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Made in us
Regular Dakkanaut





LOL. Wasnt meant to be a burn but I noticed that Brandt and Target did not have the issue correct. The Runic staff has nothing to do with powers etc. Only the fact that you have to make a psychic test.

Dark Star Founding Member
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Home Base: Prosper, TX (Dallas)

Oh, it's a burn. Don't try to church it up son

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Regular Dakkanaut





Fair Enough! Yall got Burned!! How you like me now!!

Dark Star Founding Member
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Made in us
Regular Dakkanaut




NE TN

 Valhallan42nd wrote:
I do believe there is a section called "Demonic Gifts" in the daemon codex. One would assume that those are the items affected.


That section includes everything in the book though (even psychic powers). I just want to know exactly what this power will do, especially if Grimoire is involved.

 
   
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Falls Church, VA

 Grimwulfe wrote:
Fair Enough! Yall got Burned!! How you like me now!!


I don't, and I'll be waiting to jump you at the con. Pelting you with D6 after D6 until you are reduced to a sobbing mess.

:-p

but in reality good catch, I didn't notice the FAQ had an entry on it.
   
Made in us
Regular Dakkanaut





Ill be the stunty dwarf looking dude with the brass beard ends, I need more dice so im cool with that!

Dark Star Founding Member
NOVA 2011 Trios Team Champions and Proud member of Team Bastard
Conflict 2011 Doubles Team Champions
NOVA 2012 Trios Team Champions
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Made in us
Regular Dakkanaut




NE TN

 Grimwulfe wrote:
Target wrote:
 djdarknoise wrote:
MVBrandt wrote:
IIRC the RAW on this is that Runic Weapons nullify the effect of a power when a psychic test to cast one is successfully passed. As far as I know, Force Weapons are no longer considered powers.

Unless I'm missing something, that should be the RAW on it / no FAQ required (I could put this in if you'd like - though we try to keep from answering questions directly addressed by the rules in the book in order to ensure *RELATIVE* brevity for purposes of printing a copy of the FAQ into every attendee's guidebook.



You have to have a warp charge, and pass a leadership test to activate Force. RAW, a staff *can* nullify force weapon activation; The only time it cannot is if the Brotherhood Banner is invoked, because you do not roll for that.


Find the quote in the rulebook that states force weapon activations, or any of those conditions you state above, make something a psychic power/are a psychic power.


Does the bearer of the Force Weapon have to make a psychic test to activate the weapon? If So...

Page 36 – Runic Weapon.
Replace the fourth sentence with: “Furthermore, whenever an
enemy model succeeds on a Psychic test within 24" of one or
more models with a Runic Weapon, roll a dice […]”.


Although that does trigger the Runic Weapon, the sentence ends with "cancel that POWER." As Target clarified, a Force Weapon activation is never described as a power. So, RAW Runic Weapons cannot counter Force Weapons.

 
   
Made in us
Ruthless Rafkin






Glen Burnie, MD

magodedisco wrote:
 Valhallan42nd wrote:
I do believe there is a section called "Demonic Gifts" in the daemon codex. One would assume that those are the items affected.


That section includes everything in the book though (even psychic powers). I just want to know exactly what this power will do, especially if Grimoire is involved.


I looked at it again this morning, and given the breadth of the section, I agree some clarification would be welcome.

This message was edited 1 time. Last update was at 2013/07/25 17:45:23




-Loki- wrote:
40k is about slamming two slegdehammers together and hoping the other breaks first. Malifaux is about fighting with scalpels trying to hit select areas and hoping you connect more. 
   
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Grey Knight Purgator firing around corners




Boston, MA


Page 36 – Runic Weapon.
Replace the fourth sentence with: “Furthermore, whenever an
enemy model succeeds on a Psychic test within 24" of one or
more models with a Runic Weapon, roll a dice […]”.

Although that does trigger the Runic Weapon, the sentence ends with "cancel that POWER." As Target clarified, a Force Weapon activation is never described as a power. So, RAW Runic Weapons cannot counter Force Weapons.


