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Made in us
Storm Trooper with Maglight






Georgia

 Idolator wrote:
 portugus wrote:
I don't think it matters, it would be like being worried because Bob can bring his chainsaw to work. Will he? No, very few people bring chainsaws to work. And the ones that do you should be able to spot by the plaid or blood they are wearing.


I guess you don't work outdoors or in a physical profession. I also guess you don't play in an area where the meta has been completely taken over by hard core tournament types.

If one of my coworkers brought his chainsaw to work or even a rifle, no one would care. Neither thing would be the most dangerous tool available.

The same with these cracked out builds.

Edit: Actually people would care if the chainsaw or rifle made an appearance, everyone would want to check them out, give them a heft, check the action, etc. but no one would be concerned.


Right the military isn't a physical profession I forgot, you only get kicked out if you fail a physical test. Yes you are right that I don't play in an area taken over by hard core tournament types, you say that like it's a bad thing. It's funny you agree with me in the most insulting way. Let me rephrase more simply without my bad analogy for you. I said it doesn't matter because very few people are going to bring that kind of list and if you're not new to the gaming club you would know who is bringing it so you can either play or avoid playing them. Now being the smart guy that you are you should know I am not everywhere at once playing games so you should know that you would have to take into account your gaming area and my gaming area possibly being different.

"Neither thing would be the most dangerous tool available. " is it a rifle that shoots chainsaws?


Automatically Appended Next Post:
 TheKbob wrote:
 portugus wrote:
I don't think it matters, it would be like being worried because Bob can bring his chainsaw to work. Will he? No, very few people bring chainsaws to work. And the ones that do you should be able to spot by the plaid or blood they are wearing.


It's against the rules to bring a chainsaw where I work.

And bad analogies are bad.

Games are about rules. Good rules make for a good game. Let's move past these basic facts 'o life. Please, someone dispense some more goodness.


My post says he can, so in this analogy it works. Re-read my post. I'm saying if suddenly people can bring chainsaws to work will a bunch of people start doing it? I'm saying no they won't.

This message was edited 1 time. Last update was at 2014/05/23 04:34:37


My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in us
Discriminating Deathmark Assassin




Roswell, GA

I'm curious how the Grey Knight Age is is going go work now.

This message was edited 1 time. Last update was at 2014/05/23 04:41:35


 
   
Made in gb
Longtime Dakkanaut





 ClockworkZion wrote:
MarkyMark wrote:
Also not sure if its been mentioned above, but theres no fortifications in there, no bastion skyshield etc. It does say there are other publications etc which leads me to believe that is how they plan to keep stronghold assault from having no sales at all.

So in other words, if you want to use a fortifcation you need SHA.....

Odd. Kirby claimed there was terrain stuff in there, but skipped over it. I'm not saying that -you're- wrong, just that someone is wrong.

Added.


There is terrain stuff in there, the crashed aquilla lander, Citadel trees etc, but no fortifications.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Wraith






 portugus wrote:

My post says he can, so in this analogy it works. Re-read my post. I'm saying if suddenly people can bring chainsaws to work will a bunch of people start doing it? I'm saying no they won't.


Still a terri-bad analogy. I guess my confusion emphasizes that.


Automatically Appended Next Post:
MarkyMark wrote:
 ClockworkZion wrote:
MarkyMark wrote:
Also not sure if its been mentioned above, but theres no fortifications in there, no bastion skyshield etc. It does say there are other publications etc which leads me to believe that is how they plan to keep stronghold assault from having no sales at all.

So in other words, if you want to use a fortifcation you need SHA.....

Odd. Kirby claimed there was terrain stuff in there, but skipped over it. I'm not saying that -you're- wrong, just that someone is wrong.

Added.


There is terrain stuff in there, the crashed aquilla lander, Citadel trees etc, but no fortifications.


Marky, would you have time to address my questions?

Spoiler:
I'm curious about something in specific, did they address the issue of the poor wording about when you were locked in combat versus firing overwatch? The old rules left an interpretation that you could be assaulted successfully, but still overwatch a separate unit in the same phase.

