set it up
wholly within 6" of the bearer and more than 9" from any enemy
model…

Yes you can.

DFTT 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

 DeathReaper wrote:
 osmesis wrote:
Just gonna post this again to make it clear for some people. If your unit is already on the battlefield then yes you can Beacon them outside your deployment zone first turn.



Wow that is quite the photoshop job there!


This image that I can see is on Facebook so I can’t see it.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

 JohnnyHell wrote:
This image that I can see is on Facebook so I can’t see it.

Okay, but I can not see it on facebook, so it could be photoshopped.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 DeathReaper wrote:
 JohnnyHell wrote:
This image that I can see is on Facebook so I can’t see it.

Okay, but I can not see it on facebook, so it could be photoshopped.


   
 
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