Ok, so under Force;

"...he can immediately choose to activate it by expending a Warp Charge and taking a Psychic test"

Under Manifesting Powers (emphasis mine);

l. Expend Warp Charge- Reduce the Psyker's Warp Charge. *as above, this is a requirement to activating Force*
2. Declare Target - If the psychic power requires a target, choose it now. *Does not require a target, so move to step 3*
3. Take Psychic Test - The Psyker must now take a Psychic test. If the test is failed, the psychic power fails. If a double I or double 6 is rolled, the Psyker suffers Perils of the Warp, which is resolved immediately. *as above, this is a requirement to activating Force*
4. Deny the Witch - If the Psychic test was passed and the target was an enemy, it now gets a chance to Deny the Witch and nullify the power. If the power is nullified, the attempt fails and nothing further happens. *the rules for Force override this step, specifically*
5. Resolve Psychic Power - Assuming that the Psychic test was passed and the power was not nullified by ^ Deny the Witch roll, it is now resolved.

Based on following the procedural steps for manifesting powers, I fail to see how Force Weapon activation is not considered a power. Steps 1 and 3 of manifesting a Psychic Power are specific and clearly identified with the same words/language in the description of Force, per the BRB, If Force Activation is not considered a power, then by that logic it can never force a Perils Test. Is that what you are saying?

This message was edited 1 time. Last update was at 2013/07/25 18:36:06


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Fixture of Dakka






San Jose, CA

Not all rectangles are squares. Just because it uses some of the same mechanics as a psychic power, it doesn't follow that it IS a psychic power.

If activating a Force Weapon is a psychic power, then very few psykers in the game can actually do it. Each psyker has a specified number of powers, drawn from one or more of the psychic disciplines. "Activate force weapon" isn't a listed power, and none of the psykers from any 6e book has permission to know such a power.

Quis Custodiet Ipsos Custodes? 
   
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Sneaky Kommando



Washington, DC

If I'm not very competitive, should I sign up for one of the GTs (so I can definitely get a bunch of games), or will I have more fun (and find just as many games!) just hanging out.

(Definitely doing the narrative games btw!)

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Regular Dakkanaut





 Janthkin wrote:
Not all rectangles are squares. Just because it uses some of the same mechanics as a psychic power, it doesn't follow that it IS a psychic power.

If activating a Force Weapon is a psychic power, then very few psykers in the game can actually do it. Each psyker has a specified number of powers, drawn from one or more of the psychic disciplines. "Activate force weapon" isn't a listed power, and none of the psykers from any 6e book has permission to know such a power.


That is a point but how do you get around the fact of this wording?

Page 36 – Runic Weapon.
Replace the fourth sentence with: “Furthermore, whenever an
enemy model succeeds on a Psychic test within 24" of one or
more models with a Runic Weapon, roll a dice […]”.

Just because it says the "power" is nulified? Either way you are still meeting the REQUIRMENTS for the Rune weapon to go off. IE making a Psychic test. Which then allows you to negate it. Regardles if it says negates the power. I could argue by RAW you are POWERING UP the force wepaon there it works. Either way the requirments for it go off have been met.

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Boston, MA

 Janthkin wrote:
Not all rectangles are squares. Just because it uses some of the same mechanics as a psychic power, it doesn't follow that it IS a psychic power.

If activating a Force Weapon is a psychic power, then very few psykers in the game can actually do it. Each psyker has a specified number of powers, drawn from one or more of the psychic disciplines. "Activate force weapon" isn't a listed power, and none of the psykers from any 6e book has permission to know such a power.


From Force;

"If a Psyker inflicts one or more unsaved 'Wounds with a Force weapon, he can immediately choose to activate it by expending a Warp Charge point and taking a Psychic test..."

Looks like every Psyker has permission to know such a power, by virtue of having a Force weapon.

This message was edited 1 time. Last update was at 2013/07/25 19:49:16


0000 - Rest Period - BUT YOU BETTER NOT SPEND FOUR WHOLE HOURS SLEEPING. IF YOU DO YOU ARE NOT ANGRY ENOUGH AND TOMORROW YOU GET THE FIRST CHANCE TO PLAY PIN THE TAU ON THE CARNIFEX. 
   
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Falls Church, VA

 djdarknoise wrote:
 Janthkin wrote:
Not all rectangles are squares. Just because it uses some of the same mechanics as a psychic power, it doesn't follow that it IS a psychic power.