Sounds like Infilcheating will still be a thing, or is that 100% A-Okay in the rules now? Infilcheating being attaching an IC with the infiltrate special rule to a unit that doesn't have it and infiltrating.

Did they happen to clarify what super heavy walkers do when they move through terrain? Do they really just roll 2d6 and take the highest?

This message was edited 1 time. Last update was at 2014/05/23 04:46:01


Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Fixture of Dakka



Chicago, Illinois

So is it true that you can still take armies that are Come the Apocalypse on the ally chart as allies?

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Storm Trooper with Maglight






Georgia

 TheKbob wrote:
 portugus wrote:

My post says he can, so in this analogy it works. Re-read my post. I'm saying if suddenly people can bring chainsaws to work will a bunch of people start doing it? I'm saying no they won't.


Still a terri-bad analogy. I guess my confusion emphasizes that.


I sometimes forget the time difference between Hawaii and the rest of the world. I gotta remember how late it is for you mainlanders right now :p
I am curious about your questions too though, I hope they fix the wording.

My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in au
Missionary On A Mission




Australia

 TheKbob wrote:

Marky, would you have time to address my questions?

Spoiler:
I'm curious about something in specific, did they address the issue of the poor wording about when you were locked in combat versus firing overwatch? The old rules left an interpretation that you could be assaulted successfully, but still overwatch a separate unit in the same phase.

Sounds like Infilcheating will still be a thing, or is that 100% A-Okay in the rules now? Infilcheating being attaching an IC with the infiltrate special rule to a unit that doesn't have it and infiltrating.

Did they happen to clarify what super heavy walkers do when they move through terrain? Do they really just roll 2d6 and take the highest?

Not Marky, or step on his toes or anything but I have also picked up the book

1) There is a "Locked in Combat" section in the Assault Phase section. It clearly says "If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat". It then goes on to say that you cannot fire overwatch if charged if you are locked in combat.

2) The section for Independent Chars quite clearly says that special rules are not conferred from the Independent Char to the Unit or vice versa unless specified in the rule itself (it gives the example of the stubborn rule). It also specifically says that Independant Chars without the Infiltrate rule cannot join a unit that does have Infiltrate. However the Infiltrate rule itself says "Units that contain at least one model with this rule...". Short answer - Independent Char with Infiltrate can join a non-Infiltrate unit and make the Unit (and any Ded. Transports) deploy as Infiltrators.

3) All Super Heavy Vehicles have the Move Through Cover special rule (3D6, pick highest). Super Walkers can walk 12" in the movement phase, but otherwise follow all the movement rules for Normal Walkers. Super Heavy Walkers also cannot Overwatch


 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

Spoiler:
Independent Char with Infiltrate can join a non-Infiltrate unit and make the Unit (and any Ded. Transports) deploy as Infiltrators.

So Illic can infiltrate wraithblades/guard while disregarding distance requirements legally now? HELL YEAH!

^nobody read that. it's top secret.^

This message was edited 1 time. Last update was at 2014/05/23 05:15:02


 
   
Made in ca
Regular Dakkanaut




Shhhhh keep that on the DL man, feel free to delete that post
   
Made in us
Powerful Ushbati





Manhatten, KS

Bojazz wrote:
Spoiler:
Independent Char with Infiltrate can join a non-Infiltrate unit and make the Unit (and any Ded. Transports) deploy as Infiltrators.

So Illic can infiltrate wraithblades/guard while disregarding distance requirements legally now? HELL YEAH!

^nobody read that. it's top secret.^


Your evil!
   
Made in au
Missionary On A Mission




Australia

Bojazz wrote:
Spoiler:
Independent Char with Infiltrate can join a non-Infiltrate unit and make the Unit (and any Ded. Transports) deploy as Infiltrators.

So Illic can infiltrate wraithblades/guard while disregarding distance requirements legally now? HELL YEAH!

^nobody read that. it's top secret.^

Actually, nothing has changed from 6th edition. The wording for Independent Characters and Special Rules and for the Infiltrate Special Rule itself are identical in each version. The only addition to 7th is an extra caveat that non-Infiltrate Independent Characters cannot join Units that do have Infiltrate.

Regardless - Illic only gets Infiltrate as part of his Walker of the Hidden Path special rule. Independent Characters do not confer special rules onto the unit they join. The part that lets him deploy anywhere, regardless of range restrictions, is part of the Walker of the Hidden Path rule. Which does not get conferred to the unit he's joined. Infiltrators cannot be set up closer than 12" to an enemy. Ergo, the only model in the unit that can deploy without range restrictions is Illic.
   
Made in us
Wraith






What Goon said.

Besides, it's all about attaching Karandras to a beastpack and putting that 18" away from an enemy.

Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

Way to spoil all my fun >.< Jerks.

This message was edited 2 times. Last update was at 2014/05/23 05:50:20


 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

GoonBandito wrote:
 TheKbob wrote:

Marky, would you have time to address my questions?

Spoiler:
I'm curious about something in specific, did they address the issue of the poor wording about when you were locked in combat versus firing overwatch? The old rules left an interpretation that you could be assaulted successfully, but still overwatch a separate unit in the same phase.

Sounds like Infilcheating will still be a thing, or is that 100% A-Okay in the rules now? Infilcheating being attaching an IC with the infiltrate special rule to a unit that doesn't have it and infiltrating.

Did they happen to clarify what super heavy walkers do when they move through terrain? Do they really just roll 2d6 and take the highest?

Not Marky, or step on his toes or anything but I have also picked up the book

1) There is a "Locked in Combat" section in the Assault Phase section. It clearly says "If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat". It then goes on to say that you cannot fire overwatch if charged if you are locked in combat.

2) The section for Independent Chars quite clearly says that special rules are not conferred from the Independent Char to the Unit or vice versa unless specified in the rule itself (it gives the example of the stubborn rule). It also specifically says that Independant Chars without the Infiltrate rule cannot join a unit that does have Infiltrate. However the Infiltrate rule itself says "Units that contain at least one model with this rule...". Short answer - Independent Char with Infiltrate can join a non-Infiltrate unit and make the Unit (and any Ded. Transports) deploy as Infiltrators.

3) All Super Heavy Vehicles have the Move Through Cover special rule (3D6, pick highest). Super Walkers can walk 12" in the movement phase, but otherwise follow all the movement rules for Normal Walkers. Super Heavy Walkers also cannot Overwatch


Added to the roll-up post.
   
Made in au
Missionary On A Mission




Australia

Not sure if anyone has mentioned this regarding summoning (the devil is in the detail as always):

Conjured units arrive via Deep Strike within the power's range. This means they are subject to scatter, mishaps and no charging the turn they arrive as per the normal Deep Strike rules.

Conjured Psykers generate their powers as soon as they are conjured (also applies to any other random powers/abilities). Conjured Psykers cannot cast conjuration powers on the turn they are conjured.

Conjured Units are scoring, unless otherwise noted.

If the conjured unit is from Codex: Chaos Demons, and that unit has the option of Character, Icon of Chaos or Instrument of Chaos upgrades, it may take any of those upgrades for free, providing you have the model.

This message was edited 2 times. Last update was at 2014/05/23 06:18:25



 
   
Made in us
Storm Trooper with Maglight






Georgia

GoonBandito wrote:
Not sure if anyone has mentioned this regarding summoning (the devil is in the detail as always):

Conjured units arrive via Deep Strike within the power's range. This means they are subject to scatter, mishaps and no charging the turn they arrive as per the normal Deep Strike rules..


Do we know if the deepstrike table is the same? It may be a silly question but if they mishap and go into ongoing reserves do they deepstrike within the range of the psyker's new current position or position when the spell was cast?

This message was edited 2 times. Last update was at 2014/05/23 06:41:07


My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in us
Tail-spinning Tomb Blade Pilot






So if you want to use any existing fortification, I have to pick up Stronghold assault?!? Well played GW, well played. So I guess that book is fully legit now? I guess it is, if anyone wants to use any fortification at all. Though WTF, are we supposed to use for void shields?