If activating a Force Weapon is a psychic power, then very few psykers in the game can actually do it. Each psyker has a specified number of powers, drawn from one or more of the psychic disciplines. "Activate force weapon" isn't a listed power, and none of the psykers from any 6e book has permission to know such a power.


From Force;

"If a Psyker inflicts one or more unsaved 'Wounds with a Force weapon, he can immediately choose to activate it by expending a Warp Charge point and taking a Psychic test..."

Looks like every Psyker has permission to know such a power, by virtue of having a Force weapon.


It doesn't state it's a power, you're stating that. Unless you find it called a power somewhere, it's just a force weapon activation which requires a psychic test, not a power. So use your runic weapon, you can roll a d6, and then nullify a power if you can find one.
   
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Manhatten, KS

For shiz and goggles!

What is a force weapon?
a pyschic weapon with the force special rule.

What is Force?
A power, a USR, an ability?

How is a force weapon activated?
Activated by expending a warp charge point and taking a psychic test.

What is a runic weapon?
A force weapon that nullifies other psykers

How id a runic weapon activated?
If an enemy psyker succeeds on a psychic test within 24"!

There is no requirement for it to be a power for it to be nullified. Where is power defined in the rulebook? A psychic test is what triggers the runic weapon. Not a psychic power.

This message was edited 1 time. Last update was at 2013/07/25 20:15:52


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

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New question:

Read how Warp Charge is generated on Page 66
Then Read the bold section on Page 125 just above ongoing reserves

Special Rules are covered on Page 32 and Psyker is a special rule.

Now explain to me..how does one use a psychic power from arriving via reserve/deep strike/drop pod ?

This message was edited 1 time. Last update was at 2013/07/25 20:32:14


 
   
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Louisville, Kentucky

Muhahahah...the NOVA is nearing and the warp maelstrom has begun to gather speed...Let the storm bring it's fury...well with that being said hopefully there is no hurricane this year...

I would like to second the clear declaration of what dark excommunication does to daemons...more specifically if they have had a blessing cast upon them and then enter combat with a model with DE do they lose the psychic power...and again does it affect the Grimoire?...to clarify the Great Book, i.e. Grimoire of True Names, is a hellforged artifact which is derived from taking the demonic gift, exalted reward...however if only the grimoire itself would be affected by DE then it's effect which is incurred in the movement phase of the Daemon player would not be?...

Everyone have safe travels...I should be making some fresh salsa in the next week or so from my organic garden for the staff and the VIP room...bring your chips guys and gals...

 
   
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Are VIP's allowed to bring in a guest with them to the VIP lounge? I would think this would be a good idea to show those unfortunate souls what VIP is and the benefits its brings. However of course providing a VIP is with them at all times etc.. etc...

This message was edited 1 time. Last update was at 2013/07/25 22:16:36


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Maryland

Hey Mike, I think it might be a good idea to put a clear list of various cover saves somewhere in the FAQ, so that there's a concise ruling from the get-go in the packet.

I've heard a lot of different things from different players in the last few tournaments I've been to. A couple of the big ones I've heard include the debate on the 2+ vs 3+ when going to ground in ruins. Another big one is whether you get the 4+ ruin cover by just being on the ruin base or if you must be obscured by the ruins. I typically just go by whatever my opponent says as to not waste time, but I imagine this comes up quite a bit.

I think just a quick table in the front of the faq packet with the various types of cover and what they become improved to by going to ground would go a long way though.

This message was edited 1 time. Last update was at 2013/07/25 22:40:19


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ComTrav wrote:
If I'm not very competitive, should I sign up for one of the GTs (so I can definitely get a bunch of games), or will I have more fun (and find just as many games!) just hanging out.

(Definitely doing the narrative games btw!)


ComTray, During the day most folks will probably be playing in one of the schedule events, that said, there should be a table or two for free play. I recommend you consider the GT because as mentioned earlier, even if you go 0-4 your first 4 games, you will play only other people who went 0-4 in games 5-8. So the competition should even out. The first round is kind of a random assignment, but after that we aim to match people evenly because that is the most fun for everyone involved!