2K Daemons Fantasy
2.5K Ogres
3K Flesh Tearers
2K Necrons
 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

GoonBandito wrote:
Not sure if anyone has mentioned this regarding summoning (the devil is in the detail as always):

Conjured units arrive via Deep Strike within the power's range. This means they are subject to scatter, mishaps and no charging the turn they arrive as per the normal Deep Strike rules.

Conjured Psykers generate their powers as soon as they are conjured (also applies to any other random powers/abilities). Conjured Psykers cannot cast conjuration powers on the turn they are conjured.

Conjured Units are scoring, unless otherwise noted.

If the conjured unit is from Codex: Chaos Demons, and that unit has the option of Character, Icon of Chaos or Instrument of Chaos upgrades, it may take any of those upgrades for free, providing you have the model.

It was never laid out that specifically before. Added.
   
Made in us
Discriminating Deathmark Assassin






Still get armour saves against Dangerous Terrain? My Writhing Worldscape C'Tan waits eagerly to hear.
   
Made in au
Missionary On A Mission




Australia

 portugus wrote:
GoonBandito wrote:
Not sure if anyone has mentioned this regarding summoning (the devil is in the detail as always):

Conjured units arrive via Deep Strike within the power's range. This means they are subject to scatter, mishaps and no charging the turn they arrive as per the normal Deep Strike rules..


Do we know if the deepstrike table is the same? It may be a silly question but if they mishap and go into ongoing reserves do they deepstrike within the range of the psyker's new current position or position when the spell was cast?

Deep Strike table is the same. If they mishap into ongoing reserves, they deep strike anywhere on the board when they arrive.

Dangerous Terrain is the same as before (armour or invulns)


 
   
Made in us
Storm Trooper with Maglight






Georgia

Cool thanks GoonBandito.

My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

When do the 7th ed Ebooks release for download? it says the 24th? but is that in like 9 hours the 24th? (west coast oz) or do i have to wait another 8 for it to be UK midnight? or open of business 24th in london? i cant remember as iv not pre-ordered an Ibook from them before

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in gb
Longtime Dakkanaut





I menitioned most the those daemon rules earlier, mainly in response to questions and maybe not all on dakka but its good to have a clear post like that

For reference again (now back up)

http://sanguinesons.blogspot.com/2014/05/biggest-change-in-7th.html

http://sanguinesons.blogspot.co.uk/2014/05/new-7th-ed-psychic-phase.html

I have started doing the psyhic powers, not so important as they are all over the net as well but here it is so far

Spoiler:
Biomancy

Primaris
Smite. WC1. 18" range rest the same
Iron Arm. WC1. Still targets the pysker, plus d3 str and tou plus No Eternal warrior from it.
Enfeeble. WC1. Reduces str AND toughness by 1. Treats all terrain as DT
Life Leech. WC1. 18" range, can only gain ONE wound back and only if target is within 6 inches.
Warp Speed. WC1. Now is a flat +3 to int attacks and fleet.
Endurance. WC2. Gives Eternal warrior, Feel no pain 4+ and relentless
Haemorrhage. WC2. 18" range, target does 2 toughnes tests or suffer wound no armour/cover save if model is killed (not wounded) it jumps to another model in the unit, who does 1 toughness test.

So the star of that IMO is Endurance, 4+ FNP (standard is still 5+) AND EW for a unit, nids now must be gutted! (tyranid warriors I am looking at you!).

Divination
Prescience/ WC2. Same bar the warp charges
Foreboding. WC1. Same.
Forewarning. WC1. Same
Perfect timing. WC1. Same
Precongnition. WC1. Same
Misfortune. WC2. No longer makes your opponent re roll successful saves. It targets a single enemy unit, and all attacks against that unit gain Rending. Wow.
Scriers Gaze. WC2. Increased the casting value. Now it just lets you re roll the reserve roll, or outflank roll, or mysterious objective roll. Has a effect on tactical objectives as well. It is frankly a big nerf.

So yes prescience is still there, abliet with a higher casting value, misfortune was always one of my favorites but now rending, for everything shooting that unit, wow. As rends are auto wounds it means you can shoot any str weapon at it (bolter fire then WK down!). Or a unit with large amount of CC attacks now become rending. In theory I am not sure if its better or worse then Misfortune, I guess it depends on what your army can take advantage of it better.

Daemonolgy.
Santic
Banishment. WC1. Reduce the daemon invul save by 1 to min of 6+.
Gate of Infinity. WC1. Same really.
Hammerhand. WC1. +2 str for unit.
Sanctuary. WC1. +1 invul save for unit.
Purge Soul. WC1. Focused witchfire, roll d6 add your ld for you and target does the same, whatever you beat him by is auto wound with no armour/cover saves allowed.
Cleansing Flame. WC2. Nova, 9inch range, str5 ap4 assault 2d6 ignores cover.
Vortex of Doom. WC3. 12inch range, str D, ap1, blast, vortex.

So gate is now not in telekensis but in here, it is a Grey Knight set of powers really isnt it.

Malefic.
Summoning. WC3. Creates unit of 10 of your choice from daemon troops. Or 5 Seekers/fleshhounds 3 flamers or nurglings.
Cursed Earth. WC1. 12inch bubble, +1 to daemon invul save.
Dark Flame. WC1. Template, str4 ap5 torrent.
Infernal Gaze. WC1. Beam 18" range, str 3 ap4, armour and flesh bane.
Sacrifice. WC1. Creates a herald of your choice. Comes with 30pts of options from the codex Daemons.
Incursion. WC3. Creates unit of 3 bloodcrushers, 3 screamers, 3 plague drones or 3 fiends.
Possession. WC3. Creates a Greater Daemon, if cast the psyker gets removed from play. If you fail to cast the power you suffer perils of the warp as well.

Pyromancy



Automatically Appended Next Post:
Also this was asked before but I didnt answer it

Mission
deployment
terrain (or Citadel terrain as the BRB calls it)
Forts
Objectives
Sides
First turn
Sieze

This message was edited 2 times. Last update was at 2014/05/23 07:37:03


40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control




Bristol, UK

 jspyd3rx wrote:
So if you want to use any existing fortification, I have to pick up Stronghold assault?!? Well played GW, well played. So I guess that book is fully legit now? I guess it is, if anyone wants to use any fortification at all. Though WTF, are we supposed to use for void shields?


It always was.

If you can keep your head, while all about you are losing their's, then you have probably completely misunderstood the situation!

6,000pts
5,500pts
3,500pts
2,500pts 
   
Made in us
Stealthy Sanctus Slipping in His Blade






Is there anything in the rules that may have fixed the Exalted Flamer Chariot of Tzeentch? They seemed to have misplaced the FAQ...

A ton of armies and a terrain habit...


 
   
Made in gb
Crazed Spirit of the Defiler




Ireland

 dracpanzer wrote:
Is there anything in the rules that may have fixed the Exalted Flamer Chariot of Tzeentch? They seemed to have misplaced the FAQ...


From MarkyMark earlier:

MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in gb
Boom! Leman Russ Commander




Northampton

 Voodoo_Chile wrote:
 dracpanzer wrote:
Is there anything in the rules that may have fixed the Exalted Flamer Chariot of Tzeentch? They seemed to have misplaced the FAQ...


From MarkyMark earlier:

MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


Aren't Necron CCB classed as Chariots?

If so... MEGA NERF, but at the same time... AV 13 in CC for the rider.

This message was edited 1 time. Last update was at 2014/05/23 07:55:12


Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in nl
Confessor Of Sins






Nerf to Necrons CCB is not important, think of the buff to all other Daemon Chariots!

This message was edited 1 time. Last update was at 2014/05/23 07:56:37


Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog
   
Made in gb
Longtime Dakkanaut





Yes they are, they do have a passage about reainmnation protocls while in a chariot as well, basically they can come back with 1hp, so thats not bad.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in au
Trustworthy Shas'vre






MarkyMark wrote:

Mission
deployment
terrain (or Citadel terrain as the BRB calls it)
Forts
Objectives
Sides
First turn
Sieze


I don't know if this is any different to the way the game currently is/is supposed to be... but it this saying that in 7th, if I take a 650pt Aquilla Strongpoint, I must place it on the table before I know what table side I get???
   
 
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