That said, we will also be running pickup Magic: The Gathering events during the day (8-person Booster Drafts and 4-person commander pods), demo games of Infinity, shopping, spectating, and other fun stuff. Also, a free day time is a perfect time to get in on a seminar with one of our awesome guests.

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USA

 Kolath wrote:
ComTrav wrote:
If I'm not very competitive, should I sign up for one of the GTs (so I can definitely get a bunch of games), or will I have more fun (and find just as many games!) just hanging out.

(Definitely doing the narrative games btw!)


ComTray, During the day most folks will probably be playing in one of the schedule events, that said, there should be a table or two for free play. I recommend you consider the GT because as mentioned earlier, even if you go 0-4 your first 4 games, you will play only other people who went 0-4 in games 5-8. So the competition should even out. The first round is kind of a random assignment, but after that we aim to match people evenly because that is the most fun for everyone involved!

That said, we will also be running pickup Magic: The Gathering events during the day (8-person Booster Drafts and 4-person commander pods), demo games of Infinity, shopping, spectating, and other fun stuff. Also, a free day time is a perfect time to get in on a seminar with one of our awesome guests.


Will the pickup MTG events be at times when 40k GT players would be able to participate?
   
Made in us
Powerful Ushbati





Manhatten, KS

 DarkCorsair wrote:
 Kolath wrote:
ComTrav wrote:
If I'm not very competitive, should I sign up for one of the GTs (so I can definitely get a bunch of games), or will I have more fun (and find just as many games!) just hanging out.

(Definitely doing the narrative games btw!)


ComTray, During the day most folks will probably be playing in one of the schedule events, that said, there should be a table or two for free play. I recommend you consider the GT because as mentioned earlier, even if you go 0-4 your first 4 games, you will play only other people who went 0-4 in games 5-8. So the competition should even out. The first round is kind of a random assignment, but after that we aim to match people evenly because that is the most fun for everyone involved!

That said, we will also be running pickup Magic: The Gathering events during the day (8-person Booster Drafts and 4-person commander pods), demo games of Infinity, shopping, spectating, and other fun stuff. Also, a free day time is a perfect time to get in on a seminar with one of our awesome guests.


Will the pickup MTG events be at times when 40k GT players would be able to participate?


We dont mix with their kind... lol j/k. Never learned how to play tbh.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
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 DarkCorsair wrote:

Will the pickup MTG events be at times when 40k GT players would be able to participate?


That's actually a good question... I know we're running it whenever we get 8 or 4 players, but I'm not sure what the hours of operation are... MVB?

6,000
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Maryland

IIRC, it was mentioned in an interview at one point that there specifically will be MTG stuff timed so that 40k GT players can join in.

5000 points (Blue rods are better than green!)
5000 points (Black Legion & Pre-heresy Sons of Horus) 
   
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There's a last chance qualifier (basically a MTG tourney) Thursday that GT players can participate in. Additionally, if you choose to opt out of rounds 7-8 Sunday A.M. there's a massive Modern premier event Sunday. I believe the booster drafts and commander pods run as late as 10 or after, but will confirm with the Magic guy.


Automatically Appended Next Post:
For the new guys who are planning on showing up this year, make sure you purchase your event tickets and weekend badges IN ADVANCE on the novaopen website. Not doing so will result in more expensive weekend badges, and less personalization for things like the Narrative.

This message was edited 2 times. Last update was at 2013/07/26 14:14:18


 
   
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USA

 Tomb King wrote:


We dont mix with their kind... lol j/k


http://www.dakkadakka.com/dakkaforum/posts/list/0/517614.page

   
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Results from this weekend's charity primer; another $850 was raised for charity as well.

http://app.torrentoffire.com/# ... click NOVA Beta #2 at the Venue, Brittany's.
   
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I have to work the weekend of NOVA, so if anyone needs a 40k GT or narrative ticket, let me know! I will make you a deal!

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Manhatten, KS

Is the FAQ still coming out NLT 1 August

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Longtime Dakkanaut




Yes, it'll be out later today; it will not make the newsletter; stay posted here, Whiskey, and NOVA Open website itself.

AS an aside to an earlier question, the new weapon batteries ARE legal. Clarification - their emplaced weapons ARE targetable, at the usual stat line (T7/yadayada).
   
 
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